
                        Kyrandia Gawk-Through
                        *********************

  This information is drawn from the source files (ver 7.00), and reflects
  the game's actual requirements from a player.

  There are 4 sections to this Talk-Through.

     SECTION 1 is a general description of the game and timer events.

     SECTION 2 is a list of location-specific commands available, and
        their effects.

     SECTION 3 is a list of the spells available, their game-level effects,
        and the commands to cast them.

        NOTE: Players see text that can be modified by sysops, and so the
           spell descriptions only reflect the actual effect to the player
           - not the game description of what occurred.

        For example:

           The text shown to players when "tiltowait" is cast:
           Tayshanna will appear to the caster and "snare" <sic> at them,
           followed by an earthquake that causes bodily harm and opens
           up a hole which swallows everything on the ground.

           The spell description only reflects the command to cast the
           spell, the level required of the caster, the hit points lost,
           who is exempt from damage, the fact that all location items are
           cleared, and the requirement that the caster have a rose in
           hand which is taken by the game.

     SECTION 4 describes objects in Kyrandia.

 ************************************************
 SECTION 1  Kyrandia Description and Timer Events
 ************************************************

     It is possible to win in Kyrandia by a single player acting alone.
  There is no sysop-set minimum number of players that must be present in
  the game (as in "Quest For Magic"), or other players required to input
  inane commands repeatedly (as in "Fazuul").

     The "catch" in Kyrandia is that a player must not only know the current
  settings of 5 sysop-settable phrases, but must also run a gamut of random
  number traps at many key points in the game.

     The bright point in this is that most sysops have enough to do without
  thinking up un-guessable phrases.  So, most systems will find these phrases
  set to the defaults listed.  Other Gcomm-suggested phrases are also listed.

     There are many red-herrings in the game that do nothing - or worse -
  set a player back by placing them somewhere else, or taking away hit
  points.

     The game locations can be described as 2 regions - the locations
  on the "mainland" (comprised of the forest, village, etc), and an "island"
  somewhere offshore.  Most of the island is comprised of the area beyond the
  Demon Gate which the game describes as a large Mountain from the outside,
  and describes castle-like rooms from the inside.  The Mountain Castle is
  patrolled by a dragon (Zar).

     To win the game, you must be at level 24, mosey into the dragon's lair,
  wait for Zar to join you (or summon Zar by rubbing a dragonstaff), and
  then type really, really fast to attain level 25.

     Some game background events that occur on a 75-Second cycle:

  Gem Maker -
        Twice every cycle the game selects a random forest location (44-167).
     If that location has less than 4 objects lying around, then 10 out
     of 11 times a garnet is placed there.  The 11th time, a randomly
     selected gem is chosen from the birthstone group:
                   0) ruby      1) emerald     2) garnet
                   5) pearl     4) aquamarine  5) moonstone
                   8) sapphire  7) diamond     8) amethyst
                   9) onyx     10) opal       11) bloodstone

  Brownies -
        Brownies appear once per cycle, targeting a group of 40 locations
     in the forest.  If the next location on the list has player(s) present,
     one of the players is randomly chosen to be the brownies' target.
     Brownie preferences are (in order) to steal all your gold, take all
     your objects, or slap your face.  Then they disappear.  They are
     game events, and don't exist anywhere per-se, so you won't find
     yourself stumbling into a clearing populated by them at any time.

  Elves -
        Another game event, Elves randomly select a location in the
     forest once per cycle and, if player(s) are there, select a random
     player to appear before.  On alternate appearances, they give the
     player 2-10 pieces of gold (random), or completely useless "hints".
     Then they disappear.

  Dryad -
        "Dryad" is an object in the game, although you can't pick it up.
     Once per cycle the game picks a random location in the forest
     and places "dryad" there - having removed it from its previous
     location.  If the chosen location is its present location, it stays
     for another cycle.  "Dryad" offers/takes nothing from a player.

  Dragon Fly-overs -
        Once per cycle, the game selects a random non-Castle location
     and broadcasts a dragon fly-over message to whatever players may
     be there.  No hit points are lost, and the dragon is not actually
     placed in that location.

  Dragon -
        Every 6 minutes, Zar returns to its lair and remains there for
     1 minute.  At other times Zar moves every 15 seconds to one of 81
     locations randomly chosen in the Mountain Castle - unless Zar's in
     a location with players present.  In that case, Zar remains there
     until the last player leaves or is killed.

        There are 2 exceptions to Zar's remaining in a location:
           1) Zar must return to its lair on the 6-minute cycle.
           2) Zar must answer the summons of a player rubbing a dragonstaff
              anywhere in the game.  This is the only time that Zar is ever
              found south of the Demon Gate [219].

        Dragonstaffed summoners have a 50% chance that they won't be attacked
     until the next timer event (every 15 seconds).  In any case, Zar will
     remove the dragonstaff upon arrival, so it's best kept unrubbed until
     in the lair and attempting level 25.

        A dragonstaff is awarded randomly by reading scrolls (4.5% chance).
     ("scrolls" here meaning either a scroll, codex, tome, or parchment.)
     Players reading a scroll have a 60% chance of having a random spell
     added to their spellbook.  The other 40% of the time, they have a even
     chance of either:
           1) Forgetting all their spells
           2) Losing all their objects
           3) Losing all their gold
           4) Losing all their spellpoints
           5) Re-appearing in a random non-Castle location
           6) Being awarded a dragonstaff
           7) Being awarded a codex or tome (50/50)
           8) Losing 2-10 random hit points

        Another use for the dragonstaff is to give it to a player, explain
     that rubbing it gives permanent protection from dragons, and then tiptoe
     quickly away.

        The dragon will not pursue any fleeing player, but cowards must be
     careful that they don't hide in Zar's next appointed location.

        There are 3 locations in the Mountain Castle that are not used
     by the random-placement code.  The first is the dragon's lair [302]
     (since placed there every 6 minutes anyway - that would be a poor place
     to cower).  The other 2 are the Throne Chamber [301] just south of the
     lair, and the Royal Kitchen [300] just south and east of the Throne
     Chamber.  (These are probably oversights due to map expansion.)

        The dragon attacks on a 15-second cycle, with Zar attacking in stepped
     sequence by:
                             biting - 16 hits
                     breathing fire - 28 if Fire-charmed, else 48 hits
                     direct clawing - 12 hits
     throwing lightening from claws - 16 if Lightning-charmed, else 32 hits

        Players who attempt to place a spell on Zar suffer a random hit
     from 20-45 points, inflicted by its tail.  It would be easier to tunnel
     to teleconference than to hurt Zar, but you can die trying.  When a
     player reaches level 25 Zar no longer attacks, but players will still
     feel the tail if attempting to cast a spell on Zar.  Although attacks
     no longer take place at level 25, Zar still remains in the player's
     location, roaring out a battle roar every 15 seconds, until either of
     the two exceptions noted above occurs or the player leaves.


 ***********************************************
 SECTION 2   Kyrandia Location-specific Commands
 ***********************************************

      The following is a breakdown of the player input that the game engine
   is trapping for at various locations in Kyrandia.

   Description format:

        * location name [location number] (ART PREP)
          - what happens here
            "correct input"
            NOTE: notable stuff

          - what else happens here
            "correct input"
            NOTE: more notable stuff

   Correct input reflects the minimum input required by game, and usually
      accepts input that extends beyond the minimum.
   Player input is pre-processed by the game in many instances, removing
      3 articles ("the", "a", "an") and/or 5 prepositions ("at", "to", "into",
      "in", "through").
   (ART) denotes articles are pre-stripped.
   (PREP) denotes prepositions are pre-stripped.
   Correct input will reflect what the game engine actually scans for
      after pre-processing the input.
   Words separated by '/' denote game accepts any of these words.
   Words in [squarebrackets] denote optional input, pre-stripped by handler.
   Partial words in s[quarebrackets] denote game accepts "s", "sq", "squ", etc.
   Words in <anglebrackets> denote type of word expected by game.
   Where words are expected, but not tested for correctness, you'll find
      <dontcare> in its position in the command.

      EXAMPLE: correct input is "get/take <gem>"

      "get opal" or "take moonstone" are both allowed input.
      "take opal to Disneyland" is allowed, and is an example of the game
          allowing input extending beyond the minimum required.
      If (ART), then "take THE moonstone" is also allowed input, as
         articles are pre-stripped.
      If (ART PREP), then "get INTO THE moonstone" is also allowed input,
         as both articles and prepositions are pre-stripped.


  *************** Level-Promotion-Location Commands ***************

 * willow tree [0] (ART PREP)
   - move to level 2
     "<sysop-set phrase>"
     NOTE: Default setting - "kneel".
           Also suggested  - "hail", "bow", "pray".
           Promoted player receives "smokey" spell.


 * village temple [7] (ART)
   - move to level 3
     "<sysop-set phrase>"
     NOTE: Default setting - "glory to tashanna".
           Also suggested  - "praise be to tashanna", "long rule tashanna",
                             "tashanna, forever", "please grant me power".

   - make alter glow
     "chant tashanna"
     NOTE: Increments game chant counter.
           Chant counter cleared every 15 seconds.

   - move to level 9
     "lay/place/put charm"
     NOTE: Player must have charm.
           Game takes whatever object is "put".
           Chant counter must be equal to 5 exactly.

   - move to level 10
     "lay/place/put tiara"
     NOTE: Player must have tiara.
           Game takes whatever object is "put".
           Chant counter must be equal to 5 exactly.

   - marry player
     "marry/wed <otherplayer>"
     NOTE: Other player must be present and visible to player, either
              because Other is not invisible or because player can see
              invisible players.
           Player can only do this once, and can't marry themself.
           Other player becomes player's spouse, but the reverse is not true.
           Other player still has to "marry" someone.
           The game doesn't care if Other is already married or not.

   - buy online credits
     "offer <number> gold/pieces"
     NOTE: If sysop so configures the game, player "offers" <number> gold
              pieces for <number> credits.
           If so configured, but player doesn't have the module key allowing
              them to play, game takes offered gold without giving credits.
           If not so configured, game accepts gold generously "offered"
              by player.
     NOTE FURTHER: Not likely you'll ever see this actually so configured :)

   - pray or meditate
     "pray/meditate"
     NOTE: Does nothing other than report that player is doing so.


 * silver altar [24] (ART)
   - move to level 4
     "offer <birthstone>"
     NOTE: Player must offer 4 birthstones in order.
           Birthstones are randomly set when player enters module for
              first time.
           Game removes stone whether correct or not.
           Promoted player given "hotseat" spell.

   - pray or meditate
     "pray/meditate"
     NOTE: Does nothing other than report that player is doing so.


 * dead wooded glade [16]
   - move to level 5
     "<sysop-set phrase>"
     NOTE: Default setting - "fear no evil".
           Also suggested  - "praise tashanna", "ignore all evil",
                             "hear no evil, see no evil, do no evil".


 * hollow stump [18] (ART)
   - move to level 6
     "drop/insert/put/stick/thrust <gem>"
     NOTE: Gems must be inserted in order -
                   1) ruby      2) emerald     3) garnet
                   4) pearl     5) aquamarine  6) moonstone
                   7) sapphire  8) diamond     9) amethyst
                  10) onyx     11) opal       12) bloodstone
           Promoted player receives "hotkiss" spell.


 * hidden shrine in dark forest [101]
   - move to level 7
     "offer heart <dontcare> soul <dontcare> tashanna"
     NOTE: Promoted player given "weewillo" spell.


 * misty ruins [188] (ART)
   - go to druids circle
     "touch/get orb"

   - get a charm
     "think/concentrate/meditate [non-article] orb"
     NOTE: Player must have room in hands

   - If not above commands, then (ART PREP)

   - move to level 8
     "drop/insert/put/stick/thrust dagger orb"
     NOTE: Player must have dagger (taken by game if promoted).


 * crystal tree [201]
   - move to level 11
     "aim wand [crystal] tree"
     NOTE: Player must have wand (not taken by game).


 * Altar of Eternal Sunshine [213] (ART PREP)
   - get a wand
     "cast zapher tulip"
     NOTE: Player must have tulip (taken by game).
           Game does NOT check for player's having zapher spell.

   - move to level 12
     "offer kyragem"
     NOTE: Player must have kyragem (not taken by game).


 * Chamber of the Body [282] (ART)
   - move to level 13
     "jump/leap [across] chasm"
     NOTE: Player must be Object-charmed.  (See SECTION 3.)
           Spells & spell durations providing Object Charm:
                 "abbracada"                4 mins
                 "canthur"                  2 mins
                 "handsof"                  2 mins
                 "ibebad" (req's sapphire)  4 mins
                 "makemyd"                  3 mins
           Unprotected player loses 100 hit points.
           Promoted player receives a broach.
           If player's hands full, player loses first object to make room
              for broach.


 * Chamber of the Mind [285]
   - move to level 14
     "answer time"
     NOTE: Promoted player receives a pendant.
           If player's hands full, player loses first object to make room
              for pendant.


 * Chamber of the Heart [288] (PREP)
   - move to level 15
     "offer heart <spouse>"
     NOTE: Spouse is person player married.
           Promoted player receives a locket.
           If player's hands full, player loses first object to make room
              for locket.


 * Chamber of the Soul [291]
   - move to level 16
     "ignore time"
     NOTE: Promoted player receives a ring.
           If player's hands full, player loses first object to make room
              for ring.


 * Chamber of Life [295]
   - move to level 17
     "devote"
     NOTE: Player must have broach, pendant, locket, and ring.
           Promoted player loses all 4 objects.


 * Chamber of Truth [280] (ART)
   - move to level 18
     "seek truth"
     NOTE: 50% success rate.
           Failing player loses 100 hit points.


 * Hall of Music [252]
   - move to level 19
     "sing/hum/whistle"


 * Hall of Memories [253]
   - move to level 20
     "forget"


 * Chamber of the Lady [257]
   - move to level 21
     "believe in magic"


 * Hall of Hearts [255]
   - move to level 22
     "offer [ignored] love"


 * Hall of Marble Pillars [264]
   - move to level 23
     "wonder/consider"


 * chamber of the magic orb [293]
   - move to level 24
     "<sysop-set phrase>"
     NOTE: Default setting - "believe in fantasy".
           Also suggested  - "believe in magic", "believe in love",
                             "believe in tashanna", "believe in myself".


 * lair of the dragon [302]
   - move to level 25
     "answer <sysop-set phrase>"
     NOTE: Gcomm suggested solution -
               "Cast the spells and cross the seas,
                             heart, soul, mind, and body are the keys"
           Dragon must be present when the game processes above input.


   ***************** Other Location Commands *****************

 * gem cutter's hut [8] (ART)
   - sell gems
     "give/sell/trade <gem>"
     NOTE: Game takes gem.
           If gem is kyragem, cutter gives player a soulstone.
           Gem values in gold:
                ruby       22     aquamarine 9      amethyst   10
                emerald    25     moonstone  32     onyx       28
                garnet     2      sapphire   16     opal       12
                pearl      6      diamond    30     bloodstone 20


 * spell shop [9] (ART PREP)
   - buy spells
     "buy/order/pay/purchase <s[pell]>"


 * healer's abode [10] (ART)
   - trade rose for healing
     "offer r[ose]"
     NOTE: Player must have rose (taken by game).
           Player's hit points incremented by 10 (max = level x 4).


 * bubbling brook [12] (ART PREP)
   - drink water
     "drink water"
     NOTE: Does nothing.

   - get a rose
     "get/grab/pick/take rose"

   - search for gold
     "dig/hunt/look/search gold/brook/water/stream"
     NOTE: 8% success rate
           None found if player has over 100 already


 * glade of pines [14] (ART)
   - get a pinecone
     "get/grab/pick/take p[inecone]"
     NOTE: 40% sucess rate


 * flaming thicket [19] (ART PREP)
   - lose 10 hit points
     "walk [flaming] thicket"
     NOTE: Only purpose is to lose hit points.


 * Tree of Rubies [20] (ART)
   - get a ruby
     "get/grab/pick/take ruby"
     NOTE: 20% success rate.
           Player loses 8 hit points if fail (80%).
           Player always loses if hands full.


 * cluster of ash trees [26] (ART PREP)
   - get a shard
     "cry/weep t[rees]/a[shes]"
     NOTE: Player must have room in hands


 * strange, large rock [27] (ART PREP)
   - make mists swirl
     "pray"
     NOTE: Increments game mist counter.
           Mists re-settle every 15 seconds, as counter is cleared.

   - get a tiara
     "drop/insert/put/stick/thrust s[word] r[ock]"
     NOTE: Player must have sword (taken by game).
           Mist counter must be non-zero (Mists must be swirling).


 * bubbling spring of water [32]
   - drink water
     "drink water"
     NOTE: Does nothing.

   - get a rose
     "get/grab/pick/take rose"


 * druid's circle [34] (ART)
   - get a random spell
     "touch orb <dontcare> sceptre"
     NOTE: <dontcare> cannot be "the", "a", or "an".
           Player must have a sceptre (taken by game).
           Player receives one of 5 random spells:
              "chillou", "freezuu", "frostie", "frythes", or "hotflas".
           Game does not check to see if player already has selected spell.


 * terraced waterfall [35]
   - drink water
     "drink water"
     NOTE: Does nothing.


 * large, sparkling waterfall [36]
   - drink water
     "drink water"
     NOTE: Does nothing.

   - get a rose
     "get/grab/pick/take rose"


 * Fountain of Eternal Magic [38]
   - become Blessed
     "<sysop-set phrase>"
     NOTE: Default setting - "offer true love to tashanna".

           Also suggested  - "pledge loyalty to tashanna",
                             "swear fidelity to tashanna".

   - If not above command, then (ART)

   - drink water
     "drink water"
     NOTE: does nothing.

   - put a scroll in the game
     "drop/throw/toss pinecone <dontcare> fountain"
     NOTE: <dontcare> can't be "the", "a", "an".
           Dropper must be Blessed already, or drop doesn't count.
           Every 3rd counted pinecone causes a scroll to appear in
               a random location (0-167).
           Randomly-chosen location must have room on the floor.

   - get an amulet
     "drop/throw/toss shard <dontcare> fountain"
     NOTE: <dontcare> can't be "the", "a", "an".
           Player dropping every 6th shard is given an amulet.


 * statue of Tashanna [181] (ART)
   - get a dagger
     "imagine dagger"
     NOTE: Player must have room in hands


 * reflecting pool [182] (ART PREP)
   - get a sword
     "drop/throw/toss dagger pool"
     NOTE: Player must have dagger (taken by game).


 * Pantheon of Tashanna [183]
   - get a key
     NOTE: This command is a 13-word sentence.
           No words are pre-stripped from the input.
           Words not listed are <dontcare>.
               1st & 2nd words:   "say/speak/state legends"
               5th word:          "time"
               9th word:          "true"
               12th & 13th words: "never die"
           Player must have room in hands.

 * Portal of the Past [184] (ART)
   - see a random vision
     "enter p[ortal]"
     NOTE: Does nothing useful.


 * smooth-walled alcove [185] (ART PREP)
   - make the wall glow
     "chant" OR "<dontcare> opensesame"
     NOTE: Sets sesame counter to 1.
           Counter cleared every 15 seconds.

   - go to dark cave (containing slot machine) [186]
     "drop/insert/put/stick/thrust key crevice"
     NOTE: Player must have key (taken by game).
           Sesame counter must be non-zero (wall must be glowing).


 * dark cave (slot machine) [186] (ART PREP)
   - maybe get random object
     "drop/insert/put/stick/thrust garnet slot"
     NOTE: 1 in 6 chance of success.
           Successful player randomly receives:
             ruby, emerald, garnet, pearl, aquamarine, moonstone, sapphire,
             diamond, amethyst, onyx, opal, bloodstone, or elixir.
           Player must have garnet.


 * lush lagoon [22]
   - fly to Sandy Beach [189] (on island)
     "fly"
     NOTE: player must be under "flyaway" spell.


 * sandy beach [189] (ART PREP)
   - find 1 piece of gold
     "dig/hunt/look/search sand"
     NOTE: 10% success rate.

   - fly to Lush Lagoon [22] (on Mainland)
     "fly"
     NOTE: Player must be under "flyaway" spell.


 * silver tulips [199] (ART)
   - get a tulip
     "get/grab/pick/take tulip"
     NOTE: Player must have room in hands


 * Gateway of the Rainbows [204] (ART)
   - get a kyragem
     "break w[and]"
     NOTE: Player must have wand (taken by game).
           Player can only do this ONCE in game.
           If player repeats this, wand is taken and no kyragem is given.


 * Demon Gate [218] (ART PREP)
   - go to resplendant cul-de-sac [219] (enter Mountain Castle)
     "drop/insert/put/stick/thrust soulstone niche"
     NOTE: Player must have soulstone (not taken by game).


 ***************************
 SECTION 3   Kyrandia Spells
 ***************************

     There are 67 spells that a player may obtain in Kyrandia.  Some are
  added to a player's spellbook when a level is attained.  Others may be
  purchased at the spell shop.  All are randomly attainable by reading a
  scroll, tome, codex, or parchment.

     Each spell has a minimum level that the casting player must be at or
  above in order to use it, and a cost in spell points for that use (equal
  to the minimum level required for use).

     There are 3 basic catagories of spells:

     Damaging - These are spells that deduct hit points from un-protected
                   players present.   Some spells only affect OTHER players,
                   and some affect ALL players - including the caster.

   Protective - These spells affect only the caster and are either one-shot
                   type (e.g. healing), or time-limited "Charms" that expire.

                A player can be "Charmed" 6 different ways:

                  See-Invisible Charms allow player to see invisible players.
                  Fire Charms provide protection from fire.
                  Ice Charms provide protection from ice.
                  Lightening Charms provide protection from lightening.
                  Object Charms provide protection to/from objects.
                  Alter Charms physically alter the appearance of the player
                        to one of 4 bodily changes:
                           Invisible, Pegasus, Willowisp, or Pseudo-Dragon.

                Each player has 6 Charm Counters which count down until Charms
                  expire.  Casting a Charm spell causes the game to either
                  INCREMENT the corresponding charm counter by the spell's
                  duration, or to SET it to the spell's duration.
                  Charm Counters with a non-zero value are decremented
                  every 30 seconds.

         Misc - All other miscellaneous spells.


     A player must meet certain criteria in order to cast a spell:

        1) have the spell in spellbook
        2) have memorized the spell
        3) be at or above level required to use the spell
        4) have the spell points required for casting the spell

     While a player's spellbook may hold all 67 spells, only 10 of the
  spells can be currently "memorized" or "learned", meaning "currently
  available to use".  After casting a spell, a player must "re-learn" it
  in order to cast it again.

     To learn, or memorize, a spell, the player must have it in their
  spellbook, and then enter: "learn <spellname>" or "memorize <spellname>".
  If a player already has 10 spells learned, and then attempts to learn a
  new one, the last spell learned is over-written ("forgotten") and the
  new spell "learned" in its place.

     A player's maximum number of spell points is set at twice their game
  level.  The game adds 2 spell points to each player every 30 seconds, until
  personal maximum is reached.  Spells which increment a player's spell
  points do not exceed their personal maximum level.

     Players can view the list of spells that they have memorized, along
  with a report on their spell points, by entering the command "spells".


   Spells
   ******

     Spell Name: abbracada
        Command: "cast abbracada"
    Level Req'd: 10
    Description: Object Charm Counter INCREMENTED by 4 mins.


     Spell Name: allbettoo
        Command: "cast allbettoo"
    Level Req'd: 17
    Description: Restore caster hit points to 4 times caster's level.


     Spell Name: blowitawa
        Command: "cast blowitawa <other player>"
    Level Req'd: 5
    Description: Destroy first object in other player's hands.
                 Other player must be present and visible to caster.
                 Spell fails if other player currently Object-charmed, or
                    empty-handed.


     Spell Name: blowoutma
        Command: "cast blowoutma <other player>"
    Level Req'd: 5
    Description: Destroy all objects in other player's hands.
                 Other player must be present and visible to caster.
                 Spell fails if other player currently Object-charmed, or
                    empty-handed.


     Spell Name: bookworm
        Command: "cast bookworm <other player>"
    Level Req'd: 21
    Description: Erases other player's spellbook completely.
                 Other player must be present and visible to caster.
                 Caster must have a moonstone (taken by game).
                 Spell fails if other player Object-charmed.


     Spell Name: burnup
        Command: "cast burnup"
    Level Req'd: 6
    Description: Hit OTHER players present for 10 hit points.
                 Players protected if Fire-charmed, or below level 2.


     Spell Name: cadabra
        Command: "cast cadabra"
    Level Req'd: 4
    Description: See-Invisble Charm Counter SET to 4 mins.


     Spell Name: cantcmeha
        Command: "cast cantcmeha"
    Level Req'd: 7
    Description: Caster Alter-chamed as Invisible.
                 Alter Charm Counter INCREMENTED by 2 minutes.


     Spell Name: canthur
        Command: "cast canthur"
    Level Req'd: 16
    Description: Fire/Ice/Lightening/Object Charm Counters all SET to 2 mins.


     Spell Name: chillou
        Command: "cast chillou"
    Level Req'd: 20
    Description: Hit ALL players present for 30 hit points.
                 Caster must have pearl (taken by game).
                 Players protected if below level 4, or Ice-charmed.


     Spell Name: clutzopho
        Command: "cast clutzopho <other player>"
    Level Req'd: 5
    Description: Make other player drop all objects.
                 Other player must be present and visible to caster.
                 Spell fails if other player is Object-charmed,
                    or empty-handed, or if floor is full.
                 Other player only drops objects until floor is full.


     Spell Name: cuseme
        Command: "cast cuseme <other player>"
    Level Req'd: 3
    Description: View other player's spell points.
                 Other player must be present and visible to caster.


     Spell Name: dumdum
        Command: "cast dumdum <other player>"
    Level Req'd: 17
    Description: Make other player forget all learned spells.
                 Other player must be present and visible to caster.
                 Spell fails if other player Object-charmed, or
                    has no spells learned.


     Spell Name: feeluck
        Command: "cast feeluck"
    Level Req'd: 10
    Description: Teleport caster to a random non-Castle location.


     Spell Name: firstai
        Command: "cast firstai"
    Level Req'd: 10
    Description: Add 25 hit points to caster, up to 4 times caster's level.


     Spell Name: flyaway
        Command: "cast flyaway"
    Level Req'd: 10
    Description: Caster Alter-charmed as Pegasus.
                 Alter Charm Counter INCREMENTED by 2 mins.


     Spell Name: fpandl
        Command: "cast fpandl <other player>"
    Level Req'd: 2
    Description: Hit other player for 4 hit points.
                 Other player must be present and visible to caster.
                 Spell fails if other player is Fire-charmed.


     Spell Name: freezuu
        Command: "cast freezuu"
    Level Req'd: 14
    Description: Hit OTHER players present for 26 hit points.
                 Players protected if Ice-charmed, or below level 3.


     Spell Name: frostie
        Command: "cast frostie <other player>"
    Level Req'd: 8
    Description: Hit other player for 16 hit points.
                 Other player must be present and visible to caster.
                 Spell fails if player is Ice-charmed, or below level 2.


     Spell Name: frozenu
        Command: "cast frozenu"
    Level Req'd: 7
    Description: Hit OTHER players present for 12 hit points.
                 Players protected if Ice-charmed, or below level 2.


     Spell Name: frythes
        Command: "cast frythes <other player>"
    Level Req'd: 13
    Description: Hit other player for 22 hit points.
                 Other player must be present and visible to caster.
                 Spell fails if other player is Fire-charmed, or
                    below level 2.


     Spell Name: gotcha
        Command: "cast gotcha <other player>"
    Level Req'd: 9
    Description: Hit other player for 18 hit points.
                 Other player must be present and visible to caster.
                 Spell fails if other player is Lightening-charmed, or
                    below level 3.


     Spell Name: goto
        Command: "cast goto <location number>"
    Level Req'd: 13
    Description: Teleport to a specific non-Castle location number (0-218).


     Spell Name: gringri
        Command: "cast gringri"
    Level Req'd: 12
    Description: Caster Alter-charmed as Pseudo-Dragon.
                 Alter Charm Counter INCREMENTED by 2 mins.


     Spell Name: handsof
        Command: "cast handsof"
    Level Req'd: 3
    Description: Object Charm Counter SET to 2 mins.


     Spell Name: heater
        Command: "cast heater"
    Level Req'd: 7
    Description: Ice Charm Counter SET to 8 mins.


     Spell Name: hehhehh
        Command: "cast hehhehh"
    Level Req'd: 22
    Description: Hit ALL players present for 32 hit points.
                 Caster must have opal (taken by game).
                 Players protected if Ice-charmed, or below level 3.


     Spell Name: hocus
        Command: "cast hocus <other player>"
    Level Req'd: 18
    Description: Un-Fire/Ice/Lightening/Object-charm other player.
                 Other player must be present and visible to caster.
                 Caster must have bloodstone (taken by game).
                 Other player's Fire/Ice/Lightening/Object Charm Counters
                    all SET to 0.


     Spell Name: holyshe
        Command: "cast holyshe <other player>"
    Level Req'd: 14
    Description: Hit other player for 24 hit points.
                 Other player must be present an visible to caster.
                 Spell fails if other player is Lightening-charmed, or
                    below level 3.


     Spell Name: hotflas
        Command: "cast hotflas"
    Level Req'd: 8
    Description: Hit OTHER players present for 16 hit points.
                 Players protected if Lightening-charmed, or below level 3.


     Spell Name: hotfoot
        Command: "cast hotfoot"
    Level Req'd: 12
    Description: Hit OTHER players present for 22 hit points.
                 Players protected if Fire-charmed, or below level 3.


     Spell Name: hotkiss
        Command: "cast hotkiss <other player>"
    Level Req'd: 5
    Description: Hit other player for 10 hit points.
                 Other player must be present and visible to caster.
                 Spell fails if other player is Fire-charmed, or
                    below level 2.


     Spell Name: hotseat
        Command: "cast hotseat"
    Level Req'd: 3
    Description: Ice Charm Counter SET to 3 mins.


     Spell Name: howru
        Command: "cast howru <other player>"
    Level Req'd: 2
    Description: View other player's hit points.
                 Other player must be present and visible to caster.


     Spell Name: hydrant
        Command: "cast hydrant"
    Level Req'd: 6
    Description: Fire Charm Counter SET to 8 mins.


     Spell Name: ibebad
        Command: "cast ibebad"
    Level Req'd: 24
    Description: Fire/Ice/Lightening/Object Charm Counters SET to 4 mins.
                 Caster must have sapphire (taken by game).


     Spell Name: icedtea
        Command: "cast icedtea"
    Level Req'd: 15
    Description: Hit ALL players present for 20 hit points.
                 Players protected if Ice-charmed, or below level 3.


     Spell Name: icutwo
        Command: "cast icutwo"
    Level Req'd: 16
    Description: See-Invisible Charm Counter SET to 8 mins.


     Spell Name: iseeyou
        Command: "cast iseeyou"
    Level Req'd: 3
    Description: See-Invisible Charm Counter SET to 4 mins.


     Spell Name: koolit
        Command: "cast koolit <other player>"
    Level Req'd: 3
    Description: Hit other player for 6 hit points.
                 Other player must be present and visible to caster.
                 Spell fails if other player is Ice-charmed.


     Spell Name: makemyd
        Command: "cast makemyd"
    Level Req'd: 8
    Description: Object Charm Counter SET to 3 mins.


     Spell Name: mower
        Command: "cast mower"
    Level Req'd: 7
    Description: Clear caster location floor of all objects.


     Spell Name: noouch
        Command: "cast noouch"
    Level Req'd: 1
    Description: Caster's hit points incremented by 4 (max = level x 4).


     Spell Name: nosey
        Command: "cast nosey <other player>"
    Level Req'd: 5
    Description: View a list of other players learned spells.
                 Other player must be present and visible to caster.


     Spell Name: peekabo
        Command: "cast peekabo"
    Level Req'd: 15
    Description: Caster Alter-charmed as Invisible.
                 Alter Charm Counter INCREMENTED by 4 mins.


     Spell Name: peepint
        Command: "cast peepint <other player>"
    Level Req'd: 7
    Description: View long description of other player's location.
                 Spell fails if other player is Object-charmed.


     Spell Name: pickpoc
        Command: "cast pickpoc <other player>"
    Level Req'd: 8
    Description: Steal first object in other player's hands.
                 Other player must be present and visible to caster.
                 Spell fails if other player is Object-charmed, or
                    empty-handed, or if caster's hands are full.


     Spell Name: pocus
        Command: "cast pocus <other player>"
    Level Req'd: 1
    Description: Hit other player for 2 hit points.
                 Other player must be present and visible to caster.
                 Spell fails if other player is Object-charmed.


     Spell Name: polarba
        Command: "cast polarba"
    Level Req'd: 13
    Description: Ice Charm Counter SET to 10 mins.


     Spell Name: sapspel
        Command: "cast sapspel <other player>"
    Level Req'd: 11
    Description: Other player's spell points decremented by 16 (min = 0).
                 Other player must be present and visible to caster.
                 Spell fails if other player is Object-charmed, or
                    has no spell points.


     Spell Name: saywhat
        Command: "cast saywhat <other player>"
    Level Req'd: 6
    Description: Cause other player to forget last spell learned.
                 Other player must be present and visible to caster.
                 Spell fails if other player is Object-charmed, or
                    has no spells learned.


     Spell Name: screwem
        Command: "cast screwem"
    Level Req'd: 16
    Description: Hit ALL players present for 26 hit points.
                 Players protected if Fire-charmed, or below level 3.


     Spell Name: smokey
        Command: "cast smokey"
    Level Req'd: 2
    Description: Fire Charm Counter SET to 3 mins.


     Spell Name: snowjob
        Command: "cast snowjob <other player>"
    Level Req'd: 13
    Description: Hit other player for 20 hit points.
                 Other player must be present and visible to caster.
                 Spell fails if other player is Ice-charmed, or
                    below level 3.


     Spell Name: sunglass
        Command: "cast sunglass"
    Level Req'd: 3
    Description: Lightening Charm Counter SET to 3 mins.


     Spell Name: surgless
        Command: "cast surgless"
    Level Req'd: 12
    Description: Lightening Charm Counter SET to 10 mins.


     Spell Name: takethat
        Command: "cast takethat <other player>"
    Level Req'd: 6
    Description: Decrement other player's spell points by 8.
                 Other player must be present and visible to caster.
                 Spell fails if other player is Object-charmed, or
                    has no spell points.


     Spell Name: thedoc
        Command: "cast thedoc"
    Level Req'd: 5
    Description: Caster's hit points incremented by 12.


     Spell Name: tiltowait
        Command: "cast tiltowait"
    Level Req'd: 24
    Description: Hit ALL players present for 50 hit points.
                 Removes all objects from current location floor.
                 Caster must have a rose (taken by game).
                 Players protected if below level 4.


     Spell Name: tinting
        Command: "cast tinting"
    Level Req'd: 8
    Description: Lightening Charm Counter SET to 8 mins.


     Spell Name: toastem
        Command: "cast toastem"
    Level Req'd: 18
    Description: Hit OTHER players present for 32 hit points.
                 Caster must have a diamond (taken by game).
                 Players protected if Fire-charmed, or below level 3.


     Spell Name: weewillo
        Command: "cast weewillo"
    Level Req'd: 7
    Description: Caster Alter-charmed as willowisp.
                 Alter Charm Counter INCREMENTED by 2 mins.


     Spell Name: whereami
        Command: "cast whereami"
    Level Req'd: 6
    Description: Informs caster of current location number.


     Spell Name: whopper
        Command: "cast whopper"
    Level Req'd: 12
    Description: Fire Charm Counter SET to 10 mins.


     Spell Name: whoub
        Command: "cast whoub <Alter-charmed player description>"
    Level Req'd: 3
    Description: Determine real identity of Alter-charmed player.
                 Alter-charmed player must be present.


     Spell Name: zapher
        Command: "cast zapher <other player>"
    Level Req'd: 4
    Description: Hit other player for 8 hit points.
                 Other player must be present and visible to caster.
                 Spell fails if other player is Lightening-charmed, or
                    below level 2.


     Spell Name: zelastone
        Command: "cast zelastone <other player>"
    Level Req'd: 10
    Description: Hit other player for 20-39 random hit points.
                 If other player not in game, caster suffers hit of 20-39
                    random hit points.
                 Other player need not be present or visible to caster.
                 Other player protected if Object-charmed.
                 If other player is not Object-charmed, they have a 90%
                    chance of being hit for 20-39 random hit points,
                    and a 10% chance of being spared.


 ****************************
 SECTION 4   Kyrandia Objects
 ****************************

     There are 54 defined objects in Kyrandia.  45 are objects which a player
  can pickup (although 2 are unused and not normally found in the game),
  and the other 9 are defined as objects to allow players to "look" at them
  without special handlers having to be written.

     The 2 unused objects are "rod" (25) and "staff" (13) - with a suspicious
  sound of familiarity tempting one to think that some code was edited out to
  prevent players from feeling "comforted".  Both are available to sysops via
  the game editor, but serve no purpose.

     The 9 objects that players can't pickup are:

        "dryad"   (45)  Described in SECTION 1
        "tree"    (46)  Willow tree in location [0].
        "altar"   (47)  Altar in temple [7].
        "sign"    (48)  Sign at the spell shop [9].
        "statue"  (49)  Statue in forest [42].
        "shrine"  (50)  Hidden shrine in forest [101].
        "machine" (51)  Slot machine in dark cave [186].
        "dragon"  (52)  Described in SECTION 1
        "altar"   (53)  Altar in Chamber of Life [295].

  These 9 objects are not available via the sysop game editor.  Although
  the game clears locations where it places Zar, these objects are restored
  immediately in these locations should he appear.

     There are 12 objects in the Birthstone group:

          (0) ruby      (3) pearl        (6) sapphire    (9) onyx
          (1) emerald   (4) aquamarine   (7) diamond    (10) opal
          (2) garnet    (5) moonstone    (8) amethyst   (11) bloodstone

     These are the most common objects in the game and can be found too
  easily to warrant description.  The Gem Maker described in SECTION 1
  litters the game with them, and all are used in the locations described
  in SECTION 2.  Some are required to cast spells described in SECTION 3.

     The remaining 31 objects are placed and/or obtained in the game in the
  indicated locations.  Keep in mind that locations above [218] are swept
  by the game as Zar is moved randomly around the Castle.  So objects there
  may be gone soon after the board comes up.  (The only exceptions are
  locations [300], [301], & [302] - but the game places no objects there.)

  (12) elixir       Drinkable via "drink" or "swallow" commands.
                    Does nothing.
                    Game places 1 each in 8 locations:
                       [219] [224] [228] [239] [252] [253] [260] [267]


  (14) key          Obtainable in location [183].


  (15) locket       Given only once when player attains level 15.


  (16) amulet       Obtainable in location [38].


  (17) pendant      Given only once when player attains level 14.


  (18) charm        Obtainable in location [188].


  (19) bracelet     Game places 1 in location [168].
                    Does nothing.


  (20) coronet      Game places 1 in location [210].
                    Does nothing.


  (21) tiara        Obtainable in location [27].


  (22) necklace     Game places 1 in location [141].


  (23) broach       Given only once when player attains level 13.


  (24) sceptre      Game places 1 in location [281].


  (26) wand         Obtainable in location [213].


  (27) trinket      Game places 1 in location [212].
                    Does nothing.


  (28) soulstone    Obtainable in location [8].
                    Game places 1 each in 2 locations: [227] [236]


  (29) kyragem      Obtainable in location [204].


  (30) dragonstaff  Given randomly by reading a scroll, a parchment,
                              a codex, or a tome.
                    (See SECTION 1)


  (31) potion       Game places 1 each in 2 locations: [221] [224]


  (32) pinecone     Obtainable in location [14].


  (33) dagger       Obtainable in location [181].


  (34) sword        Obtainable in location [182].


  (35) scroll       Obtainable in location [38].
                    Game places 1 each in 3 locations: [231] [239] [244]


  (36) codex        Given randomly by reading a scroll, a parchment,
                              a codex, or a tome.


  (37) tome         Given randomly by reading a scroll, a parchment,
                              a codex, or a tome.


  (38) parchment    Game places 1 each in 5 locations:
                         [232] [235] [240] [251] [255]


  (39) ring         Given only once when player attains level 16.

  (40) rose         Obtainable in locations:  [12] [32] [36]
                    Game places 1 each in 2 locations: [236] [247] [255]
                    Game places 3 each in 1 location: [246]


  (41) lilac        Game places 1 in location [152].
                    Does nothing.


  (42) orchid       Game places 1 in location [46].
                    Does nothing.


  (43) shard        Obtainable in location [26].


  (44) tulip        Obtainable in location [199].

