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Spellcasting 201: The sorcerer's appliance manual

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         SPELLCASTING 201  THE SORCERER'S APPLIANCE - GAME MANUAL
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What is a LEGEND Adventure Game?
In a Legend adventure game, you become the main character in an evolving
story that takes place in a world populated with interesting people, places,
and things.  You see this world through your main character's eyes, and you
play the game by directing his actions.

Like a book or a movie, the story unfolds as you travel from location to
location, encountering situations which require action on your part.  You can
think of each of these situations as a puzzle.  The key to solving these puzzles
will often be creative thinking and clever use of objects you have picked up in
your travels.  You will get points as you solve puzzles, and your score will
help you monitor your progress.

Throughout the game the richly textured graphics, prose, sound effects and
music will draw you into a spellbinding adventure that could only be brought
to you by the master storytellers of Legend Entertainment Company.

Legend Entertainment Company
14200 Park Meadow Drive
Chantilly, Virginia 22021
703-222-8500

US Customer Support: 1-800-658-8891, 9:00 a.m. - 5:00 p.m. EDT/EST
Europe Customer Support: 081-877-0880
FAX:  703-968-5151
CompuServe E-Mail 76226,2356
Prodigy ID:  MXRV51A
24-Hour Hint Line: 1-900-PRO-KLUE (1-900-776-5583)
$.75 For the first minute,
$.50 for each minute thereafter
Hint books are available - call 1-800-658-8891 to order

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Page 2


Table of Contents

Introduction to SPELLCASTING 201.....................5
Quick Start: Installation............................6
Quick Start: Playing the Game........................7
Installation and Start-up............................8
Configuration Defaults and Options...................9
Music and Sound......................................11
Introduction to the Game Interface...................13
Playing the Game With a Mouse........................16
Playing Without a Mouse..............................19
Save, Restore, and Quit..............................21
Talking to the Game..................................22
Using Magic..........................................24
Helpful Hints........................................25
Things to Try at the Start of the Game...............26
Game Commands and their Abbreviations................27
Sample Transcript....................................31
About the Author.....................................39
Credits..............................................40
Help! Troubleshooting and Technical Assistance.......41
Legal Stuff..........................................45

Even if you are an experienced adventure game player who thinks that
instruction manuals are best used as confetti at sporting events, you
should still read the sections with names in bold for valuable information
about this game.

Page 3


SORCERER UNIVERSITY REGISTRATION FORM

DO NOT, FOLD, SPINDLE OR MUTILATE. Keep in a safe place.
A fee of 15 Gold Pieces will be assessed to replace lost forms.

For new students, welcome to Sorcerer University! If you are a returning
student, please be aware that a major construction and renovation program
is in progress. We recommend that you use the weekend before classes begin
to familiarize yourself with the new campus geography.

Student: Eaglebeak, Ernie
Status: Sophomore, Class of 141
ID Number: 9179
Living Group: Hu Delta Phart
Intended Major: Applied Spellcasting
Medical Checkup Completed: YES
Health Score: 87

Special note to sophomores: Truancy during freshman lectures reached
unacceptable levels last year.  While it may have been possible to skip
an occasional class and still pass your freshman courses, we strongly
recommend that this year you attend all class sessions!

Schedule for Fall Term of 1038:

Spellcasting 201: Intermediate Techniques         (4  credits)
Professor Waldo Wartytoad
Mon-Wed-Fri         9:30-11:30
Ivorytower Hall

General Magic 201: Powders and Potions            (4  credits)
Professor Theodore Branmuffin
Mon-Wed-Fri         1:30-3:30
Donkeydung Hall

Ethics 201: Financial Aspects of Sorcery          (3  credits)
Professor Judd Dogwhistle
Tue-Thu             9:30-11:30
Donkeydung Hall

Alchemy 302: Concepts of Transmutation            (3  credits)
Professor Bruce Hiddenmolar
Mon-Wed-Fri         4:00-6:00
Alchemy Lab

Music U4: Beginning Moodhorn                      (1 credit)
Miles Catwhosingsatdawn
Tue                 1:30-3@30
Music Room

Physical Skills 201: Competitive Jousting         (1 credit)
Staff
Tue-Thu             4:00-6:00
Sorcerer Stadium

REGULAR CAFETERIA HOURS
Breakfast   6:00 - 9:30
Lunch      11:30 - 2:00
Dinner      4:30 - 7:30

Page 4


Introduction to SPELLCASTING 201

In SPELLCASTING 101, Ernie Eaglebeak saved the Sorcerer U community
from the clutches of his evil stepfather, Joey Rottenwood, who was plotting
to destroy the school to avenge his expulsion (for cheating, of course) a
generation ago.  Although Rottenwood evaded justice by escaping, Ernie spent
his freshman year basking in the glow of hero-dom. (Hero-ness?) (Hero-itude?)

During the summer, SU's president retired, and the Trustees selected
Otto Tickingclock as the new prez.  Otto, a daddering professor emeritus of
Applied Spellcasting, moved into the President's House from his suite in
SU's freshman dorm, where he had been serving as housemaster.  Exhibiting
the fund raising skills of a far younger man, Otto Tickingclock began an
extensive campus renovation and expansion program.

Ah, sophomore year! A time for cementing nascent friendships, settling
down to serious scholarship, selecting a major... and pledging a fraternity! As
SPELLCASTING 201 begins, Ernie has just pledged Hu Delta Phart, and faces
a week of harmless and friendly hazing assignments -- er, that is, they would
normally be harmless and friendly, except that HDP's Pledgemaster, Chris
Cowpatty, has developed an immediate and visceral dislike of young
Eaglebeak.  Headache number one.

But wait, there's more.  President Tickingclock has given Ernie the
important, the dangerous, the time-consuming task of learning the intimate
secrets of SU's greatest treasure -- and greatest threat -- The Sorcerer's
Appliance! Headache number two.

But the fates are sometimes as generous as they are fickle, and
headache number two may actually prove to be the aspirin for headache
number one.  At least, until headache number three develops, and Ernie
becomes enmeshed in the highest levels of university politics.

Well three headaches is a lot, even for a precocious sorcerer equipped
with Peloria's most potent magic-making machine.  Ernie, are you up for it?
Well, then, whip out your spell book, fire up that Sorcerer's Appliance,
and get rarin'!

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Quick Start: Installation

If you are new to DOS and game playing on the PC, then skip this page (and
the next one) and move to the section entitled Installation and Start-up.  If
you are an experienced gamer using a hard disk, and if you are wise in the
ways of DOS, hard disks, and music cards, then these "Quick Start" sections
will get you up and running in no time.  To install the game on your hard
drive, do the following:

1.  Make backup copies of the disks.

2.  Make sure you have at least 5,000,000 bytes of free space on your
    hard drive.

3.  Insert Disk #1 from your SPELLCASTING 201 package in a floppy drive,
    log on to that drive by typing A: or B: and then press .  Then
    type INSTALL to start the installation program and follow the
    directions on the screen.

4.  If you have a mouse, be sure you have loaded the mouse driver.

5.  The installation program will create a batch file named LEGEND.BAT.
    To start the game, type LEGEND.

If the above makes no sense to you, or if it doesn't work, or if you do not
have a hard drive, or if you just like to read manuals, then please see the
Installation and Start-up section starting on Page 8 for detailed installation
and start-up instructions.

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Quick Start: Playing The Game

Like other Legend adventure game products, SPELLCASTING 201 is easy to
play without ever touching the keyboard.  Using the mouse you can:

1.  Move from place to place by clicking on the compass rose.
2.  Single-click on objects in a picture to look at them.
3.  Double-click on objects in a picture to take them, open or close them,
    greet them, etc.
4.  Select a verb from the verb menu and then click on an object in a picture
    to apply that verb to that object.
5.  Build complex commands quickly from the verb, object, and preposition
    menus.  (Single-click selects the word, double-click finishes the command.)
6.  Avoid pesky typing and cursor errors.

If you don't have a mouse, you can simulate one by pressing .  This
puts a mouse cursor on the screen which you can move around using the
arrow keys.  "Click" by pressing  and "double-click" by pressing
 .

Again, if you don't have a mouse, there is yet another fast way to build
commands by selecting verbs, objects, and prepositions from the menus.
Press  again to begin using this feature.  Then use the arrow keys to
move the highlight bar back and forth between the menus, press the space
bar to select a word, and press  to execute your command.

And of course you can still enter commands the old-fashioned way - by
typing them.

Page 7


Installation and Start-up

INSTALLATION
In order to install SPELLCASTING 201 onto your hard disk you will need
approximately 5,000,000 bytes of free space.  The game must be installed
using the following procedures in order for you to properly hear all of
the sound effects when you play the game.  To proceed with the installation:

1.  Put Disk #1 from your SPELLCASTING 201 package in a floppy drive.
2.  Type the letter of the floppy drive followed by a colon and press
    .  For instance, if you put Disk #1 in Drive A, you would type
    A: .  Then type INSTALL.

3.  Follow the instructions presented by the installation program.  When
    installation is complete you may start the game using the instructions
    presented in the Start-up section that follows.

START-UP
To start an installed copy of SPELLCASTING 201, follow the instructions in
the Installation section above and then:

1.  Change to the directory in which the game was installed.  The default
    directory used by the installation program is \S201.  If you chose not
    to use the default and installed the game in D:\GAMES\SPEL201, you
    would type: D:  followed by CD \GAMES\SPEL201 .

2.  Start the game by typing LEGEND .

The installation program creates a batch file named LEGEND.BAT that contains
configuration data as you defined it during installation.  You may override
these defaults by typing S201 followed by one or several of the configuration
options described in the sections that follow (DOS 5.0 users should type
LOADFIX S201).

For additional information concerning configuration options and defaults,
refer to the Configuration and Music and Sound sections.

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Configuration

CONFIGURATION DEFAULTS
SPELLCASTING 201 will automatically detect the type of graphics adapter 
you have and will default to the highest standard that it finds.

If you have a mouse, the game expects you to be using a Microsoft compatible
mouse driver.  If your mouse is behaving strangely or wreaking havoc with
the graphics in the game, it is probably not Microsoft mouse compatible.
Try quitting the game and starting again by typing S201 XMOUSE.

If you have an AdLib Music Synthesizer Card or a Sound Blaster, the game
will automatically detect its presence and will default to playing music
and sound effects through it.

If you have a Roland MT-32 (or compatible) sound module, start the game
by typing S201 MT32.  For more options regarding MIDI sound modules,
consult the Configuration Options section below.

If you have an AdLib card and a Roland sound module, you must start the
game by typing S201 MT32 to override the AdLib/Sound Blaster default.

If you have a monochrome VGA monitor, you may considerably improve the
quality of graphics displayed in the game by starting the game by typing
S201 MONO.

CONFIGURATION OPTIONS
As described above, SPELLCASTING 201 defaults to high resolution EGA
16-color graphics.  If an AdLib or Sound Blaster is detected, the game
will default to it for music and sound effects.

If you wish to override any of these defaults, you may type one or more
of the following options, separated by spaces, after typing S201 on the
MS-DOS command line:

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CGA       Forces the game into black and white CGA graphics on
          computers with an EGA or VGA graphics adapter.

MONO      May improve graphics on computers with VGA adapters and
          monochrome monitors.

XMOUSE    Overrides the default Microsoft mouse driver.

ADLIB     Causes music and RealSound sound effects to be played
          through an AdLib Music Synthesizer Card, if present.

BLASTER  Causes music and RealSound sound effects to be played
         through a Sound Blaster card, if present.  You may set the
         IRQ number and I/O address for your Sound Blaster card by
         typing: S201 BLASTER  .

MT32     Causes music to be played on a Roland MT-32 (or compatible)
         sound module, if present.  You may set the IRQ number and
         I/O address for your MIDI sound module by typing:
         S201 MT32  .

NOCYCLE  Disables color cycling animation for computers with EGA
         and VGA adapters and color monitors.

REAL     Disables-AdLib, Sound Blaster, and Roland music and plays
         RealSound sound effects only through the PC's internal
         speaker.

NOREAL   Disables RealSound sound effects.

So, for example, if you have an EGA adapter, a Sound Blaster on IRQ 9,
and you want to see CGA pictures and play RealSound sound effects
through your sound card, you would type S201 CGA BLASTER 9  at
the MS-DOS system prompt.

Refer to the next section, Music And Sound, for more information on music
card and sound module configuration.

Page 10
 

Music And Sound

SPELLCASTING 201 supports the following music and sound effect technologies:

     RealSound (TM)
     AdLib Music Synthesizer Card
     Creative Labs' Sound Blaster
     Roland MT-32 and compatible MIDI sound modules including
     Roland's MT-100, CM-32L, and LAPC-1

The game defaults to playing music and sound effects through an AdLib card
or Sound Blaster, if present.  These defaults may be overridden using the
options described in, the Configuration section.

If you have a Roland MT-32 or compatible sound module, start the game with
the command S201 MT32.

RealSound sound effects will be played through the PC's internal speaker
if you do not have an AdLib or Sound Blaster card.  See the Installation
section for instructions for proper installation of the game.

REALSOUND (TM)
RealSound is used throughout the game to play sound effects on the PC's
internal speaker or an AdLib or Sound Blaster card, if present.  No additional
hardware or software is required for you to hear RealSound effects in
SPELLCASTING 201.  If you do not have an AdLib card, Sound Blaster, or
MIDI sound module, you will hear the RealSound title track and sound effects
on your PC speaker.

RealSound is a Patent Pending technological breakthrough that works with any
IBM compatible computer with a built-in speaker.  If your machine beeps when
you turn it on, then it is compatible with RealSound.

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ROLAND MT-32, MT-100, CM-32L, AND LAPC-1 OWNERS
To use your MIDI sound module, make sure your equipment is configured as
shown in the MIDI wiring diagram.  If you have problems, check that the
following steps have been taken in configuring your equipment:

Note: LAPC-1 owners may ignore items 1, 2, and 3.

1.  A PC to MIDI Interface card is installed in your PC.
2.  The PC to MIDI Interface card is connected to an MPU-401 or
    compatible MIDI Interface or MIDI Processing Unit.

3.  A MIDI cable is connected from a MIDI OUT connector on the MIDI
    Interface to the MIDI IN connector on your sound module.

4.  The audio output jacks on your sound module are connected to the
    audio input jacks on your amplifier or stereo.

5.  One or two speakers are attached to the speaker connectors on your
    amplifier or stereo.

Page 12


Introduction to the Game Interface

To install and start up the game, see the Installation and Start-up
section on Page 8.

When the game begins, you will see the title screen, followed by the
credits and some introductory text.  If you wish to skip to the beginning
of the story, you can hit the  during this sequence to abort it.
The game will then ask you if you wish to restore to a previously saved
position.  After this sequence, the main interface screen will appear.

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GRAPHICS WINDOW
This window can contain:

A picture of your location
A map of the surrounding area
Your inventory (what you are wearing and carrying)
Your status (score, number of turns taken, etc.)
A verbal description of your surroundings

COMMAND BUTTONS
Many of these buttons have function key equivalents.  See the information 
on function keys on Page 20 for more details.

     HELP     Displays a help screen
     HALF     Removes the menus and makes more room for text
     ERASE    Removes the last word from the command line
     DO       Executes the command on the command line
     PICT     Displays a picture in the graphics window
     MAP      Displays a map in the graphics window
     INV      Displays your inventory in the graphics window
     LOOK     Puts a verbal description of your surroundings in the
              graphics window

COMPASS ROSE AND DIRECTIONAL BUTTONS
If you have a mouse, you can move around by clicking on the various points
of the compass rose and the IN, OUT, UP, and DOWN buttons.  Legitimate
exits from your current location are always highlighted.

VERB MENU
The verb menu contains every verb you need to play the game.  You can use
other verbs, but you will have to type them in.  The most commonly used
verbs are grouped at the top of the list.  The rest of them are in
alphabetical order.

Page 14


PREPOSITION MENU
After you select a verb, the verb menu is replaced with a preposition
menu.  The amazing thing is that the game will display only those
prepositions that you can use with the verb you have selected.  Viola!
No more pesky cursor errors.

OBJECT MENU
This menu contains all the things that you see from your current
location.  If you want to refer to other objects in the game, you
must type them in.

HIGHLIGHT BAR
This is a highlighted bar you can move around to select the next
word you want to place on the command line.

ELEVATOR BOXES
Clicking on these boxes and dragging them down is a fast way to navigate
through the menus.  Watch the index letter at the bottom of the column as
you drag the box - when the first letter of the word you are looking for
is displayed, release the mouse button and the highlight bar will jump to
the first word in the  list that starts with that letter.  Clicking in the
column above or below the box will cause rapid movement up or down the menu.
Clicking on the arrows at the top or bottom of the column will move the
highlight bar up or down one entry in the menu.  (Note: Elevator boxes appear
only when there are more menu entries than there is room to display at once.)

STORY WINDOW
This is the window where all that wonderful prose we've been telling you
about appears.  If the window fills with words and you see "MORE" at the
bottom,  press any key or click the mouse button to see the rest of the
message.  If you would like to expand the size of the window and you don't
mind sacrificing the menus, press  for a half-screen of text.

COMMAND LINE
All your commands will appear on this line, whether you enter them by
typing, selecting from the menu, or clicking on the compass rose or
graphics window.

STATUS LINE
This line lists your location and the local time of day.

Page 15


Playing the Game With a Mouse
If you have a mouse, playing this game is simplicity itself.  Merely by
pointing and clicking you can do all of the following:

MOVE AROUND     from place to place by single-clicking on the compass
                rose or the directional buttons next to it.  Legitimate
                exits from your current location are always highlighted.
                Double-clicking on an exit that is pictured in the graphics
                window will move you through that exit.  If you are playing
                with the map in the graphics window, you can also move to
                adjacent rooms by double-clicking on them.

EXAMINE OBJECTS by single-clicking on them in the graphics window.

TAKE OBJECTS    by double-clicking on them in the graphics window.

OPEN/CLOSE      doors and windows by double-clicking on them in the
                graphics window.

GREET           characters you meet in the game by double-clicking on
                them in the graphics window.
   
CUSTOMIZE       the interface by clicking on the command buttons.

BUILDING COMMANDS
In addition to the above, you can use the mouse to build commands.  A
single-click on a word in the verb menu will place that word on the command 
line.  The verb menu will then be replaced by a preposition menu that lists
the prepositions you may legitimately use with the verb you have just selected.
At this point you can select one of those prepositions, or select a word from
the object menu, or execute your command by clicking on the DO button.

Naturally, we've built in some short-cuts.  For example, if you know prior
to clicking on a word that it will be the last word in your command, you can

Page 16


double-click on it and your command will be executed.  Or, if you've already
clicked on the last word in your command and you don't want to move the
mouse up to the DO button, just double-click on the last word and the command
will be executed.  Another short-cut is to select a verb from the menu and 
then single-click on an object in the picture in the graphics window.

FINDING WORDS QUICKLY
Because the menus sometimes contain many words, we've also included a
few short-cuts for getting to words that are far down in the menu.  You
can click in the grey area to the right of each menu to rapidly move up
or down in that menu.  (If there is no grey area, the entire menu is
visible.) Or you can click on the "elevator box" in the column to the
right of each menu and drag the box down while keeping the mouse button
depressed.  As you do so, you will see the index lefter at the bottom of
the column change.  When it gets to the lefter that is the first lefter of
the word you want, release the mouse button, and the highlight bar will
jump to the first word that begins with that lefter.

An even faster method is to hold down the  key on the keyboard 
and then press the first letter of the word you want.  The highlight bar
will then jump to the first word that begins with that lefter.  You can
also use the  and  keys on the keyboard to jump to the top
or the bottom of the list, or the  and  keys to move up or
down the list quickly.

NOTES
To remove the last word from the command line, click on ERASE.

Double-clicking on an object in the graphics window is intended to "do the
obvious thing" with that object.  For example, climb stairs, eat food, turn
off lamp, etc.

If you are using the mouse and you want to begin to type, go ahead.  
However, once you have begun typing on the command line, you cannot go
back to using the mouse until that command has been executed or erased.

Page 17


If you select a noun as the first word in your sentence, the game assumes
you are trying to speak to that person or thing, and therefore it adds a
comma after the word.  (For example, SAILOR, GIVE ME THE ROPE.) If your mouse
is destroying the picture, then the mouse driver is probably not Microsoft
compatible.  Try returning to DOS and starting the game by typing S201 XMOUSE.

Page 18


Playing Without a Mouse

EMULATING THE MOUSE
If you don't have a mouse, there are still quick and easy ways to build
commands from the menus without typing.

To do this, first you need to press the  key.  When you do so, a mouse
cursor will appear on your screen.  You can move this cursor around by using
the arrow keys on your keyboard.  Then you can "click" by hitting ,
and "double-click" by hitting .  This will let you do all the
things mentioned in the previous section, Playing the Game With a Mouse.

USING THE MENUS
If you don't want to use the method outlined above, pressing the  key
again will give you yet another alternative.  This system puts a highlight
bar over the first word in the verbs menu.  You can move this bar back and
forth between menus (and up and down within them) by using the arrow keys
on your keyboard.  Once you have highlighted the word you wish to select,
hitting the space bar will place that word on the command line.  After you
have finished building your command, hitting  will execute it.

TYPING
If you like to type, go ahead.  No matter what method you have been using to
place words on the command line, you can always begin to type.  The cursor
will magically appear on the command line, as it did in days of old when
adventure games were young.

If you definitely don't want to use the menus, press  and they will go
away, creating more room for text.  If you really want to return to the
golden years of adventuring, press  for the all-text look.

Page 19


FUNCTION KEYS
You can use function keys to customize the interface as follows:

           Displays the help screen
           Returns the menus to the screen if they are not there
           Removes the menus and creates more room for text
           Puts you into full-screen text mode
           Displays the picture in the graphics window
           Displays the map in the graphics window
           Puts your inventory in the graphics window
           Puts a verbal description of your surroundings in the graphics
               window
           Displays your status in the graphics window

Many of these function keys have command button equivalents.   See the
information on command buttons on Page 14 for more details.

Page 20


Save, Restore, and Quit

Once you have begun the game, you can use the SAVE command whenever
you want to capture and store everything you have done so far.  SAVE allows
you to define a point you can return to if you are "killed" or if you just
want to turn off the machine for awhile.

When you type SAVE (or when you select it from the verb menu), you will be
asked to name the SAVE file.  Choose a name that will remind you of where
you are, like Inside Appliance or Solved Friday Puzzle.  The description of
the saved game can have up to 33 characters in it.

In the course of playing this game, you may create up to 128 simultaneous
SAVE files.  You can delete SAVE files by pressing  when the highlight
bar is over the description of the saved game.  If you pick the name of an
already-existing file when you SAVE, the original file will be erased and
the new file of that name will take its place.  You can edit an existing
description by moving the highlight bar to the appropriate line and pressing
the space bar or single-clicking on the description if you have a mouse.
 or a double-click will SAVE your current game with the new
description in a new SAVE file.

When you are ready to return to a place you have saved, type RESTORE (or
select it from the verb menu).  As a reminder, a list of your previous SAVE
files will appear in the RESTORE window.  When the game asks you for a SAVE
file description, move the highlight bar to the description you want and
press  or type in the description.  If you type in the beginning of
a valid description and hit , the game will automatically match it
and fill in the rest of the characters.  Once you have entered a valid
description, you will be returned to the spot you left as if you had never
been away.  You will have the same score, inventory, status, etc.  that you
had when you left.  If you want to stop playing, use the QUIT command.
However, if you quit without making a SAVE file, you'll have to start from
the beginning of the game the next time you play.

Page 21


Talking to the Game

You "talk" to SPELLCASTING 201 by telling the game what you want the main
character in the game to do at each turn.  You do this by typing your input on
the keyboard, or by clicking the mouse on the menus, the compass rose, or the
pictures [See Introduction to the Game Interface and Playing the Game With a
Mouse.]

Your simplest inputs will be directions -- moving around from place to place:
      >NORTH
      >DOWN
      >SW

Equally simple are inputs which are just verbs:
      >JUMP
      >SCREAM

Let's get a bit more complicated, and add some nouns (or, if you combine them
with adjectives, noun-phrases).
      >TAKE THE COIN
      >READ BOOK
      >EAT THE JUICY POMEGRANATE
      >SLICE THE HOT RED PEPPER
      >KISS THE TALL BLOND WAITRESS

(Note that you can use articles like "the" or "a" if you wish; most people
just omit them to save time.)

Shall we add a dash of prepositions?
      >TURN AROUND
      >SIT DOWN
      >LOOK OUT WINDOW
      >HIDE BEHIND BROWN CURTAIN

Take a deep breath.  So far, the noun-phrases we've looked at have all been
the direct object of the sentence.  Now we're going to throw in a second
noun-phrase, the indirect object!

Page 22



        >GIVE APPLE TO BOY
        >POINT MAGIC WAND AT THE GORILLA
        >BUY VELVET STRIPS FROM BELINDA

Sorry, it's time to introduce some mind-boggling complicated concepts.   You
can include several inputs after a single prompt, as long as you separate
them by a period or by the word "then":
        >GET IN BOAT THEN START ENGINE
        >LOOK THROUGH KEYHOLE.   SLIDE NOTE UNDER DOOR.

You can also use pronouns:
        >TAKE TOASTER OVEN.   TURN IT ON.   PUT PIZZA IN IT
        >TAKE FEATHER FROM LISA.   TICKLE HER WITH IT.

You can use multiple objects with certain verbs (like TAKE and DROP) as
long as you separate the noun-phrases with a comma or the word "and." You
can even use the amazingly useful word "all":
        >TAKE PANTIES AND BRA
        >DROP BRA, TEDDY, NYLON STOCKINGS
        >TAKE ALL
        >GIVE ALL THE UNDERGARMENTS TO AUNT EUNICE

You'll probably want to fortify yourself with some good strong scotch before
moving on to the next area: talking to characters in the game.   This can be
useful if you want to ask a character to do something for you:

        >MABEL, GIVE ME THE HIP BOOTS
        >TELL MABEL TO GIVE ME THE HIP BOOTS
        >ASK MABEL TO GIVE ME THE HIP BOOTS
        >ASK MABEL FOR HIP BOOTS

or if you would like to get some information from them:
        >PROFESSOR BROKENBONE, TELL ME ABOUT THE MAGIC SPATULA
        >ASK BROKENBONE ABOUT SPATULA.

Page 23


Using Magic

Casting magic spells is an essential part of SPELLCASTING 201 skill at
Sorcerer University.  To cast a spell, you must be holding your spell book.

There are several ways to cast a spell.  For example, to cast the BIP spell
(produce soft music) you can use any of the following:
       >CAST THE BIP SPELL
       >CAST BIP
       >BIP

A spell like BIP is fine to cast into "thin air." However, most spells need
to be cast at something or somebody.  So, to cast a FRIMP spell (levitation):
       >CAST THE FRIMP SPELL ON THE MARBLE
       >CAST FRIMP ON MARBLE
       >FRIMP MARBLE

All spells have a "level" associated with them.  To start, you are a Level 2
sorcerer and can cast only Level 2 spells.  However, as you gain experience,
your level will increase, and you will be able to cast longer, more powerful
spells.

As you progress through SPELLCASTING 201, you will come across various
spell boxes.  These each contain a new magic spell.  If you open such a box in
the presence of your spell book, the spell will be transferred to the book.
You can then cast the spell over and over at your convenience.

However, if you open a spell box when your spell book isn't present, the spell
will be cast into thin air.  While the spell may seek out something in the room,
there is no guarantee that it will be the target you intended, and remember
that the spell will then be gone forever.

Page 24


Helpful Hints

Here are ten rules of thumb for those of you new at adventure gaming:

1.  "Crime pays." TAKE everything that isn't nailed down.
2.  "Keep your eyes open." EXAMINE things that you come across; you'll
    get extra tidbits of information.
3.  "Two heads are better than one." Play with a friend, relative, spouse,
    lover, etc.  Even your pet cat may think of something you've overlooked.
4.  "Jesus saves." And so do all the apostles, when they're playing a game
    as dangerous as SPELLCASTING 201! SAVE early, SAVE often.
5.  "If at first you don't succeed ......  If you get stuck at some point, don't go
    away mad, just go away! Come back later with a fresh mind.
6.  "Draw a map." Although there's an on-screen map, your hand-drawn
    map can include other information, such as what things are found where.
7.  "We didn't create this manual to support our local printer." Read all
    the documentation, especially the sample transcript.
8.  "Take it slow." Read ALL the text and examine all the pictures carefully.
9.  "Try weird stuff." Sometimes trying wacky things will pay off with a clue;
    at the least, you'll probably uncover some wacky responses!
10.  "It never hurts to ask." Many computer magazines and bulletin boards
     will run tips and hints for SPELLCASTING 201 ...  especially if you ask!

If all else fails, you can call our automated 24-hour hint line at 1-900-PRO-
KLUE, or call our customer support line (1-800-658-8891) to order the official
SPELLCASTING 201 hint book.

Page 25


Things To Try at the Start of the Game

Really stuck on how to get started? Try these ten inputs right from
the start of the game:

        >EXAMINE THE BATHTUB
        >TAKE THE SPELLBOOK
        >READ IT
        >CAST THE PRENT SPELL ON THE BANANA
        >WAIT
        >CLIMB THE STAIRS
        >READ THE PACKAGE
        >OPEN IT
        >READ THE SPELL BOX
        >OPEN IT

Note that these aren't necessarily the "correct" first ten inputs.  Many
other inputs are possible during the first ten turns.

Page 26


Game Commands And Their Abbreviations

Many of the game commands below have function key or command button
equivalents.  These are listed in parentheses after the description of
the command.  In addition, many game commands have single key equivalents.

AGAIN (G)     Repeats your last input.
CREDITS       Displays a list of everyone who worked on SPELLCASTING
              201 and what they did.
FULL MODE     Removes the menus, compass rose, and graphics window,
              leaving you with a full screen of text.
HALF MODE     Removes the menus, but still displays the compass rose 
              and the graphics window.  ( key) (HALF button)
HINT          Will print a message telling you that hints aren't available 
              in the game.  The message will go on to recommend that you call
              an on-line service such as Genie, CompuServe, PRODIGY, or
              PC-Link and ask their gamers for hints.  Or, it will tell you,
              you could simply dial our 24-hour hint line, which is
              1-900-PRO-KLUE (1-900-776-5583), but which will cost you
              $.75 for the first minute, and $.50 for each subsequent minute.
INVENTORY (1) Tells you what your character is carrying.
LOOK (L)      Will give you a full description of your current location.
              This is always a good thing to try if you don't know what
              else to do.
LOOK MODE     Displays a verbal description of your surroundings in the
              graphics window.  ( key) (LOOK button)
MAP MODE      Displays the map in the graphics window.  ( key) (MAP
              button)

Page 27


MENU MODE     Restores the menus to the screen if you have removed them
              previously.  ( key) (MENU button)
MUSIC OFF     Turns off the music.  (To turn off the sound effects, however,
              use SOUND OFF.)
MUSIC ON      Turns the music on.
NOTIFY        Normally, the game will tell you when your score changes.  If you
              don't want to be bothered, NOTIFY will turn off this feature.
              And, if you change your mind, NOTIFY will turn it back on!
OOPS (0)      If you mistype a word, use OOPS instead of retyping the entire
              input.  For example, you type >TAKE SPELL BOK, and the
              game responds, "I don't know the word 'BOK"' You would
              simply type OOPS BOOK.  Naturally, you menu users will
              never need to use OOPS.
PICFIRST      Displays room pictures before room descriptions.
PICTURE MODE  Restores the picture to the graphics window.
              ( key) (PICT button)
QUIT (Q)      Tells the game "Hey, I'm outta here!" You might want to
              SAVE first.
RESTART       Starts the game over.  Again, you might want to SAVE first.
RESTORE       Brings you back to any point in the game where you've
              previously saved.
SAVE          Creates a file which the RESTORE command can use to return
              you to this point in the story.  You should SAVE now and then,
              and especially before trying dangerous things like >ATTACK
              KNIGHT WITH BARE HANDS.
SCRIPT        Sends all the text output of the game into the specified file,
              which you can then read, print, edit, delete, etc.

Page 28


SOUND OFF     Turns off the sound effects. (To turn off the music, however,
              type MUSIC OFF.)
SOUND ON      Turns the sound effects back on.
STATUS        Gives you a brief report of your score and the number of turns
              you've taken.
STATUS MODE   Displays your status in the graphics window. ( key)
TERSE         Tells the game to give you the normal level of descriptiveness,
              in which you see a full description of a place only the first
              time you go there.  On subsequent visits to the location, you
              won't get a description, although you can always get one by
              saying  >LOOK (or by playing with the graphics screen in "LOOK"
              mode). (See also VERBOSE).
TEXTFIRST     Displays room descriptions before room pictures.
UNDO          Probably the single most useful thing ever conceived in all of
              recorded human history.  UNDO simply takes you back one
              turn, undoing the effects of your last move.
UNSCRIPT      Stops sending the text output to a file.
VERBOSE       Puts you in the level of maximum location descriptions; you'll
              get a full description of your location every single time you
              enter it. (See also TERSE).
VERSION       Gives you the release number of your copy of SPELLCASTING
              201, as well as some legal stuff.
VOLUME        If you have a sound card or sound module, the VOLUME
              command, followed by a number from 1-10, allows you to
              control the volume of the game's music.  This command has no
              effect on the volume level of the RealSound sound effects.

Page 29


WAIT (Z)      Your character will just stand around while time passes in the
              story.  You can also say things like WAIT 45 MINUTES or
              WAIT 3 HOURS.

Abbreviations
A-You would think this would be the abbreviation for AGAIN, wouldn't you.
Well, you would be wrong.  If that were the case, then a simple input like
>GIVE A DOG A BONE would turn into the nightmarish GIVE (AGAIN) DOG
(AGAIN) BONE.  Consequently, we treat "a" as an article rather than an
abbreviation, and shorten AGAIN to "G".

     D- down                      O-oops             X-examine
     E- east                      O-quit             Y-yes
     G- again                     S-south            Z-wait
     I- inventory                 T-time             NE-northeast
     L- look                      Unup               SE-southeast
     N- north                     W-west             SW-southwest
     NW-northwest

Page 30


Sample Transcript
The following sample transcript shows a typical interaction with a game
just like SPELLCASTING 201.  It will demonstrate how you "talk" to the
game, and it may give you some ideas if you get stuck.

The sample transcript is not taken from of SPELLCASTING 201; in fact, it's
set at Sorcerer U's rival college, the St. Weinersburg Academy of Magic.
If you want to see some things you can actually try in SPELLCASTING 201,
see the section entitled Things To Try at the Start of the Game.

The map below shows the geography we made up for the sample transcript.
You might want to make a map like it as you play SPELLCASTING 201.

>LOOK
Getta Loda Yu
  You are in the lounge area of your fraternity at the St. Weinersburg
Academy of Magic.
   A snooze organ is sifting by the front door, which leads southwest.
   The GLY mascot, a large parrot named Blabby, is perched on the organ.
   A serving bowl is sifting on the table.
   Blabby cries, "Brawk! Not meatloaf for dinner again! Brawk!"

Page 31


>TAKE BOWL
You pick up the bowl.

>EXAMINE THE  PARROT
Blabby is a large green parrot.  The letters of GLY's arch-rival 
fraternity, "TMU", have been tatooed on his chest.
   Blabby cries, "Brawk! Let's hide it in the organ! Brawk!"

>INVENTORY
You are carrying a serving bowl, a spellbook and a note.  You are wearing
a tunic.

>READ NOTE
"Zeke! Did you see what those jerks from TMU did to Blabby? We've got to
get back at them! A measured response, something in kind... Got it! We'll
fill their entire frat house with molasses! You take care of it, and I'll
get you off toilet-cleaning detail for the rest of the term.
                     Signed,
                     Your beloved GLY president,
                     Sal Crocodiletears"

>READ SPELL BOOK
Your Level 1 spells:
   BIP (produce soft music)
   URB (resistance to sleep)
Your Level 2 spells:
   FRIMP (levitation)

>EXAMINE ORGAN
The snooze organ is a large musical instrument, reminiscent of a piano.  It
has a keyboard of seven keys, one in each color of the rainbow.  Above the
keyboard is a large dial.  The organ is on casters.
   Blabby cries, "Brawk! You hold 'em down and I'll tatoo'em! Brawk"

>EXAMINE DIAL
The dial is labelled "Duration." It can be set to any number between 1 and
60. It is currently set to 5.
   Blabby cries, "Brawk! Let's hide it in the organ! Brawk"

Page 32


>LOOK INSIDE THE ORGAN
You discover that the top of the organ flips open.  Within, you discover
a HAZOOZ spell box.

>READ SPELL BOX
[taking the HAZOOZ spell box first]
"HAZOOZ (reproduce substances).  A product of Spells 'R' Us.  Not
recommended for indoor spaces."
   Blabby cries, "Brawk! You hold 'em down and I'll tatoo 'em! Brawk"

>OPEN SPELL BOX
A finger of energy leaps from the spell box to the spell book, dazzling
your eyes.  When your vision returns to normal, you see that the spell
box has vanished.

>READ SPELL BOOK
Your Level 1  spells:
   BIP (produce soft music)
   URB (resistance to sleep)
Your Level 2  spells:
   FRIMP  (levitation)
Your Level 3  spells:
    HAZOOZ (reproduce substances)

>SOUTHWEST
Hardboiledegg Court
    This is a serene courtyard, named for SWAM's first president, Samuel
    Hardboiledegg.  Fraternity houses lie to the east and northeast, a
    large brick building stands to the north, and paths lead west and
    south.  Someone has dropped a notebook here.

>TAKE ALL
notebook: Taken.

Page 33


>READ IT
The notebook is that of someone taking Music 117, Beginning Snooze Organ.
There are three musical pieces described in the notebook:
    "HUMAN: red, violet, violet, yellow"
    "FERRET: red, green, indigo, red"
    "RAT: blue, orange, violet, orange"

>NORTH
Biomagic Lab
    This is a laboratory for experiments on the impact of spells on
    living things.  A lump of brown sugar is sitting on a table,
    surrounded by three lab rats. The rats have borne the brunt of
    endless magical experiments.  A lab assistant named Barry is
    here.  Barry is holding a cup of water.

>EXAMINE RATS
They're typical laboratory rats.  Typical for the Biomagic Lab, that is.  One
is about the size of a hippo, one has jaws like an alligator, and one is
reading a heavy volume entitled, "Everything They Didn't Teach You About
Particle Physics in Graduate School."

>TAKE SUGAR
The big rat sits on you, the fierce one snaps your arm in its visor-like jaw,
and the intelligent one explains that the brown sugar is their treat for
enduring seven thousand castings of the  YABBADUDU  spell  (produce  loud
disco music).  They release you after you agree to lay off the sugar.

>OUT
Hardboiledegg Court

>NORTHEAST
Getta Loda Yu
    A snooze organ is sitting by the front door, which leads southwest.
    The GLY mascot, a large parrot named Blabby, is perched on the organ.

Page 34


>EXAMINE DIAL
The dial is labelled "Duration." It can be set to any number between 1
and 60. It is currently set to 5.

>TURN DIAL TO 20
The dial is now set to 20.
    Blabby cries, "Brawk! Not meatloaf for dinner again! Brawk!"

>PRESS RED KEY.  PRESS VIOLET KEY.  PRESS VIOLET KEY.  PRESS YELLOW KEY
The organ makes a sound like cherries being squished.
The organ makes a sound like grapes being squished.
The organ makes a sound like grapes being squished.
The organ makes a sound like bananas being squished.
You fall into a deep snooze...
...  and wake up to find that twenty minutes have passed.

>TAKE ORGAN
The snooze organ is much too large to pick up.

>PUSH ORGAN SOUTHWEST
As you begin pushing the organ, Blabber squawks indignantly and
flies to a different perch...

 Hardboiledegg Court - The organ rolls to a stop.

>PUSH ORGAN NORTH
Biomagic Lab
     A lump of brown sugar is sitting on a table, surrounded by three lab
     rats.  The rats have borne the brunt of endless magical experiments.
     A lab assistant named Barry is here.  Barry is holding a cup of water.
     The organ rolls to a stop.

Page 35


>PRESS BLUE KEY.  PRESS ORANGE KEY.  PRESS VIOLET KEY.  PRESS ORANGE KEY
The organ makes a sound like blueberries being squished.
The organ makes a sound like oranges being squished.
The organ makes a sound like grapes being squished.
The organ makes a sound like oranges being squished.
The rats all fall into a deep snooze.

>TAKE BROWN SUGAR THEN PUT IT IN BOWL
You pick up the lump of brown sugar.
You put the lump of brown sugar into the serving bowl.

>BARRY, GIVE ME THE CUP OF WATER
"Sure, I never touch the stuff anyway." He hands you the cup.

>POUR WATER IN BOWL
The water pours over the brown sugar and dissolves it into a syrpy
mass of molasses.

>SOUTH
Hardboiledegg Court

>EAST
Tri Mi Undeezon
    This is the house of GLY's arch-rival frat, TMU.  The only exit is to
    the west. A sentry, Oliver Shoeflypie, has been posted here to prevent
    retaliatory pranks.  How sadly mistrustful of human nature, don't you
    think?

>YES
Of course, on the other hand, here YOU are...

Page 36


>CAST HAZOOZ SPELL ON MOLASSES
As you begin casting the spell, Oliver smacks you over the head with a
pillow, which disturbs your concentration enough to keep you from
successfully completing the spell.  "No spellcasting in here, you
humorless small-minded vengeance-seeking twerp!"

>WEST
Hardboiledegg Court

>NORTH
Biomagic Lab
    Three lab rats are in a deep snooze.
    A lab assistant named Barry is here.
    There is a snooze organ here.

>PUSH ORGAN SOUTH
Hardboiledegg Court
    The organ rolls to a stop.

>READ SPELL BOOK
Your Level 1 spells:
    BIP (produce soft music)
    URB (resistance to sleep)
Your Level 2 spells:
    FRIMP  (levitation)
Your Level 3  spells:
     HAZOOZ (reproduce substances)

>CAST URB ON ME
You suddenly feel energetic and wide awake.


>PUSH ORGAN EAST
Tri Mi Undeezon
    A sentry, Oliver Shoeflypie, has been posted here to prevent retaliatory
    pranks.  How sadly mistrustful of human nature, don't you think?
    The moodhorn rolls to a stop.

Page 37


>PRESS RED KEY.  PRESS VIOLET KEY.  PRESS VIOLET KEY.  PRESS YELLOW KEY
The organ makes a sound like cherries being squished.
    Oliver looks suspicious.
The organ makes a sound like grapes being squished.
    Oliver looks very suspicious.
The organ makes a sound like grapes being squished.
    Oliver looks extremely suspicious.
The organ makes a sound like bananas being squished.
    Oliver falls into a deep snooze.

>INVENTORY
You are carrying a cup, a serving bowl, a spellbook and a note.  The
serving bowl contains some molasses.  You are wearing a tunic.

>DROP BOWL
Dropped.

>CAST HAZOOZ ON MOLASSES
The molasses begins to swell and grow, immediately inundating the nearby
furniture.  It continues to, balloon into a larger and larger mass!

>OUT
Hardboiledegg Court
     Molasses begins pouring out the windows of the fraternity house to the
     east.  GLY's president, Sal Crocodiletears, slaps you on the back and
     says, "Sorry, I probably won't be able to get you out of toilet-cleaning
     detail for a whole term, but I think I can get you off dishwashing detail
     for the next three days.  I'll let you know..." He walks off, whistling.
     You feel a tap on the shoulder, and turn to find yourself face to face
     with three lab rats.  They look mad.

Page 38


About The Author

STEVE MERETZKY (1957 -)

Steve has been writing adventure games since shortly after his rather
miraculous graduation from MIT in the waning days of the 70's.

Steve, and his equally frazzled mate, Betty Rock, have two children:
Sasha, who is just beginning to walk, talk, and go to malls, and Danny,
who has already mastered several difficult level five spells, such as
WINKUVANI (demolish a room in microseconds) and IWANWUNMO (ability to
resist sleep until every book in sight has been read).

Steve's hobbies have evolved over the years, and now consist primarily of
fixing bugs, changing diapers, and trying to find spare hours to catch
up on videotaped episodes of Twin Peaks.

If you absolutely loved SPELLCASTING 201, you'll probably be disappointed
to discover that you can no longer find any but the most recent of Steve's
previous games:
           Planeffall (1 983)
           Sorcerer (1 984)
           The Hitchhiker's Guide to the Galaxy (in collaboration with
                 Douglas Adams) (1984)
           A Mind Forever Voyaging (1 985)
           Leather Goddesses of Phobos (1 986)
           Stationfall (1 987)
           Zork Zero (1 988)
           SPELLCASTING 101: Sorcerers Get All the Girls (1 990)

Page 39


Credits

Writing................................................Steve Meretzky
Art...........Tanya Isaacson, Jim Sullivan, Paul Mock, Donald Langosy
Music.......................................................Arfing Dog
System Architecture............................ Duane Beck & Bob Bates
System Programming............Duane Beck, Mark Poesch, & Glen Dahlgren
Graphics Systems Development...............................Mark Poesch
Music System Development...............................Michael Lindner
AdLib Transcription....................................Michael Lindner
Sound Effects............................................Glen Dahlgren
Additional Game Programming.................Duane Beck & Glen Dahlgren
Production Coordination...................................Peggy Oriani
Cover Art................................................ Craig Nelson
Testing.................................Alyssa Verdu & Josh Schriftman
Additional Testing..........................Hugh Hughes, Bruce Graham,
                        Wendy Pry, Linda Duchaineau & Michael Sonesen.
Producers.............................Michael Lindner & Steve Meretzky

Page 40


Help! Troubleshooting and Technical Assistance

Some common problems and their solutions are described in this section. 
If your problem is not addressed, please call our toll-free customer support
line (1-800-658-8891) between 9:00 a.m. and 5:00 p.m. EDT/EST.  If you live
outside the United States, call 703-222-8500 and ask for customer support. 
For game hints, call 1-900-PRO-KLUE (1-900-776-5583) or try dialing into one
of the on-line services (with a modem) where you can talk to real live gamers
who have probably been stuck at the same place you are.

I can't call the hint line for hints! How do I get hints?
You may not have access to the 900 hint line if you live in a country that is
not the United States or reside in certain U. S. counties and municipalities
that have not upgraded their phone equipment to handle 900 service.  You can
get game hints purchasing a hint book from the same store you bought the game.
If this is not possible or the store does not carry hint books, you can call
us at 1-800-658-8891 or 703-222-8500 and order a hint book using a major
credit card.

I've got an MT-32 and I don't hear any music!
If you have a Roland MT-32 (or compatible) sound module and you are not
hearing any music, start the game with the command S201 MT32.  If you are
still not hearing any music, the difficulty can probably be traced to one
of two sources:

1.  You may have two cards in your computer that are set to the same IRQ.
    If this is the case, change the IRQ value for one of the cards using the
    card's jumpers or switches.  Some cards may not allow this.  Consult the
    manual for the card for more details.

2.  Your MIDI interface may be set to an IRQ or an I/O address other than
    the default values of 2 and 330, respectively.  In this case, you must
    specify the appropriate IRQ value or I/O address in the command line
    when you start up the game.  For example, to use a MIDI interface card
    set to operate on IRQ 5 and address 300, you should start the game
    typing S201 MT32 5 300.

Page 41


The mouse cursor is eating the graphics!
If moving your mouse cursor over the picture destroys it, then the mouse you
are using is probably not Microsoft compatible.  If this happens, try exiting
to DOS and starting the game again typing S201 XMOUSE.

The mouse cursor isn't anywhere to be seene!
If the mouse doesn't seem to be working, make sure you install the mouse
driver before you start up the game.  You can usually accomplish this typing
MOUSE  from the MS-DOS prompt.  If you get a "Bad command or file
name" error, find out where the mouse driver lives on the disk or consult
the documentation that came with your mouse and its driver software.

I'm getting a low memory warning!
If you get a low memory warning when you start up the game, make sure you
have taken all of your TSR (terminate & stay resident) programs out of RAM.
If on a 512K machine this still does not free up enough memory, you may wish
to reboot your machine without your mouse driver.  You can then play the game
without using your mouse or hearing music.  You can also save memory specifying
CGA graphics instead of EGA (type S201 CGA to force CGA graphics).

This game is a disk space hog!
SPELLCASTING 201 takes up approximately 5,000,000 bytes on your hard disk.  If
you don't have that much space to spare, you may consider deleting some of the
following files from the hard disk after they have been installed:
       *.mus           If you don't have a sound board
       *.RS            If you don't want to hear sound effects
       S201-E?.PIC     If you don't want to see  EGA  graphics
       S201-C?.PIC     If you don't want to see  CGA  graphics

I have a color monitor and I'm seeing pictures in black and white!
If you have a CGA, MCGA, or TGA (Tandy Graphics Adapter) compatible graphics
interface card, then the pictures will appear in black and white, 64Ox2OO
resolution mode.  If you have an EGA card and you are seeing CGA

Page 42


black and white pictures, then your EGA card may not have enough "on board"
memory or it might not be register compatible.  You may be able to solve the
latter problem obtaining an upgrade to the Video ROM BIOS from the
manufacturer of the card.

I have a black and white (monochrome) EGA or VGA Monitor!
On some gray-scale monitors, the graphics may look dark or fuzzy.  To get
pictures with improved contrast and resolution, try starting the game typing
S201 MONO.

None of this has helped me!
If you have a hard drive and are suffering from problems that you can't 
explain, then there is one step to take before calling us: Try booting your 
machine from a clean "system boot floppy" uncluttered with autoloading TSRs,
device drivers, and complicated CONFIG.SYS files.  Then run the game and see
if the problems go away.  To create a boot floppy, follow these instructions 
carefully:

       1 .  Find a blank diskette for your A drive.
       2.   Insert the blank diskette in the A drive and close the drive door.
       3.   Type DIR A: then hit the  key.
       4.   If you see any files listed, you need to go back to step 1 because
            the disk is not blank and if you continue from here you will wipe
            out everything on the disk.
       5.   Type FORMAT A: /S then hit the  key.
       6.   Type N when DOS asks if you want to format another diskette
       7.   Type DIR A: then hit the  key
       8.   You should see COMMAND.COM listed in the newly formatted disk's
            directory.  If you do not, type COPY C: \COMMAND.COM A: then hit
            the  key
       9.   Type A: then hit the  key.
      10.   Type COPY CON:CONFIG.SYS then hit the  key; the DOS
            prompt is now gone, but the cursor is still there.
      11.   Type FILES=20 then hit the  key
      12.   Type BUFFERS=20 then hit the  key
      13.   Hold down the  key and hit the letter Z once, then the
            key.

Page 43


DOS tells you it copied one file and the DOS prompt is back on the screen.
Congratulations!  You just made your own DOS system configuration file on
your own DOS system boot floppy.  Now reboot your computer with this diskette
still in your A: drive.  When the boot process is complete you will see this
DOS prompt: A:>

      14.   Type C: and hit the  key
      15.   Type CD S201 for SPELLCASTING 201 and hit the  key
      16.   Type the command listed in your game manual to start the game.

If you have any further trouble, please call Customer Support toll free
between 9am and 5pm Eastern time Monday thru Friday at 1-800-658-8891.

Page 44


Legal Stuff
We appreciate your purchasing a license to use our product, and we want you
to feel good about that purchase.  Unfortunately, our lawyers have forced us
to put some rather obnoxious verbiage here.  Fortunately, all of our
competition puts the same stuff in their manuals.  Some of the things written
below may appear to be outrageous and unconscionable.  But then, so are our
lawyers.  (Q.  Why does Washington have all the lawyers and New Jersey have
all the toxic waste? A: New Jersey got to pick first.)

1.  Limited Warranty.  This manual and the related software product are sold
"AS IS," without warranty as to their performance.  Wait a minute!  You mean
that if the program doesn't have a happy ending, I don't get my money back?
...  Yes.  We have probably already spent your money to keep our programmers in
pizza anyway.  Here comes some more legalese to try to nail down that concept.

The entire risk as to the quality and performance of the computer software
program is assumed for the user.   However, Legend Entertainment Company
warrants for a period of 90 days to the original purchaser that the medium on
which the software is recorded is free from defects in material and
workmanship.  If during that period ending 90 days from purchase a defect
should become apparent, return the disk to Legend or your dealer and Legend
will replace the disk without charge to you.  Your sole and exclusive remedy
in the event of a defect is expressly limited to replacement of the disk as
provided above.  This warranty gives you specific legal rights and you may
also have other rights which vary from state to state.  (NOTE: After the
warranty period, a defective disk may be returned to us with a check or
money order for $7.50 U.S.  and we will replace it.)

THE WARRANTIES SET FORTH ABOVE ARE IN LIEU OF ALL WARRANTIES, EXPRESS OR
IMPLIED, INCLUDING ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR
ANY PARTICULAR PURPOSE.  SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN
IMPLIED WARRANTY LASTS, SO THE ABOVE LIMITATION MAY NOT APPLY TO YOU.  IN
NO EVENT SHALL LEGEND ENTERTAINMENT COMPANY OR ANYONE ELSE WHO HAS BEEN
INVOLVED IN THE CREATION OR PRODUCTION OF THIS COMPUTER SOFTWARE PROGRAM BE
LIABLE FOR DIRECT, INDIRECT, SPECIAL, OR CONSEQUENTIAL DAMAGES ARISING OUT
OF USE OF THIS SOFTWARE OR ANY BREACH OF THE WARRANTY SET FORTH ABOVE.  SOME
STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL
DAMAGES, SO THE ABOVE LIMITATION MAY NOT APPLY TO YOU.

For example, you may be playing our game when a friend passing by is distracted
by some of the awesome graphics.  He walks into a floor lamp.  The lamp falls
over, scaring the hell out of your cat.  The cat streaks from the

Page 45


room, knocking over your kerosene a heater which sets some curtains afire.
Unfortunately, it is a windy day and the fire is soon out of control.  Three
days later Chicago is still ablaze.  If we took out an insurance policy against
such remote contingencies, we'd have to charge $1599.99 for the game, and you
wouldn't be reading this lame copy.  Anyway, we do not assume liability for
things like this, even if the city is a small one like Muleshoe, Texas.

2.   Copyright.  This manual and the related software product are copyright (C),
1991, Legend Entertainment Company.  All rights are reserved.  This document may
not, in whole or part, be copied, reproduced, plagiarized, or otherwise ripped
off as these software pirates just did by scanning the docs without our express
consent (which we are not going to give).  The money you spent on this product
purchased a license to use it (check your other software; almost no software
is sold these days).  The scope of the license is to make such copies as are
reasonably necessary for your personal use.  You do not have the right to give
copies to your friends (or enemies), or zip it and post it on every pirate BBS
in the country!  Unreasonable copying and/or distributing of this product is a
violation of law.  The U.S.  Copyright Act provides for statutory damages of up
to $50,000 for willful infringement of a copyright.  Giving copies of our
software to your friends is an infringement.  GOTCHA!  Now that you know that
unauthorized copying is an infringement, if you do so it will be willful, and
you can be nailed for some big bucks if we catch you.

3.  Other Copyright and Trademark Notices.
The installation program used to install SPELLCASTING 201, INSTALL, is based
on licensed software provided by Knowledge Dynamics Corp, Highway Contract 4,
Box 185-H, Canyon Lake, Texas 78133-3508 (USA), 1-412-964-3994.  INSTALL is
provided to you for the exclusive purpose of installing SPELLCASTING 201.
Legend Entertainment Company has made modifications to the software as
provided by Knowledge Dynamics Corp, and thus the performance and behavior
of the INSTALL program shipped with SPELLCASTING 201 may not represent the
performance and behavior of Install as shipped by Knowleitge Dynamics Corp.
Legend Entertainment Company is exclusively responsible for the support of
SPELLCASTING 201, including support during the installation phase.  In no
event will Knowledge Dynamics Corp be able to provide any technical support
for SPELLCASTING 201.  "Legend Entertainment" and "SPELLCASTING 201 " are
trademarks of Legend Entertainment Company.

"Sound Blaster" is a trademark of Creative Labs, Inc.
"RealSound" is a trademark of RealSound, Incorporated.  Part of the software
 on your disks which implements the RealSound music is Copyright (C), 1990,
 RealSound, Incorporated.  All rights reserved RealSound.  MIDI Interface
 Toolkit Copyright (C), 1987 and 1989, MusicQuest, Inc.  All rights reserved
 MusicOuest.
"MT-32," "MT-100," "CM-32L," and "LAPC-l" are trademarks of Roland Corporation.

Page 46


"Planeffall," "Sorcerer," "A Mind Forever Voyaging," "Leather Goddesses of
 Phobos," "Stationfall," and "Zork Zero" are trademarks of lnfocom, Inc.
"CompuServe" is a trademark of CompuServe Incorporated.
"GEnie" is a trademark of General Electric Information Services Company.
"PRODIGY" is a trademark of Prodigy Services Company.
"IBM" is a trademark of IBM Corporation.
"Microsoft" is a trademark of Microsoft Corporation.
"THG" is a trademark of The Humble Guys.

Portions of the game code are Copyright (C), 1988-1990 Genus
Microprogramming, Incorporated.

(C) 1991 Legend Entertainment Company
All Rights Reserved First Printing
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