Contents of the MANUAL.DOC file
Welcome to The Dungeons of Kairn it is our effort at creating a fantasy
adventure game program for the IBM and compatibles. This program comprises
many hours of work on our part, we hope that you will enjoy it. Maybe you will
enjoy it so much you will even pay the registration fee/buy it. $19.00 is not
so much if you think it is a quality game, so please consider it.
What you are getting is a complete program with all the mechanics intact
nothing playwise is disabled. However as an enticement for payment, the game
actually consist of four dungeons of which only one is included on this
Regardless of whether you buy the game or not I would like to find out what
people think of our effort. I would enjoy hearing from anyone who plays the
game. I (Mike Lawrence) can be reached via Email on Compuserve 75116,1445 or
on Genie M.LAWRENCE1. I use these two at least once a month so it is a good
bet I will get your message if left there. If you do not have access to either
one then send a postcard if you like to
1147 Kilrush Dr
Lexington, KY 40504
If you decide to register/Buy it Please send payment of $19.00 to the above
Some Program Notes:
* Dungeons Of Kairn requires 256K and 2-disk drives or a Hard disk.
* If you have more memory the program will make use of it.
* If you only have one disk drive and no hard drive some possible alternatives
exist. The Play disk files are looked for on the default drive so a ram disk
could be set up to hold the Play disk files. This works well especially if
you set up the play disk as a boot disk and then have the autoexec.bat file
copy all the files to the ram disk. Once this is done insert the data disk
into the drive and run KAIRN.EXE from the ram disk.
The DATA disk is meant to be placed in the B: drive with the PLAY disk in the
A: drive. KAIRN10A.ARC contains the play disk files. KAIRN10B.ARC contains the
DATA disk files (note there is a LOCATION.DAT file on each disk these are
different files and should not be misplaced). The game can be played on a Hard
Drive by copying all files to a directory and then DELETING the LOCATION.DAT
file and then RENAME HDRIVE.DAT to LOCATION.DAT.
LOC1.DAT is the data disk LOCATIN.DAT Backup in case you mess it up by
accident and LOC2.DAT is for the play disk.
C>COPY A:*.* (INSERT PLAY DISK FIRST)
C>COPY A:*.* (INSERT DATA DISK NEXT)
C>RENAME HDRIVE.DAT LOCATION.DAT
C>KAIRN (TO START THE GAME)
Summary of Commands
F9 == Change Background Color
F10 == Change Palette
W == Swing Weapon
S == Use Fist
B == Shoot Bow
C == Cast Spells
I == Use Item
P == Parry
R == Attempt to flee the encounter
X == cancel most actions
Enter == Pass the charcters turn or select a target.
cursor keys used to move character, select a target,
indicate direction of swing.
On the Island
E == Enter a city through a gate
R == Rest
F == Change formation
S == Save current game and position
X == Quit and leave game
cursor keys used to move party about the island
In the Dungeon
up-arrow == move forward
left-arrow == turn left
right-arrow == turn right
down-arrow == turn around
Home(Numpad 7) == go through door
C == Cast spells
P == Pick Lock
U == Go up a ladder
D == Go down a ladder
F == Change formation
R == Rest
I == Use and item
S == Save current game and position
X == Quit and leave game
R == Review a character
S == Swap items between characters
Y == Identify an unknown item
T == Translate a scroll
I == Use an item
Q == Equip a character with items
C == Cast spells
O == Change order in the formation
D == Drop an unwanted item
E == Exit from Rest
In Adventurers Guild
R == Review character
S == Swap items between charcters
T == Train a character for a new level
P == party functions
F == Add a character to the party
D == Remove a character from the party
N == Change name
C == Create a new character
D == Delete a character
E == Exit
In the Cities
Up-arrow and Down-arrow == Position cursor on a choice
Enter == Select a choice
R == Rest
E == Exit from city
Know ye by all these presents,
Gelfman, King of Hamnlin, Prince of Rengaria and Lord of Korlar sends greetings and salutations to the five worthy and loyal knights, mages and other adventurers of Styrtlan assembled this day.
Be it known that the vile and evil Mage Inshanis of the Island of Mysterion to our south plots the basest and most dangerous of schemes against our realm and threatens the whole of Kairn by his madness.
Be it also known that Inshanis of Mysterion now holds five of the fabled Eight Ancient Artifacts and that he intends to gather all eight of the Artifacts together, and to sacrifice them to the dark gods. By doing so Inshanis will unleash a great and terrible evil, dooming all of Kairn. Even now, the minions of Inshanis are about the land searching for the three remaining Artifacts so that Inshanis may work his evil.
Be it further known that three Artifacts remain hidden somewhere on Kairn out of Inshanis' evil grasp, deep in the deepest dungeons, protected by the most powerful evil in all the land. One is said to be far to the north in the Catacombs of Losivis, the other two across the mountains to the west. Only the bravest and most hardy may find and recover them and use them to destroy Inshanis.
Therefore the King bids you honest and worthy knights and other adventurers,
Quest forth to recover these three items, and when you have recovered all three of the remaining Artifacts, venture to the Island of Mysterion and destroy the Mad Mage Inshanis.
To assist you in your quest you are hereby granted the power to recruit, to change and alter the roll in any guildhall of the Adventurer's Guild in the land. You are also hereby granted the use of The Book of Travelers and Adventurers, the Book of Magic Words, the Book of Spells, The Book of Artifacts, Arms, Armor and Treasure.
In return for the recovery of the last three Artifacts of Power and the destruction of Inshanis I, King Gelfman promise you the bounty of Hamnlin.
Signed this the twenty-fifth year of my reign,
/s/ Gelfman I
The Book of Travelers and Adventurers
Arrows are the keys to direction.
As your quest opens you will find yourself just outside the gate to Styrtlan. Your group of five adventurers is shown to you by the magic of Kairn in the form of an icon on a map of Kairn in the upper right hand corner of the screen. At the bottom of the screen you will see each adventurer's name, title, present hit points and spells points.
To move about Kairn you must use the eight Magic Words of Movement: Uparo, Downaro, Home, End, Pgdown, Pgup, Leftaro and Rightaro. With these words you may move your group icon across the continent of Kairn, through forests and across fields.
Many ways are impassable to the group. The adventuring group cannot pass over such obstacles as The Heacliff Mountians, Loch Deop, the Rengarian River, and the ocean. Only through magic will the group be able to travel across the ocean to the Island of Mysterion.
The wise man runs in the face of overwhelming odds.
Occasionally, the hardy group of adventurers will be called upon to fight monsters and other evil creatures which they chance upon in the wild or within a dungeon. When the group encounters an enemy, you will first be shown a picture of the enemy, the icon which represents that enemy, and finally the name of the enemy.
The Magic of Kairn will then present the relative positions of the group and the enemy. Each group member and enemy will be represented by an icon. As the battle progresses each member of the suprising group will be called upon one at a time by the Magic of Kairn to take some action, followed by each member of the surprised group. Beware of those enemies who suprise you because they will all take some action before any member of your group can move. Their actions and the results will be shown by messages from the Magic of Kairn, and by the damage inflicted upon the group as revealed at the bottom of the screen.
When it is the group's turn to act the group member in the first position will have a chance to act, followed by the the group member in the second position and so on until all members of the group have had a chance to act. You may chose one of the following actions: you can use an item which a chosen adventurer is carrying, strike an enemy with a handheld weapon, use a bow to shoot an arrow at a chosen enemy, strike an enemy with an empty hand, retreat from combat, parry an enemy's blow, cast a spell, cancel a previous Magic Word, or chose a target for a spell or arrow, or if no action is chosen for that character, pass that adventurer's turn in combat. To take these actions you must use one or more of the following Magic Words: IYE, DUBU, BEA, ESS, ARR, PEA, AYCH, EKS, RETURN/ENTER. Combat will continue until all of the enemy are killed or chased away, or all of the group are killed or retreat.
Note that with each combat the group members who survive will become more experienced and more powerful. This change will be reflected in their increased power after they use the Magic Word of Training in an Adventurer's Guildhall. Group members who do not survive encounters do not share in the experience gained by an encounter, and will not increase in power. Dead group members are not lost altogether however. They are carried along with the remaining living group member(s) on their quest, even if only one group member survives an encounter.
The Magical Cities of Kairn
One may enter only through the main gate, not by the postern door.
There are four cities on Kairn: Styrtlan in Hamnlin where the group starts out, Gravis in Cullvania near the Catacombs of Losivis, Korlar in Derago west of the Dwergon Mountians, and Kryllian in Northern Rengaria on Loch Deop. In each of these cities, the group may buy or sell equipment, call forth additional hardy adventurers, heal members of the group, or wager their gold in a gambling house.
To enter a city, the group must journey first to the main gate. Once before the main gate, you must use the Magic Word of Entrance and Exit to enter the city. Once inside the city the traveler is confronted by a list of the many places to go: The Adventurer's Guild, the Trading House, the Temple, the Gambling House and the Apothecary. As the wise men in Rengaria say, "Arrows are the keys to both up and down when you wish to get around the City." To enter one of these fabulous places the weary traveler need only highlight the name of the place he desires to see and ENTER it, and he will be whisked there by the Magic of Kairn.
magic words of the city
the adventurer's guild
Variety is the spice of life.
To form or disband a party one must first ENTER the Advenurer's Guild. Upon ENTERing the Guildhall you will be shown the present guildhall roll of adventurers. One may gather and shape a group from the Guildhall rolls by one or more of the following magical words, ARR, PEA, DEEH, TEE, ENNH, EE.
he Magic Word of Calling
If no listed adventurer is worthy of your quest, you may use the magic word SEEH to call forth an adventurer not listed in the guild rolls. In summoning another adventurer you must know the following things and make the following choices:
A rose by any other name would smell as sweet.
As ordained by gods long ago on Kairn, and required by the Adventurer's Guild, ever creature must have a name. You must therefore choose a name to be entered upon the Guildhall rolls for your adventurer. His name may be no longer than twelve letters. Note that if you wish to change his name on the rolls you may do so at a later date with the Magic Word of Naming.
Only through each of the five may the quest be won.
The worthy which you summon forth may be one of the five races upon Kairn: human, elven, half-elven, dwarven or hobbit. You must therefore chose which race your adventurer should be.
To each profession its own.
The worthy which you summon forth will have the following attributes; note them well for they bear on his skills and his chosen profession:
Strength, which is might in arms.
Agility, which is the facility with tools, the suresightedness of the bowman, the quickness of the man in battle.
Intuition, which is the ability to understand without thought, to grasp the workings of items, machines or magery.
Memory, which is the ability to remember the way or the last throw of the dice.
Reasoning, which the ability to figure the odds or size up the situation.
Presence, which is the ability to influence others.
Wisdom, which is the benefit of knowledge from god.
These attributes will be generated by the Magic of Kairn and presented to you in the form of a number from 1 to 100 across from an abbreviation of the attribute. The greater the number, the greater the corresponding attribute. You may add to one or more of these attributes according to the number shown to you at the bottom of the attribute list. This additional number will vary according to the race and the individual.
You may add to the currently highlighted attribute by pressing the plus key. You may subtract added points by pressing the minus key. You may advance to the next attribute by pressing ENTER. The prudent adventurer will call forth group members whose attributes for their professions are high.
Through the Magic Word of Quitting
you will proceed to the next step. You may proceed only when you have added all the points available.
Only by the skills of all may one succeed.
The worthy you summon may follow any one of the ten professions on Kairn: fighter, rogue, theif, ranger, bard, cleric, magician, sorceror, monk or ninja. You must therefore chose one of these professions for your adventurer.
Fighter, one who works his way through life by might of arms and the martial arts. Fighters may use any armor, up to and including full plate armor. Fighters advance in training and power fastest of all the professions.
Rogue, one whose primary endeavors lie in discovery and disarming traps, opening locks, and recovering items for use or sale, but who also has studied the use of arms. Rogues may wear full chain mail and a great helm for armor. Rogues advance slower than clerics and faster than magicians.
Thief, one who may work with mage spells which alter the elements of Kairn, to an extent, but whose primary endeavors lie in discovery and disarming traps, opening locks, and recovering items for use or sale. Thieves advance in training and power equal to the fighter. Thieves may wear chain shirts and bracers for armor.
Ranger, one who works with cleric spells from a god, though he does not follow the full path of cleric. A Ranger may have other skills and pursuits than a Cleric such fighting armed and armored. Rangers advance slowest of all the professions. Rangers may wear armor up to and including full chain mail. It is said that only a Ranger wielding the rangers amulet can find his way through the Forest of Afyle.
Bard, one who works with mage spells altering the elements of Kairn, but not to the extent of a Mage. A Bard may have other skills and pursuits than a Mage. For instance, Bards train in the martial arts and may wear a chain vest and bracers for armor while retaining the ability to cast spells. Bards advance in training and power equal to the ranger.
Cleric, one who works with cleric spells from a god, usually offering protection and healing in times of need. Those who follow the magical way of the gods must have the greatest wisdom to use their powers for good. Clerics are sometimes schooled in the martial arts and may wear armor as a fighter does, up to and including full plate armor. Clerics advance in training and power more slowly than fighters and thieves, but faster than Rogues, Magicians, Rangers or Bards.
Magician, one who works with mage spells altering the very elements of Kairn. Those who practice Magery must have the intuition to understand the magics they cast. Magicians are not adept at the use of arms or the wearing of armor, which tends to interfere with their spell casting abilities. Consequently, Magicians may only wear cloaks or leather vests as protection. Magicians advance in training and power more slowly than fighters, thieves, clerics or rogues, but faster than rangers or bards.
Sorcerer, one who works with mage spells which alter the elements of Kairn, and also with cleric spells from a god, but not to the extent of either a Mage or a Cleric. Sorcerers, like Magicians, cannot wear more than a leather vest for armor. Sorcerers advance equal to the Rangers.
Monk, one who works with cleric spells from a god, but who also studies the martial arts. Monks excel at unarmed combat. Because of their peculiar training, Monks may only wear a cloak or leather vest as armor. Monks advance equal to the Ranger.
Ninja, one who may work with mage spells which alter the elements of Kairn, but who also studies the martial arts. Ninja excel at unarmed combat. Because of their peculiar training, Ninja may only wear a cloak or leather vest as armor. Ninja advance equal to the Ranger.
To each individual his own skills shared amongst all.
Once you have chosen a worthy adventurer for your party, you will be shown his final credentials. Note these credentials well for they show the adventurer's attributes, his present offensive and defensive abilities, his present skill abilities and the amount of gold he shall start with. All of this information is shown in the form of a number of from 1 to 100 next to the attribute, skill etc.
After reviewing an adventurer you must determine whether you will enter the adventurer on the Guildhall rolls through the Magic Word of Saving
, call another adventurer through the Magic Word of Recall , or quit trying to call an adventurer through the Magic Word of Ceasing
. Entering the adventurer on the Guildhall Rolls will only make the adventurer available to you when you are in the Guildhall. You still must use the Magic Word of Formation to join this adventurer to your group if you so wish. Calling another adventurer will take you through the Magic Word of Calling again, dismissing the presently called adventurer from service. Ceasing to call adventurers returns you to the Adventurer's Guildhall.
the trading house
Only a snake oil salesman will fare well with a trader.
Now only the most foolish adventurers would dare venture into the wild without the proper equipment. Therefore the wise adventurers will seek first to buy themselves weapons, armor, equipment and magic to protect them on their quest. To this end the adventurer may wish to visit a Trading House. The group may ENTER such establishments as with any other place in the city. After ENTERing the Trading House the group will be asked which one will enter to deal with the proprietor. Only one customer will be served at a time. One adventurer must be chosen from the group to enter and deal with the proprietor or priest. The one chosen will be asked whether he wishes to buy or sell something or whether another will enter in his place. Upon speaking the Magic Word to Buy , or the Magic Word to Sell
, the worthy customer shall be shown a list of goods, scrolls or other items to be bought or sold. He shall select his choice and ENTER it on the bill, and will be automatically charged or paid for that item. Those with skill in trading may fare well in the Trading Houses particularly.
Trading housese typically have such items as are listed in the Book of Artifacts, Arms, Armor and Treasure.
the gambling house
Now upon a time the worthy adventurer may have extra gold from his quests. In every city on Kairn there is a Gambling House. Some it is said win at games of chance far more than they wager in the Gambling Houses, others lose. If one wishes to take a chance, he may enter the Gambling House and play the games therein. It is said that those with skill at such things may be more successful.
Upon entering a Gambling House the adventurer is shown who in the group is gambling and how much gold that adventurer has. The gambling adventurer is then asked for a wager, and must enter an amount to bet on the game. The game is Black Jack.
The gambler is dealt two cards face up, the dealer is dealt one card face up, one card face down. The gambler is then asked to whether he will stand on his deal or whether he wants to be hit with another card. The dealer deals, if the gambler's hand is greater than the dealer's and less than or equal to twenty-one, the player wins.
C. In the Dungeon
Now upon a time, the adventurer must enter the darkest of dungeons on Kairn in pursuit of his goal. Whilst in the dungeon, the hardy adventurer can use the following magic words: IYE, EUU, DEEH, ARR, EFF, PEA, SEEH, EKS, ESS, Home, 5, Uparo, Downaro, Leftaro and Rightaro. With these Magic Words, the adventurer can identify items, use an item, go down a ladder, gain rest, attempt to pick the lock on a door, cast a spell to open a door, leave Kairn altogether, save the group's present position through the Magic of Kairn, open a door, go forward, turn around, turn left, or turn right.
Magic words for Dungeons (Section Deleted)
Mapping a Dungeon
Ordinarily, when adventurers are traveling in a dungeon they must rely upon their own memory to find their way. However, should an adventurer find or buy vellum and a quill, and that item is used through the Magic Word for using an item, then a map shall magically be made. The vellum and quill will magically map out the dungeon as it is explored and be displayed by the Magic of Kairn. Once mapped, explored regions remain mapped, and will be presented by the Magi of Kairn. Speaking the Magic Word for using an item again will turn off the mapping if the adventurer so desires.
Now upon a time, the adventurer must rest from his wearying travels to heal himself and take stock of his situation. Whilst the weary traveler is resting he may use the following magic words, ESS, QUE, SEEH, EUU, TEE, IYE, ARR, EE and OH. With these words the adventurer may swap items between adventurers, equip a chosen member of the group, cast a spell, use an item, translate a scroll into a usable rune, use an item, review an adventurer's present condition, leave his place of rest, or reorder the formation of the group.
magic words for Resting
The book of SPELLS
spells of the first Level
Spells of the first Level
The Book of Artifact, Arms, Armor and treasure
In all of Kairn there are Eight Ancient Artifacts of Power. Made in time immemorial, these artifacts embody the very magical essence of Kairn. It is said that only those who reach the height of their profession have the power to use them. Each item confers great power upon the holder. The items are,
The Mace of the Dead - A magical mace usable only by Clerics and Rangers. The Mace of the Dead Will cast Repel Undead III. It cannot be broken.
The Axe of Lords - A powerful magical axe usable only by fighters.
The Staff of Mages - A magical staff usable by only Mages and Sorcerers. The Staff of Mages adds to spell power and hit points. The Staff of Mages can cast Word of Death spell. It cannot be broken.
The Kings Robe - A magical robe usable by anyone which offers magical protection from harm.
The Sword of Kings - A magical sword usable by anyone, a powerful magical weapon.
The Wand of Power - A magical wand usable by Mages and Clerics only. This wand amplifies the powers of its wielder.
The Cross of Life - A magical cross usable only by clerics and rangers which has the power to raise the dead.
The Bow of Death - A magical bow usable by anyone who finds it. The Bow of Death is a powerful magical weapon. An arrow fired from the Bow of Death is said to strike dead whatever it hits.
The hardy and successful adventurer may upon a time encounter chests of treasure. Although many of these chests are evilly trapped, many contain treasure beyond the adventurer's wildest imaginings. Among the other things such treasure chests contain are:
Gold, the common currency of Kairn, good in any of the great and magical cities of Kairn to buy equipment, magical items or healing.
In addition to gold, the adventurer may find many other items, some of which can magically protect by increasing one's defensive powers, protecting partially or wholly against magical attacks. Sometimes these items may be arms or armor, scrolls or potions. Beware the items the evilly cursed items among those that protect.
Scrolls are the written forms of magic which can be used by any adventurer, regardless of his class. Before a scroll can be used by anyone it must first be translated by one who is skilled at Reading Runes. Only those who possess a scroll may translate it. Moreover, one may only attempt to translate a scroll while the group is resting. A failure can mean the destruction of the scroll. After the magic of a scroll is used up it is destroyed.
A scroll, and any other item may only be identified while the adventurer possesses that item and the group is resting.
Potions are the liquid forms of magic. When a potion is found it is known only as a 'potion' until identified. A potion must be identified to discover what type of potion it is such as Red, Clear, or Smelly. Identifying a potion will not reveal what a potion does, the brave explorer must discover this by trial and error.
Fighter: Hireling, Soldier, Fighter, Warrior, Defender, Knight
Magician: Apprentice, Trickster, Enchanter, Conjuror, Magician, Archmage
Cleric: Blesser, Advocate, Cleric, Priest, Protector, Avatar
Bard: Shill, Shyster, Minstrel, Troubadour, Jongleur, Bard
Ranger: Scout, Tracker, Escort, Gallant, Warder, Ranger
Sorcerer: Initiate, Channeler, Wizard, Diabolic, Sorcerer, Necromancer
Monk: Competitor, Monk, Master, Grandmaster, Highmaster, Dragon
Thief: Snitch, Swindler, Cutpurse, Prowler, Bungler, Thief
Rogue: Rascal, Scoundrel, Knave, Brigand, Mercenary, Rogue
Ninja: Nightwalker, Nightkiller, Skulker, Stalker, Assassin, Ninja