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[]                                                                          []
[]            Shard of Spring Softdocs                                      []
[]            /\/\/\/\/\/\/\/\/\/\/\/\                                      []
[]            Cracked By: Crockett                                          []
[]                        Coast to Coast                                    []
[]            ^^^^^^^^^^^^^^^^^^^^^^^^^^^                                   []
[]            Documentation by: Wizard //e                                  []
[]                  *** Club Med 1986 ***                                   []
[]                                                                          []
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The Game:
---------
In the vast days of the Kingdom, an evil Sorceror has risen into power and has
taken the legendary Shard of Spring, the source of all that is good within the
land and has confined it in his evil hideout, thus holding the Land within an
everlasting time of Winter! Your job, should you choose to accept it, is to
form a party of brave and stout adventurers, trace the citadel of this evil 
Mage and regain possession of the legendary Shard, thus ending this time of
winter in the Land. Only when the stone is within the grasp of the powers
of good may the wintery spell be broken!  Good luck!

Main Options
------------
First, boot up the disk. The titlepage will be displayed (thanks, Crockett..
you coulda have at least protected your titlepage!) You will be asked to
either select 'A' to change fonts from or to Gothic and Ascii Normal (its
up to you, one is pretty, one is readable) and then to flip the disk
to side 2 (the game side). Now the next menu will be displayed.
 
* Make Game Disk - This simply uses SSI's copier to copy the game disk
  for you. Unless you are really worried about it, I'd just go ahead and use
  your unpacked side 2.

* Restore Dungeons - This is always a good thing to do before beginning any 
  quest because this will cause all preset encounters to once again come into
  existance, thus allowing you to get the special objects that might have
  been removed during the last playing. 

* Load a Party and Go - This simply does what it says - Loads in your party
  (you select 1-4) and then drops into the actual adventure (more on this
  later)

Character Utilities:
--------------------
This is one major part of the game that allows alot (well, not that much!)
manipulation of your characters/parties. The options are as follows:
 
* Characters
  Create: See next section on 'Creation of Character'
  Remove: Deletes this character forever from the game.
  List: Lists all active characters.

* Parties
  Disband - Breaks up a party, thus allowing its former members to join new
            parties.
  Join - Creates a new party. You will be asked for the # of the party
         and then the names of the individuals you wish in the party (5).
  Info - Simply tells who is in a party.
 
** Creation of Characters **
----------------------------
The creation of a character is perhaps one of the most interesting of 
the aspects of the game. First, you must select a race for your character.
Please note that the game only allows two classes (wizards and warriors)
so selecting Dwarf or Troll as your race means that you will be a warrior,
selecting Gnome or Elf means that you will be a wizard, and selecting 
Human means that you can choose either one of those. After you have
selected your race, a preliminary roll will be made of your character.
Now you will be allowed to reroll your various attributes up to 30 times
to try to get a decent score. I've found that 12 is about the max you
can get normally, so if you get a 12 in something, don't bother rerolling
it. The attributes are as follows:
 
Speed - Determines amount you can move and number of attacks in Combat.
Strength - Determines just how much damage you can do in Hand to Hand Combat.
Intellect - Determines your Spell Points (SP) and also tells how many 
            Skills (coming up) you will be allowed to select.
Endurance - Determines your Hit Points (HP).
Skill - This tells your relative ability in any special skills you select.
 
Once you have finished rolling your character, you will now be allowed to
select skills. The skills vary for Warrior and Wizard as follows:
Warrior:
 Sword - Sword proficiency, must have this if you want to use swords.
 Axe - Axe proficiency, must have this to use axes in combat.
 Mace - Mace proficiency, must have this to use maces/morning stars.
 Karate - Allows higher damage when attacking if you are unarmed (ninja style)
 Dark Vision - Allows you to see and not be penalized in the dark.
 Tactics - A measure of your ability to plan out a successful attack.
 Armored Skin - Proficiency in this skill reduces Armor Class by 1.
 Berserking - This allows you to keep high morale in combat.
 Hunting - Proficiency will allow you to hunt for food instead of buying.
 Persuasiveness - Hell, you got me. I haven't seen this one yet.
 
Mage Skills:
 Fire Runes - Allows casting of Fire Spells
 Metal Runes - Allows casting of Metal Spells.
 Wind Runes - Allows casting of Wind Spells.
 Ice Runes - Allows casting of Ice Spells.
 Spirit Runes - Allows casting of Spirit Spells.
 Weapon Lore - Allows you to identify weapons.
 Potion Lore - Allows identification of Potions.
 Items Lore - Allows identification of other items.
 Monster Lore - Allows identification of monsters on meeting.
 Priesthood - Allows casting of Priest spells and dispelling.

This finishes the chapter on rolling your character...just one last note.
*** ROLLING YOUR CHARACTER CHEAT ***
------------------------------------
To gain straight 15's in your character when rolling, type Control-C at
the Character Utilities Prompt. Then immediately follow this with a 
Control-T. Zappo! Rolls with a cheat, you get 15's.
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Adventure Commands
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Normal Overland Movement:
The following commands are supported:
 
<--- (Left Arrow-Control H) Rotate to the Left
---> (Right Arrow-Control U) Rotate to the Right
/ (Slash) Reverse Direction (Turn 180 degrees)
<RET> (Carriage Return) Advance one space
 C   Enter Camp
 P   Give Party Status (order of party and time of day)
 S   Save Game 
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Camp Controls:
The following commands are supported once in camp (pressing 'C' from the
main overland movement prompt):
 
 P: Print out your character status on your printer.
 S: Sleep. This will heal your characters hit points and magic points; but,
    you can only do this once a day, and then it has to be night-time 
    (incredible realism, eh?)
 #: Inspect your character. This will tell you what he is carrying, hit 
    points, magic points, etc.
 R: Reorder. This just lets you change the order of your party. So far,
    it hasn't made a shitload of difference who I put where since you
    have a minute to regroup once you are attacked.
 T: Trade. Trade an object to someone else. Useful if you have an unknown
    object you want a Wizard to identify.
 D: Drop an object. Let it fall to the ground and be sucked into the 
    eternal Abyss of Time, never to be seen again.
 E: Equip. Decide what weapon and armor your player may wear. Note that
    in order to wear weapons, your warriors must be proficient in that
    skill area. Wizards may only wear staves and daggers.
 H: Hunt. If your character is proficient in Hunting, he may voyage forth
    and forage for food in order to boost the parties food supply. This 
    act may only be performed once per camp by that party.
 I: Identify an object. This will allow your mage character to identify
    an unknown object. Note that the wizard must be proficient in the
    type of Lore that that object falls under in order to identify it.
    Furthermore, each wizard may only identify once per day.
 U: Use an object. Cast a spell with a potion, staff, etc.
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Combat Commands:
These commands are active once you have entered combat.
 
 -->  Rotate Right
 <--  Rotate Left
  D   Dispell Undead (only usuable by Wizards with Priesthood Proficiency)
 RET  Advance one space.
  A   Attack monster in front of you.
  S   Sound on/off toggle.
  C   Cast offensive or defensive spells.
  ?   Show status (abilities/hp/sp) of party members.
  U   Use potion, staff, etc.
 ESC  Pass
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Note that in Combat typing the character '~' will allow you to gain an
initiative (this is another cheat! Wowwy!)
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Object/Armor/Weapon Lists:
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Named (Identified)         |  Name (Unidentified)    |  Notes                 
---------------------------|-------------------------|------------------------
Dagger                     |  Knife                  |  Weapons are arranged
Small Axe                  |  Small Axe              |  in order of power. 
Short Sword                |  Small Sword            |  Least powerful is 
Mace                       |  Spiked Club            |  first, most powerful
Morning Star               |  Ball & Chain           |  is last.
Broad Sword                |  Sword                  |
Battle Axe                 |  Huge Axe               |
2-Handed Sword             |  Huge Sword             |
Mace +1 (magic!)           |  Spiked Club            |
Sword +1 (magic!)          |  Huge Sword             |
Axe +1 (magic!)            |  Huge Axe               |
Sword +2 (magic!!)         |  Huge Sword             |
---------------------------|-------------------------|------------------------
Cloth Armor                |  Robes                  | Again, armor is also
Leather Armor              |  Leather                | arranged in order of
Chain Armor                |  Chain Mail             | power, ranging from
Scale Armor                |  Scale Mail             | Cloth which is least
Plate Armor                |  Suit/Armor             | powerful to Plate +2
Chain +1 (magic!)          |  Chain Mail             | which is most powerful.
Scale +1 (magic!)          |  Scale Mail             |
Plate +1 (magic!)          |  Plate Mail             | Wizards can only wear
Plate +2 (magic!!)         |  Suit/Armor             | Cloth Armor.
---------------------------|-------------------------|------------------------
Heal Vial                  |  Blue Vial              | Heals
Speed Vial                 |  Violet Vial            | Increases Speed
Cure Poison Vial           |  Green Vial             | Cures Poison (duh!)
Strength Vial              |  Red Vial               | Increases Strength
Pyrotechnik Vial           |  Red Vial               | Column of Fire
Liquid Armor               |  Metal Vial             | Increase Armor
---------------------------|-------------------------|------------------------
Shield Ring                |  Gold Ring              | Increases Armor
Frost Ring                 |  Icy Ring               | Chill
Storm Ring                 |  Dark Ring              | Tempest
Flight Ring                |  Light Ring             | Wind Walk
Ring of Chains             |  Iron Ring              | Chains
---------------------------|-------------------------|------------------------
Iron Staff                 |  Metal Staff            | Staffs are usuable
Staff of Ice               |  Big Icicle             | (Freeze) by Wizards.
Crystal Staff              |  Glass Stick            | (?) Most have magical
Fiery Staff                |  Column of Fire         | (Col of Fire) spells.
Staff/Souls                |  Dim Staff              | (?)
Wand of Light              |  Light Wand             | (Crystallight)
---------------------------|-------------------------|------------------------
Rod of Might               |  Heavy Rod              | Usable by Warriors.
Rod of Freedom             |  Light Rod              | (Break Bonds)
Blue Rod                   |  Colored Rod            | (??)
Red Rod                    |  Colored Rod            | (??)
Platinum Rod               |  Colored Rod            | (??)
---------------------------|-------------------------|------------------------
Holy Symbol                |  Talisman               | These objects are 
Elfin Gem                  |  Glowing Stone          | magical items.
Eye of Fear                |  Glass Marble           | 
Unholy Symbol              |  Talisman               |
---------------------------|-------------------------|------------------------
Torch                      |  Wooden Stick           | Provides light.
Oil Lantern                |  Lantern                | Provides light.
Keys (various)             |  Needed to solve the    | Quest!!!
---------------------------|-------------------------|------------------------
Royal Seal                 |  Iron Coin              | Needed to solve the
King's Head                |  Bloody Head            | Quest....
Forcefield Key             |  Crystal Bar            |
Teleporter                 |  Paper Dove             |
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Spells
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Type         |  Name (All Caps)          |  Notes
-------------|---------------------------|------------------------------------
FIRE         | COLUMN OF FIRE            | Burns one thing based on SP used.
FIRE         | FLAME STRIKE              | Burns one monster.
FIRE         | FIRE STORM                | Burns many monsters.
FIRE         | MELT                      | Unfreezes (see Freeze)
FIRE         | FLAME SHIELD              | Adds to armor class.
-------------|---------------------------|------------------------------------
METAL        | SWORD                     | Attacks one monster.
METAL        | CHAINS                    | Binds a monster.
METAL        | DEATH BLADE               | Attacks one monster.
METAL        | BREAK BONDS               | Unbinds (see Chains).
-------------|---------------------------|------------------------------------
WIND         | FREEDOM                   | Releases still air.
WIND         | STRENGTH                  | Makes player more powerful.
WIND         | TEMPEST                   | Storm envelopes monsters.
WIND         | STILL AIR                 | Prevents movement.
WIND         | WINGS OF VICTORY          | Adds courage to party.
WIND         | WINGS                     | Allows faster movement.
WIND         | WIND WALK                 | Displaces party.
-------------|---------------------------|------------------------------------
ICE          | HAIL STORM                | Ice attacks monsters.
ICE          | CHILL                     | Lowers monsters morale.
ICE          | SLOW                      | Slows monsters movement.
ICE          | FREEZE                    | Prevents monsters from moving.
ICE          | ICE SHIELD                | Raises armor protection.
-------------|---------------------------|------------------------------------
SPIRIT       | SPIRIT WRACK              | Attacks monsters spirits.
SPIRIT       | WEAKEN                    | Lowers monsters strength.
SPIRIT       | CLUMSINESS                | Makes monsters hit less.
-------------|---------------------------|------------------------------------
PRIEST       | BREATH OF LIFE            | Minor Healing.
PRIEST       | HEAL                      | Heals hit points, magic points.
PRIEST       | RESSURECT                 | Brings back from the dead.
PRIEST       | CURE POISON               | Cures poison.
PRIEST       | SANCTUARY                 | Raises armor protection.
-------------|---------------------------|------------------------------------
ANY          | TRANSFERENCE              | Trades power from player to player.
ANY          | ARMOR                     | Increases armor protection.
ANY          | MAGIC TORCH               | Light.
ANY          | CRYSTALIGHT               | Light.
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SbS