SHADOWS OF DARKNESS TECHNICAL GUIDE

HOW Many Manuals?

You're probably wondering by now which of the three manuals in your Quest
for Glory: Shadows of Darkness box is the "real" one.  Actually, the answer
to that depends on what it is you seek.  The SIERRA GAME MANUAL will help
you install Shadows of Darkness to your computer's hard disk and will tell
you how to operate the game from a purely technical standpoint.  (In fact,
it will help you play any Sierra adventure or adventure/role-playing game.)

Then there's the book you're currently reading, the SHADOWS OF DARKNESS
TECHNICAL GUIDE.  This book expands on the SIERRA GAME MANUAL by telling
you about the specialized interfaces we've created for conversation, combat,
and using your character's skills and spells in Quest for Glory:  Shadows of
Darkness.  This book also contains crucially important alchemical information
for creating scientific potions (also known as copy protection for the
floppy disk version).

Alkazotz	Pizza - Pizza - Fire - Water - Water
Betazene	Water - Fire - Water - Earth - Fire
Cranomeal	Earth - Water - Fire - Pizza - Earth
Desertix        Earth - Fire - Earth - Fire - Water
Elkorn		Pizza - Earth - Pizza - Air - Air
Fliegnitz	Air - Pizza - Fire - Air - Pizza
Gargoil		Pizza - Water - Water - Earth - Earth
Hintline        Earth - Air - Pizza - Air - Earth
Ickyuckgoop	Water - Earth - Earth - Water - Pizza
Jollene		Pizza - Pizza - Air - Pizza - Pizza
Kickaptui	Water - Air - Water - Pizza - Earth
Laxabiff        Earth - Earth - Water - Earth - Water 
Mexacalish	Fire -Earth - Pizza - Fire - Pizza
Noxipyu		Air -Fire - Earth - Air -Earth
Ossipye		Earth - Fire - Pizza - Earth - Fire
Pentickle	Air - Pizza - Pizza - Air - Water
Quixoat		Water - Air - Fire - Pizza - Air
Romburn         Fire - Earth - Fire - Air - Earth 
Sumthin		Water - Pizza - Earth - Air - Air
Tamlin		Pizza - Water - Air - Earth - Water
Ultimo		Fire - Air - Pizza - Pizza - Pizza
Voltoffen	Air - Fire - Earth - Fire - Air
Whammbo         Earth - Fire - Earth - Air - Fire
Xasparil        Air - Air - Water - Air - Water
Yammer		Air - Pizza - Air - Water - Pizza
Zotzbrue	Water - Fire - Fire - Air - Water

Last but not least we come to HERO: The Journal of General Job Adjusting.
That's the fun game manual.  Written from the viewpoints of fellow
adventurers, the Journal will teach your character everything he needs to
know about his skills and spells as well as some useful tidbits about the
Land of Mordavia.  It's a good thing your character happened to pick this
up shortly before being magically transported here, isn't it? We have hidden
a number of game clues within the text of the Journal.

WHAT IS QUEST FOR GLORY?
Quest for Glory combines the character development and combat that are
typical of fantasy role-playing games with the basic adventure game concept
of exploring a world and solving its puzzles.  "Shadows of Darkness" is the
fourth Quest for Glory scenario, but does not require any previous experience
with the series.  If you find yourself "wanting more" after playing Shadows
of Darkness, you should be able to find other games in the series at your
favorite software retailer.  You can also order Quest for Glory games
directly from Sierra On-Line.

The essence of role-playing is that you must try to think as your character
would when faced with a dilemma.  In Shadows of Darkness, you can choose
from three basic character types--the strong fighter, the mysterious
magician, or the wily thief.  Each has the same goal -- to save the Land of
Mordavia from permanent darkness and to leave the Land.  Each character will,
however, set about accomplishing these goals in a different way.  The
magician may use spells to overcome some obstacles, but might not survive a
pitched battle with a monster.  The thief must find a crafty way around a
problem that the fighter or magic user can approach directly.

Experience can be a tremendous asset to you as a hero.  Your attributes will
improve as you play the game.  Tasks that are beyond your ability early on
may become less difficult as your skills improve.

Conversation is a very important part of Quest for Glory.  You will meet
many strange people and creatures in Mordavia.  To learn about the Land and
your quest, you should speak with everyone you meet.  Like your character,
the beings you meet will have distinct personalities, and their skills and
knowledge may lie in different areas.  You'll want to find out all you can.

Every hero must deal with his share of foul and ferocious monsters.  If you
want to be a hero, you'll have to fight or avoid them, as they don't tend to
favor discussion.  Each battle you fight will provide you with valuable
experience, and many victories will yield treasure that you will need to buy
food and equipment.

A hero's life isn't always serious, though.  Between desperate encounters
with terrible monsters and life and death decisions lie many light-hearted,
humorous, and downright silly moments.  There are some very peculiar
individuals living -- or formerly living -- in Mordavia.

The Story Thus Far
You began your Quest for Glory as a graduate of the Famous Adventurer's
Correspondence School for Heroes.  A poster in your local Adventurer's Guild
read, "WANTED:  HERO.  NO EXPERIENCE NECESSARY.  VISIT BEAUTIFUL SPIELBURG,
FIGHT MONSTERS, DEFEAT BRIGANDS.  REWARD AND TITLE 'HERO OF SPIELBURG' TO
THE SUCCESSFUL  APPLICANT".

It sounded good, especially the "no experience necessary" part.  That was
before you learned that being a Hero meant fighting vicious monsters,
solving puzzles and evading traps, having to walk miles through the
trackless desert, and generally working your tail off.  As you rescued the
Baron's children -- Elsa and Barnard -- from enchantment, you learned that
the brigands were only part of a larger problem.  The Baron had offended
Baba Yaga, a powerful Ogress, and her curse had caused disaster throughout
Spielburg Valley.  Only when you used her own magic against her to drive her
out of Spielburg was the land once again free from her enchantments.  (This
story was told in Quest for Glory I:  So You Want To Be A Hero.)

Then you traveled with your friends Shameen, Shema, and Abdulla Doo on
Abdulla's magic carpet to the mysterious desert land of Shapeir.  There you
fought against the elemental forces of nature themselves to guard one city
and release another from the evil rule of the Wizard Ad Avis.  You also made
more friends -- Rakeesh the Liontaur Paladin and Uhura, the Simbani warrior
woman among them.  The wise Sultan Harun Al-Rashid adopted you as his son
for your heroic deeds there (as recounted in Quest for Glory II:  Trial By
Fire.)

But something went wrong.  Although you saw Ad Avis fall to his doom,
streaming with flames and calling to his Dark Master for help, the body was
never found.  The Sorceress Aziza informed you that Ad Avis was certainly
dead but that his magic had somehow survived him.  Part of his influence
allowed a powerful Demon Wizard to break through the veil between worlds to
attack Rakeesh and Uhura's homeland of Tarna.  Traveling through a magical
portal, you accompanied your friends to help stop the Demons from bringing
more of their kind into our world and to prevent a Demon-incited war between
the Liontaurs, the Simbani, and the Leopard People.  (You helped shape these
events in Quest for Glory III.)

Even as your friends and companions were congratulating you after your final
battle with the Demon Wizard and your closing of the world portal, you were
seized by a dark magical force and wrenched away from the land of Tarna.
Stripped of your possessions, you awaken in a dark cave in an unknown land.
It is time to become a Hero once more!  You are no longer a green "wannabe
adventurer".  You are a seasoned adventurer with many skills and talents to
help you in your Quest for Glory.

Now it is time for you to become your character, and learn to think as he
would, reason as he would, and solve problems as he would.  You can only be
successful if you use your character's own distinct skills, along with your
own wits, to confront the challenges that face him in the Land of Mordavia.


Playing a Role
Just as in real life, there are basic things a person must do to stay alive.
You will need to eat a couple of meals each day.  If you are carrying food,
you'll eat automatically, but try not to run out of rations.

You'll also need a certain amount of sleep (In your Special Action icon bar)
to regain Health, Stamina, and Magic Points.  Without sleep you will use
these points quickly.  Sleep is best accomplished at night, as travel is
much safer during daylight hours.  Besides, heroes are notorious for their
'Type A' personalities.  You must be careful where you bed down, though, or
you may wake up as something's midnight snack.

Also as in real life, basic necessities cost money.  Heroes don't tend to
hold down 9-5 jobs, so their spending money tends to come from slaying
monsters, raiding bodies, and receiving rewards from grateful citizens.  Of
course, unintelligent monsters don't tend to carry a lot of cash, so wise
heroes choose their opponents carefully.  Mordavian currency comes in units
of Crowns and Kopeks; there are 100 Kopeks to the Crown.

You can use the money in your pouch to purchase food, lodging, and
adventuring supplies.  The amount you can carry is determined by your
Strength and the weight of your equipment.  Carrying too much weight will
slow you down and impair your fighting ability.

If for some reason you are in a hurry (a monster on your tail, or some such
thing), select the Run icon (in your Special  Action menu) to move more
quickly.  Don't run too far, though, or you'll soon become tired.  Select
the Walk icon to resume walking normally.

Creating a Character
Before beginning your adventure, you'll choose from three basic character
types:  The Fighter, The Magic User, or The Thief.  Your selection will
determine much about the sorts of obstacles you will encounter, and the
means by which you will overcome them.  Using your mouse or [Arrow] keys,
place the cursor on the character you wish to play, then click the left
mouse button or press [ENTER].

Each type of character comes with its own set of skills and abilities, some
specific to the character type, some common to all three.  Every type has
pre-assigned point values for appropriate abilities.  In addition, you will
begin the game with a 100 point 'bonus pool' to assign to the areas in which
you wish your character to be the strongest.

The Fighter
The Fighter depends upon his skill with weapons, his strength, and his
vitality to survive the rigors of life as a hero.  His weapon is his sword,
and his best defense is his shield.  We recommend that you play a Fighter
during your first Quest for Glory adventure.

The Magic User
The Magic User must rely upon his intelligence and the successful casting of
magic spells.  He can best protect himself by avoiding close combat.

The Thief
The Thief counts on his skills, stealth, and agility.  His weapon of choice
is the dagger, and he prefers to throw it from a distance.  He can best
defend himself in combat by dodging.

Importing a Character from  a Previous Quest for Glory Game
If you successfully completed any of the first three Quest for Glory
adventures, you were given an opportunity to "Export" your character for use
in later games in the series.  You can Import such a character into Shadows
of Darkness by choosing the "Import" option on the opening screen.  You will
then be presented with a "File Selector" which will help you locate your
saved character file.

Please note that a "Saved Character" (Export) file is not the same thing as
a "Saved Game".  You can only save your character for Export at the end of
each game.  The resulting file will be relatively small (100-200 bytes
compared with thousands of bytes for a Saved Game).

Once you have successfully imported your character, Shadows of Darkness will
give you the opportunity to stay with your character's previous line of work
or to switch to another character type.  Staying with the same type is best
for role-playing, but you might want to try another character type for a
change or to start with higher ability levels once you've completed the game
with the original type.

The Paladin
The Paladin character is a `bonus' character type only available to players
who have completed one of the first three Quest for Glory games.  The
Paladin has similar abilities and tasks to the Fighter, but also has the
opportunity to fulfill certain special honor-related quests.  To help him
with these quests, the Paladin gains certain magic-like abilities such as
Healing and Protection as a result of his actions.

Skills and Abilities
After you Create or Import a character, Shadows of Darkness shows you your
character's current abilities and gives you a bonus pool of 100 additional
attribute points which you may assign to skills.  Alternatively, you can
spend all 100 points to add one additional skill which your character did
not previously know.

At the bottom of the Skill Points screen is an area for you to type in your
hero's name.  Name him anything you like. If you change your mind after you
have chosen a character's name, you may use the [Backspace] key to erase the
character's name.  Replace it by typing in any name you like.

To highlight a skill, use the mouse cursor, or the up and down [Arrow] keys
or the [TAB] key.  To assign points to a skill, press the right mouse button,
or the right [Arrow] key. Each time the right mouse button or right [Arrow]
key is pressed, 5 points will be assigned to the highlighted skill.  Press
the left mouse button or left [Arrow] key to subtract 5 points from a skill.
(You may not delete skill points below the original value of any given
skill.)

To attain a skill not normally available to your character type (such as
lock-picking for a Fighter), choose the desired skill from the skill menu
and assign points using the procedure described above.  Since the skill
level minimum for Shadows of Darkness is 100, adding a new skill will use
your entire bonus pool.

Points for Health, Stamina, Mana, and Honor cannot be changed by you
directly.  The values for these attributes will change automatically as you
gain experience, suffer damage and modify certain other skills.

Abilities:
Strength is important in performing physical activities, especially combat.
The Fighter must be strong to be effective.

Intelligence enables the Magic User to successfully learn and cast spells,
and benefits all characters when engaged in mental activities, such as out-
thinking opponents in combat.

Agility is important during combat, and vital to lock-picking and stealth.
The Thief cannot prosper without high agility.

Vitality determines how much damage a character can sustain, and how quickly
he will recover from damage and strenuous physical activity.  High vitality
is particularly useful to the Fighter.

Luck can aid you in many subtle and mysterious ways, and is especially
important to the Thief.

Honor is a measure of the honorable deeds your character has performed and
the reputation he has achieved.  The Paladin must constantly work to maintain
and increase honor.

Skills:
Weapon Use determines the character's ability to land a successful blow in
combat.

Parry is the ability to block an opponent's blow using a weapon or shield.

Dodge is a skill used to avoid a blow by ducking or sidestepping it.

Stealth is the art of moving quickly and discreetly, taking advantage of
shadows and other camouflage when sneaking around.

Pick Locks is the skill that allows a character to triumph over locked
doors, chests, etc.  A lock-pick or Thief's tool kit is necessary to use
this skill.

Throw determines your character's aptitude for throwing and accurately
hitting an object.

Climb is the skill that allows a character to scale difficult surfaces.

Acrobatics is the skill used (primarily by Thieves) to jump large gaps
without special equipment and to launch devastating flying attacks in combat.

Magic is the basic skill required to learn and cast magic spells.  The higher
the Magic skill, the more mana points are available to the character and the
more effectively he can use his spells.

Each character also possesses attributes that are set automatically based on
certain skills and abilities:

Health Points gauge the amount of damage a character can suffer before he
will die.

Stamina Points determine how much energy a character has to perform physical
activities.  When Stamina points are low, the character is weak.  He will
fight less effectively, and be injured more easily.

Mana Points measure the amount of magic a character can perform.  When all
mana points are gone, the character will be unable to cast spells.

Communication aids your character in bargaining and in talking his way out
of trouble.

Skills and abilities improve with practice.  Those skills your character
exercises frequently will improve more rapidly, while those left unused
will remain fixed at their original levels.  Your character only advances
in skills he is given when you create him (i.e., skills that were assigned
at least 5 skill points.)

The Status Bar
The area at the top of the screen is called the Status Bar. This area
contains three gauges which indicate the current level of your character's
Health, Stamina, and Mana. Pay special attention to the Heath gauge; if your
character's Health is low, drink a healing potion or try to get to a place
of safety and rest as soon as possible. If your Health gauge is bright green,
your character has been poisoned. Try to find an antidote or keep healing
him until the poison wears off.

Move the cursor up into the Status Bar to access the Icon Bar.

The Shadows of Darkness Icon Bar
Quest for Glory:  Shadows of Darkness uses basically the same icon/cursor
interface as in other Sierra adventure games.  However, since this is a
role-playing game as well as an adventure game, some of the options have
been expanded and additional ones have been added.

When using the Inventory Window, if your character has more than 18 different
objects, you can use the scroll bar and arrows at the right side of the
Inventory Window to see other objects in his inventory.


The "Talk" Cursor
You can click the Talk cursor on either a character in the game or on your
own character.  When you click Talk on yourself, your character has the
opportunity to say something to another character in the scene.  For
instance, if you have learned the whereabouts of the shopkeeper's missing
husband, you could click Talk on yourself and choose "Tell About Husband"
to the shopkeeper.  Sharing information is sometimes as important as gaining
it.

When you click Talk on another character, you can ask that character a
question.  For example, click Talk on someone you've just met and select
"Ask About Name" to learn his/her name.  You will learn many important game
clues by asking questions.

In many cases, talking to a person will suggest additional topics of
conversation.  When you Talk to the character again you may have a different
set of choices of questions to ask or statements for your character to make.
Choose "Ask About Something Else" to go back to an earlier set of questions.

People you meet often have different things to say if you talk to them at
different times.  Conversation is a crucial part of Quest for Glory so be
sure to visit and talk to characters often, especially after you've been
involved in events that might affect them.


Special Actions
These icons control special actions that you might want your character to
take.  From left to right:

Run causes your Hero to run quickly.  (Look out for that Necrotaur!)

Sneak causes your Hero to move stealthily and quietly.

Jump causes your Hero to take a mighty acrobatic leap (if you are skilled at
Acrobatics).

Rest causes your Hero to sleep or to rest for a short time.  This is
important as it allows him to recover Health, Stamina, and Magic power.

Character allows you to look at your Hero's character sheet (status
information).  Any skills or abilities which have improved since the last
time you looked at the character sheet are highlighted in a different color
to show your character's progress.

Hourglass tells you the current game day and time.

Question-mark will give you a definition of the other icons in the bar when
you click it on them.

If you decide not to take a special action, click anywhere else to exit or
press ESC.


Magical Spells
If your character has skill in using Magic, you can access the Magic icon in
the Main Icon Bar.  When you click on this icon a new screen window appears.
In the window are icons for all of the spells your character knows.  Click
on the Eye icon at the top, then on one of the spells, to see the name of
the spell and your skill level at casting it.  The more skilled your
character becomes at casting a particular spell, the more effective the
spell will be.  As with any other skill, "practice makes perfect" at spell
casting.  If your character is short on spell points, some of the spell
icons may be disabled.

The Magic Window has its own icons. From left to right, these are:

LOOK (EYE cursor) allows you to look at the spells in your inventory. You
will get the name and definition of the spell, as well as the MPs needed to
cast it, and the level of skill your Hero has in that particular spell.

DO (HAND cursor) allows you to cast the spell you have clicked the hand
cursor on.

QUESTION MARK gives you a definition of the other icons in the bar when you
click it on them.

OK  means you don't want to cast any spells at this time.  Selecting it will
take you back to the main icon bar.

Below the Magic Window Icon Bar is your Magic Inventory showing all the
spells your character has learned so far.  A full listing of spells can be
found in HERO: The Journal of General Job Adjusting.  To cast a spell, select
the Hand icon, then click on one of your spell icons.  There are three
general types of spells -- "Area", "Personal", and "Directed" spells.  If
you choose an Area or a Personal spell, the Magic Window will vanish and you
will immediately see the results of the spell.  If the spell you select is a
Directed spell, the Magic Window will disappear and you will have a
"targeting cursor".  Click the targeting cursor where you want the spell to
go.  For example, if you cast an "Open" spell, a targeting cursor will
appear.  Click the cursor on the door or chest you want to open.

If your character knows more than 15 spells, you can use the scroll bar and
arrows at the right side of the Magic Window to see more of the available
spells.

The Control Panel Skill Level
In addition to the Control Panel features described in the Sierra Game
Manual, the Shadows of Darkness Control Panel contains a "Skill Level"
lever.

The SKILL lever is unique to Quest for Glory.  Set it near the top for a
serious challenge -- monsters will be tougher, some puzzles harder, and so
on.  The Normal setting (near the center) provides a fair challenge, while
the Easy setting (near the bottom) generally makes the game easier to play.

Combat is most affected by the Skill Level setting.  On the Hard Level
setting, monsters are faster and tougher and you must make all combat
decisions yourself.  On Medium Level, the computer will assist you with
defensive maneuvers whenever you are not taking action.  On Easy Level,
the computer will help with both defense and attacks -- if you do not try
to fight, the computer will play out the entire combat; only your character
skills will affect the result.  Of course, you can override computer
decisions at any point by attacking, defending, or casting a spell yourself.
The computer will only take over when you aren't doing anything.

Saving and Restoring-  Automatic Saves
Quest for Glory:  Shadows of Darkness uses the same "Save" and "Restore"
interface described in the SIERRA GAME MANUAL.  However, it also features
an innovation designed to prevent the frustration associated with sudden
character death and power failures, the "Automatic Save".  At many especially
dangerous moments in the game, Shadows of Darkness will automatically
create a saved game position for you.  This position will always be named
"Automatic Save", will appear on your saved game disk (or in your hard disk
game directory if you have not saved any games during the session), and
will replace any previous Automatic Save.

Should your character die or get into a position you consider untenable,
simply use the Restore Game feature to restore your Automatic Save position.
These positions have been carefully determined to occur at points in the
game when you have time to react and prevent the problem that might lead to
the demise of your character.  So don't be afraid to experiment (some of the
life-and-death situations are ones in which your character can only die if
he really, really works at it) and don't worry about becoming so engrossed
in Mordavia that you forget you're using a computer and ought to save
occasionally.

Of course there is still no substitute for a set of carefully preserved Save
Games representing crucial -- or particularly interesting -- parts of the
game.  Be sure to save your game any time your character has solved a major
puzzle or accomplished a deed of note.  That way you won't have to remember
everything you did after the power failure zaps your computer.

Storing Extra Equipment
It's just as bad to overload your character as to be under-equipped.  Should
you find that your character has picked up a heavy item that he won't need
until later, he can store it in a storage chest in his room in the Hotel
Mordavia.  Select the item from inventory and click it on the chest to store
the item.  Remember, even too much money can load your Hero down and impair
his fighting (and running away) ability.  To retrieve items from the storage
chest, click the Hand cursor on the chest, then select the items you want
from the "Storage Chest Window".  Items stored in the chest are totally safe
-- there are few Thieves left in Mordavia.

If there are more than 18 different objects in the chest, you can use the
scroll bar and arrows at the right side of the Storage Chest Window to see
more of the items in it.


Conversation
Conversation is an important part of playing Shadows of Darkness.  As
described above, you talk to characters by clicking the Talk cursor on your
character (to make a statement) or on another character (to ask a question).
Doing either will bring up a window containing a choice of topics to Tell or
Ask About (respectively).  Your choices (even when talking to the same
character) will change frequently during the course of the game because
people react to things you've accomplished since your previous visit.

In addition, you may have several sets of choices in a single conversation.
After you ask a question and get a response, the set of conversation choices
will appear again.  In most cases, this will be the same list (allowing you
to choose another topic).  Sometimes, however, it will be a new list because
the previous question you asked has led to a new line of conversation.  You
can always go back to the previous set of questions by choosing "Ask About
Something Else".

During any speech (or when reading any game text for that matter) click the
Left Mouse Button or press the ENTER key to skip to the next message.  Click
the Right Mouse Button or press ESCAPE to skip the entire conversation or
string of messages.  (This is useful if you realize that you've already seen
the text, but be careful -- you can miss important information by skipping
conversations.)

If you're finished with the conversation, choose "Enough Already" or "Say
Goodbye" (or press ESCAPE) in the conversation window.


Puzzle Windows
A number of game scenes and situations (such as removing the trap from a
chest or trying to get into Dr. Cranium's secret laboratory) give you the
opportunity to solve visual puzzles.  Many of these puzzles are presented
in Puzzle Windows for your convenience.  All Puzzle Windows have three
common features:

1. Each contains an "Exit" button if you want to come back to the puzzle
   later.
2. Each contains a "?" (hint) button which provides successively more
   explicit clues to solving the puzzle.

CAUTION:  If you ask for too many (generally five) hints on the same puzzle
in one session, the game will simply bypass the puzzle entirely.  You will
get past whatever obstacle the puzzle represents but will not receive Puzzle
Points for solving the puzzle so your final game score will be lower.

3. Most contain a "Chest" button to allow you to use inventory items where
   appropriate.

When a Puzzle Window is first displayed, you will see text explaining the
nature of the puzzle.  You can see these instructions again at any time by
choosing "Exit" then accessing the puzzle again.  Some puzzles are solved by
clicking on icons within the Puzzle Window; others require you to click
directly on the puzzle pieces in the Puzzle Window.


Combat
The world is full of monsters and villains, and if you want to stay alive
long enough to become a Hero, you really ought to learn how to fight them.
A clash will occur any time a monster comes near enough to strike your
character.

When you encounter a monster, you will have to react quickly.  You can throw
daggers or cast an appropriate spell while the monster is still at a
distance, or you can engage it with your sword, dagger, or axe when it comes
close enough.

Timing is the most important element of combat strategy in Quest for Glory.
Try to strike when your opponent is `open', and anticipate his attacks to
better defend yourself.  Your choice to either block or dodge blows should
depend on your skills and equipment.

When you engage a monster in close-up battle, the game will switch to a
"battle screen" with your character on the left and the monster on the right.
Below the battle area are status indicators for you and your opponent and
icons which you can select to cast spells or to try to escape.  Which icons
are available depends on which combat spells your character knows.  All
characters have the "Run Away" icon.

If you feel that the situation has gotten out of hand, click on the Run Away
icon and your character will escape (if possible).

To move towards your opponent, click between your character and his foe.  To
attack, click on the opponent's body or click the right mouse button
anywhere. Hold down the mouse button for a second or two before releasing it
to make a stronger, fiercer attack.  Click the button quickly for a faster
(but lighter) thrusting or slashing attack.

To retreat, click to the left of your character.  Click on your character to
have him defend (dodging or parrying as appropriate according to his skills
and equipment).  Your character will stay in the defensive position as long
as you hold the button down.

If your character knows the Acrobatics skill, launch an Acrobatics attack by
clicking above the monster.  This attack is very hard to defend against and
does a lot of damage, but takes some time.

If your character knows magical spells that can be used in closeup combat,
icons will appear at the bottom of the screen representing those spells.
Click on a spell icon to cast the spell.  Hold down the mouse button for a
second or two to cast a more powerful version of the spell or click the
button quickly to cast a faster but weaker version of the spell.  It is
generally more cost effective in terms of Magic Points to cast a few powerful
spells than many weak ones, but you leave your character exposed while he
is preparing the spell.  If your character is hit by the opponent while
preparing a spell, the spell will not be cast but your character will also
not expend any magical energy on the spell.

Many battles can be avoided, and it might be wise at times to do so.  Combat,
however, is one of the best ways for an aspiring Hero to practice and improve
his skills.  Each time you defeat a monster, you'll gain valuable experience
that will increase your chances in future battles.  Remember, always search
the body of your opponent (click the HAND cursor on the body) after winning
a battle, for some creatures carry money or other useful items.

In most cases, Status Bars are displayed during combat, keeping you informed
of Health, Status and Mana (magic energy) points for your character.  As you
become injured, Health points diminish.  You will use Stamina points as you
work hard at fighting or using your skills.  When Stamina points are
depleted, energy is drawn from Health.  When Health points are gone, the
character is dead.  If your character runs out of Magic Points he will be
temporarily unable to cast spells.  Your opponent's Health Bar is also
displayed so you can see how badly it is injured.

The "Skill Level" setting you choose from the Control Panel (on the Main
Icon Bar) affects combat in several important ways.  Monsters are tougher
and faster if you choose a higher Skill Level.  Also, the game will try to
help you fight on the lower Skill Level settings.    At Normal (medium)
Skill, if you have not taken an action for a second or two and your opponent
attacks, your character will automatically parry or dodge (if he is
sufficiently agile and skilled).  On the Easy Skill setting, the game will
help your character both to defend and attack when you are not controlling
his actions; your character will even run away if he becomes seriously
injured.  Success or failure in this mode depends on your character's
skills, not your physical dexterity.  Of course, you can override the game
decisions at any time by attacking and defending yourself.

A quick reference to the Combat Keys can be found at the end of this manual.

Using Thief Skills

Thieves (and other characters for whom the Pick Locks and/or Stealth skills
are added) have certain specialized skills.  These include Picking Locks,
Disarming Traps, Reading Thief Marks, and Sneaking.

To pick a lock, your character must have some skill at using lockpicks and
must have a lockpick, thieves' toolkit, or other appropriate tool (sometimes
you need to improvise).  Click the appropriate tool on the door, chest, or
safe to attempt to pick the lock.  The Thieves' Toolkit works best -- your
character should try to find one as soon as he can.  You can also attempt to
pick a lock (once your character is appropriately equipped) by clicking the
Hand cursor on the locked object and choosing "Pick Lock".

Many chests and safes are equipped with fiendish traps to catch unwary
burglars.  There isn't much your character can do about them until he
acquires a Thieves' Toolkit and studies a book on disarming traps that he
will find in the Thieves' Guild.  Once he has these, attempt to disarm a
trap by clicking the Hand cursor on the potentially-trapped object, then
select "Disarm Trap" or "Search for Traps" from the listed options.  The
most common trap disarming process is represented with a 3x3 grid on which
colored lights continually flash.  Click on the lights to get three of the
same color in a line in any direction to disarm the trap.  Creating three in
a row with unmatched colors will set off the trap.  If you're having trouble,
choose Exit and try again.  Skill Level (see "Control Panel") affects trap
difficulty.

Thieves (and others with Thief skills) have also received training in
"reading Thief Marks".  These crude marks are often scribed by Thieves to
help them remember where wealthy victims live or to help them remember how
to get past traps or guardians.  Thief Marks are designed to look like
random scratchings to those not trained in their use.  Further information
and sample Marks may be found in the "Signs of the Crimes" article in HERO:
The Journal of General Job Adjusting.  Finally, Thieves receive special
training in moving quietly and using concealment.  To use these skills,
select the "Sneak" icon in the Special Action Icon Bar (described above).
Sneaking around town during the daytime will make your character look rather
silly, but appropriate use of Stealth may also save his life.  Sneak around
the forest to avoid many monster encounters.  Also use Stealth when visiting
a house to which you haven't been invited (ahem).  Your character's success
at Sneaking is dependent on his Stealth skill and improves with practice.

Quest for Glory: Shadows of Darkness Walk-Through
WARNING!  The following section includes hints that experienced game players
may not want to see.  Continue reading ONLY if you have trouble getting
started playing Shadows of Darkness.

Select 'Introduction'. Click the mouse or press [ENTER] to see the stirring
introduction and credits, then strap on your armor, take up your sword and
shield, and prepare for the ultimate quest -- your own Quest for Glory.

On the 'Choose a Character' screen, click your mouse on the Fighter, or
press your [TAB] key to highlight the Fighter nameplate then press [ENTER]
to select the Fighter.

You will now see the 'Character Sheet' highlighting your character's
abilities.  Highlight "Name" (bottom of screen).  Type in a name for your
Hero.  Point the mouse or press the Up and Down arrow keys to highlight
STRENGTH.  Press right mouse button or right cursor [Arrow] key repeatedly
to build up your strength (or allocate your bonus points anywhere you
prefer).

Select START and click the mouse or press [ENTER] to start your Quest.

Message windows will appear after many of your actions. Press [ENTER] or
click on the window to continue play.

Your character has been magically transported from the African land of Tarna
(setting of Quest for Glory III) into an ominous dark cave.  You have no
idea where you are, and your equipment failed to make the journey with you.
You have nothing but the clothes and armor you were wearing in Tarna.  No
one ever said a Hero's life was easy, did they?

Fortunately, there is a little light in the cave from glowing fungi on the
walls and ceiling.  Start by looking around -- select the Look (Eye) icon
from the Icon Bar, then click the Eye cursor on anything that looks
interesting.  You can see a couple of piles of bones on the ground and some
torch sconces on the wall.  You could use some more light, but you don't
have anything with which to light the torches.

Maybe the skeletons can help.  Select the Do (Hand) icon and click the Hand
cursor on the nearest skeleton.  You find a dagger on the body.  At least
you have a weapon now! On a second skeleton you can find a few coins; you'll
need these later.

On the last skeleton you find a hard, grey rock -- it's a piece of flint.
Now you're getting somewhere!  You've heard of starting fires with flint and
steel.  Are you carrying any steel?  That's right, the dagger.  Lighting a
torch with flint and steel isn't going to be easy, but it's worth a try.

Now click the Do cursor on one of the torches.  (They're in the round holders
near the right side of the screen.)  Bring up the Inventory Window by
clicking on the Chest icon.  Click on the "Hand" icon, then on the
rectangular grey stone (that's your piece of flint).  The cursor now looks
like the flint; click it on the torch in Inventory.

You now have a magical torch that will never burn out.

Now that the cave is illuminated, you can see a strange round opening in one
corner of the room.  Select the Walk cursor and walk over to the opening.
You pass through the valve blocking the opening and into another part of the
cave.

Something is moving in the shadows -- be careful.  (But don't worry too much
-- Shadows of Darkness automatically saved your game position when you
entered this scene.  Should your character die, you can bring him back by
choosing "Revert" from the death message options.)  Bring up the Control
Panel and set "Player Skill" to "Novice" in case you have to fight.

Look around this area and at anything which might be useful.  There must
have been a battle here many years ago -- there are more skeletons here.
One of them has a usable shield and a battered sword.  Pick them up with the
Hand cursor.  Now you're really equipped for battle!

As you continue searching, the Badders (Bat-Spiders) attack!  Combat takes
place in a close-up screen.  You can click on the monsters to move towards
them and attack, behind you to retreat, or on your character to block
attacks.  Hold down the mouse button a second or two to make a more
damaging "Swing" attack, or click quickly to do a fast "Thrust".  Make sure
you mix up your attacks and defensive moves -- it takes time to line up a
really effective attack; constant thrusts aren't very effective and will
allow the monsters to hurt your character.  On the "Novice" player skill
setting, the computer will automatically attack and defend for you if you
don't take action.  You can override the computer's decisions at any time
by choosing your own actions.

Whew!  Congratulations.  You've won your first battle and are ready to take
on anything!  You're also still lost in the caves.  Search the rest of the
room and pick up any useful objects you find.

Now that you've been introduced to the Land of Mordavia and the world of
Quest for Glory, you may want to stick with the Fighter or play as a Magic
User or Thief.  Each has a different set of skills and must approach game
situations differently.  To start over with a different character type or
different skills, select RESTART on the Control Panel.  Then Select START
A NEW HERO, and create the Hero of your choice.  Enjoy!


Shadows of Darkness Combat Keys

The following is a quick reference to spells and other commands used during
close combat.

ESC = Run away

SHIFT Z = Zap
SHIFT X = Flame Dart
SHIFT C = Lightning Bolt
SHIFT V = Force Bolt
SHIFT B = Frostbite

LEFT ARROW		= Move Back
SHIFT LEFT ARROW	= Defense
DOWN ARROW		= Duck
SHIFT DOWN ARROW	= Defend
UP ARROW		= Jump
SHIFT UP ARROW          = Attack High
RIGHT ARROW		= Move Right
SHIFT RIGHT ARROW	= Attack

