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Page 1: Alien Logic

alien.qxd 9/18/96 12:25 PM Page 1

Page 2: Alien Logic

ALIEN LOGICCredits

Product Manager: Alvin MullinsQuality Assurance: George Moneo, Patty Fuquen, Randy Abdool, RickHaylock, Manny Perez, Sean PereiraDocumentation Layout: Rebecca A. ErgenDocumentation Editor: F. Dieter JacobsDevelopment Art Department: Greg Lampkin, Omar Rodriguez, Jr.,Glen Milan, Enrique Saldarriaga, Noel FungOnline Manual Edition: September 1996

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Copyrights and Trademarks©1996 Expert Software, Inc. All Rights Reserved. Design and documenta-tion ©1996 Expert Software, Inc. Program Development. The user’s guideand the software described in it are copyrighted with all rights reserved.The user’s guide or software may not be copied in whole or part, withoutwritten consent of Expert Software, Inc.You may not sell, rent, lease ortransfer copies of the user’s guide or software in any other way withoutthe prior consent of Expert Software, Inc.

"Skyrealms of Jorune" and "Leave Your World Behind" are trademarks ofSkyrealms.

Publishing. "Alien Logic" is a trademark of Ceridus Software, Inc. Illustration © 1992 Skyrealms Publishing. © 1994 Strategic Simulations, Inc. All RightsReserved.

Expert Software, Inc., the Expert Brand logo are Trademarks of ExpertSoftware, Inc. Microsoft is a trademark of Microsoft Corp. All rightsreserved. All other trademarks are acknowledged.

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INTRODUCTION.................................i

GETTING STARTED..........................1

Completing Your Adventure ..........1

What You’ll Be Doing......................2Seeking the Mysteries of Isho......2Cutting Bio-Tec Corks .................2Using Crystals ..............................2Entering WarpWorld & Using Warps .............................3

MODES OF GAME PLAY ..................3

Side-View Mode ..............................3Side-View Screen Layout............3Game Governor Menu Options...4Game Actions ..............................5Side-View Exploration Mode .....5Tra-Sense......................................6Side-View Dysha Mode...............6

Encounter Mode .............................8

Tracker Mode ...................................9

How the Terrain Map Works.......9

Zoom Map Mode ..........................10

How the Zoom Map Works ......10Zoom Map Scanner...................10How the Jorune Map Works .....12

Bio-Tec Cork-Cutting Mode .........12

WarpWorld Mode ..........................14

Weaving World Mode ...................15

DYSHAS.............................................16

Dysha List ......................................17Power Orb ..................................17Power Hold ................................17Flame Touch...............................17Reflect.........................................17

Dysha Slots & the Weave Display...17

The Readiness Indicator...........17Selecting a Dysha......................17The Dysha Level Indicator........17

BIO-TEC ............................................18

Corks...............................................18

Incupods ........................................18

Laser Scalpel / Cutting Kit ...........18

The Four Common Recos.............18

Reco Failures .................................19

BESTIARY .........................................20

MISCELLANEOUS ITEMS .............30

SHANTHIC SITES............................30

THE STORY OF THE EARTH COLONY ON JORUNE ......32

GENERAL INFORMATION.............36

The Planet Jorune..........................36

Isho.................................................36

Moons of Jorune............................36

Crystals...........................................37

Crystal Fields .................................37

Warps and WarpWorld..................37

SkyRealms......................................38

Geographical and Political Realms of Jorune............38

TABLE OF CONTENTS

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THE WORLD OF ALIEN LOGIC

ALIEN LOGIC is set on the far-off world of Jorune,

settled by colonists just before a catastrophic

war cut off all communication with Earth. At

first friendly with Jorune’s native life forms,

humans eventually attempted to conquer their

new home. The result: hundreds of years of

bloody conflict.

Three thousand five hundred years later, Earth

is only a shadowy myth. Humans and other

races live together, surviving by using the

technology and tools from distant times.

This is your time on Jorune. As a young

explorer, you discover a plot that threatens the

safety of your friends, your home, and finally,

your world. Gather your power and skills while

travelling the face of the planet. Solve

mysteries, and engage in deadly combat to

prepare yourself for the final encounter with

an enemy from Jorune’s hidden, terrifying past.

WHAT COMES WITH THIS GAME

In addition to this rule book and a datacard, your game box should contain thegame disks or a CD-ROM. This rulebook explains how to play and givesyou valuable reference information oncharacters, creatures, and other aspectsof life on Jorune. The data card con-tains last-minute updates on the rulesand the game interface as well asinstructions for game installation.There may also be a README.TXT filewith the game. Please read it for anylast minute changes.

COPY PROTECTION

The floppy disk version of the gamerequires a documentation check. Go to the indicated page of this rule book,find the indicated section in bold face,and enter the correct word under thatsection by counting the number ofwords, starting from the first word.

There is no physical copy protection onyour ALIEN LOGIC floppy disks, so pleasemake copies and put the originals awayfor safekeeping.

CLICKING WITH YOUR MOUSE

Throughout this book, the term “click”means move the cursor to the desiredarea and then press either the left orright mouse button, as noted.

The Shift key is also used in conjunc-tion with clicking, as noted, for certainless-used functions.

“Right-click” means move the cursor tothe desired area and press the rightmouse button.

“Left-click” means move the cursor tothe desired area and press the leftmouse button.

GETTING STARTEDThe game begins with a cinematicintroduction to Jorune, providingvaluable information about youradventure. You begin play in theMountain Crown of Tan-Iricid, home of the alien beings known as thethriddle. From there, you solve themysteries and survive the challengesthat await your character.

COMPLETING YOUR ADVENTURE

Because ALIEN LOGIC is designed to benon-linear in terms of game play, it isnot necessary to find every last item or complete every quest (although this often makes later tasks easier).Furthermore, you have a certainamount of freedom regarding your styleof play; combat may not always benecessary or even desirable. You mayfind that much of the challenge in thegame is in exploring and learning thesecrets of the planet Jorune; if you are acareful explorer you should succeed,regardless of your particular style. Ofcourse, certain decisions may provedangerous, so save often!

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SIDE-VIEW MODE

The most commonly used mode in thegame is Side-View Mode. Manyfeatures in the game are accessibleonly in this mode. All areas of thescreen are labeled on theaccompanying picture.

Side-View Screen Layout

Display AreaThe Display Area is where most of theaction takes place, including walking,jumping, and fighting.

WHAT YOU’LL BE DOING

In addition to exploring the world andfacing both peaceful and violentencounters, there are a few otheraspects of life on Jorune to investigate.

Seeking the Mysteries of IshoThe hero is one of a rare group ofhuman mutants that can sense andutilize Isho, the mysterious energypermeating Jorune. Only shanthas, the true natives of Jorune, understandIsho; however, during the course of thegame the hero may learn some of theshanthas’ secrets. Isho can be used inmany different ways by many of thespecies that inhabit Jorune. The eyelessshantha even use Isho to see by.

For the hero, the powers of Isho can beused to enable certain mysterious andpowerful abilities and to activateglowing orbs of energy known as dyshas.As the game begins, the hero has littleor no knowledge of Isho abilities but hasa crude understanding of dyshas.

Dyshas are the hero’s weapons in com-bat, orbs woven from the differentcolors of Isho. In addition, a few dyshashave other effects (not necessarily com-bative), which you discover during play.

Weaving World is the place where thehero learns new dyshas and improvesthe ones he already knows. The onlyway to enter Weaving World is at adysha school, called a kerning-bay.There, the kerning-bay master sendsthe hero to Weaving World, usually fora fee. Speak often to the master andyou may soon learn more of dyshas.

In addition to dyshas, the hero alsolearns Isho abilities. They are allpassive, and include lava-walk, tumble,and several others. These abilities lastfor a limited time and can only becharged through the use of a Power-Source in a shanthic site.

Cutting Bio-Tec CorksUsing a laser scalpel, you can cut thegenetic material called “cork” to createRecos, organic robots that performspecific functions to help the hero inhis explorations.

Using CrystalsCrystals hold Isho. There are severalcolors of crystals that correspond tothe colors of Isho energy (which alsocorrespond to the colors of Jorune’sseven moons). The crystals that youbuy, find, or dig up with the hero’s Recodigger are expended when the herolearns new dyshas or improves oldones. Crystals can also improve otherabilities. Power crystals, when placedin Power-Sources, activate elevatorsand other devices in shanthic sites.

Entering WarpWorld & Using WarpsNormally, you have to walk across Joruneby foot to get from place to place. Byusing a warp to enter WarpWorld, thehero can travel incredible distancesinstantaneously. WarpWorld is a netherworld where the hero can reach allcurrently available warps.

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MODES OF GAME PLAYAlien Logic allows the hero to explore,fight creatures, encounter othercharacters, travel the surface of theplanet, perform feats of biologicalengineering, enter WarpWorld, andlearn to weave the power of Isho.

Each of these actions is called a“mode.” The names of the six modesare Side-View Mode, Encounter Mode,Tracker Mode, Bio-Tec Cork-CuttingMode, WarpWorld Mode, and WeavingWorld Mode.

THE DISPLAY AREA THE HERO

HEALTHINDICATOR

OPTIONSMENU

INFORMATION/SPECIAL ABILITIESINVENTORYDYSHA MODEGAME GOVERNOR

ACTION ICONS

ISHORECHARGEINDICATOR

TEXT BOX

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Sound Effects: Use this option to togglesound effects on and off.

Music: Use this option to toggle musicon and off.

Quit: Use this option to quit the game.You may also press Esc at any time.

Game ActionsThe following is a list of basic gameactions you can perform in each mode.

Important: when in Side-View Mode,the hero is either in Exploration Modeor Dysha Mode. Hit the space bar totoggle between modes.

Side-View Exploration ModeIn Side-View Exploration Mode, the herowalks through temples and acrossterrain. The hero can move in anydirection, jump across pits of crystallava, or activate shanthic artifacts.

WalkingThe hero appears in full figure. You left-click on the spot you want the hero to walk to.

JumpingHolding Shift while left-clicking allowsthe hero to jump over pits, ontoelevators, or over small creatures. Thehero can’t walk into a pit, but he canjump in (not always a good idea). Holdthe Shift key down and left-click on thespot you wish the hero to jump to.Because the hero’s jumping is limited indistance and height, he may not alwaysland where the mouse was clicked.

Talking to a CreatureWalking close to an intelligent creatureoften triggers an encounter, should thecreature be capable of and willing totalk. This takes you into EncounterMode. For more information see the“Encounter Mode” section on page 8.

Examining ThingsTo get a detailed description of some-thing that the hero can see, right-clickon the object or creature. The descrip-tion appears in the text box.

Getting Objects and Using DevicesLeft-clicking on an object generallycauses the hero to pick it up or use it (if it is a permanent fixture). The hero’sinventory lists all his possessions.

To Open a Locked DoorTo open a locked door, left-click on it(or the door’s keyhole), then select the correct key from your inventory.Doors require their exact matching keyor a skeleton key. Some doors are notopened with a key, but instead must be knocked down with dyshas. Thesedoors can be recognized by their greencolor. Regardless of how the door isopened, left-click on it to walk through.

To Exit a SceneIn an outdoor scene, left-click at theedge of the farthest screen (to the leftor right) to exit back to the Zoom Map.

In shanthic temples, exit scenes bytravelling through archways (left-clickon the archway). You may also click atthe edge of the screen.

Health IndicatorThe Health Indicator displays the hero’scurrent health. Damage is tallied ineach of the three outlined sections,changing color from green to red (withred being the worst). When all sectionsare red, the hero dies.

There are a number of ways to heal thehero, but you find out more aboutthem as you explore.

Text BoxWhen you right-click on an object, theText Box gives you information about it.

Weave DisplayWhenever you use dyshas, the WeaveDisplay appears underneath the textbox and provides information on thestate of each dysha being woven.

Isho Recharge IndicatorWhen you cast dyshas, the availableIsho goes down. The Isho RechargeIndicator shows the hero’s maximumrecharge rate (indicated by the red bar),and his current Isho rate (indicated bythe blue bar). In other words, theindicator shows the speed at which thehero is weaving his dyshas.

Action IconsThere are four Action Icons in Side-ViewMode. The first is the Game Governor;left-clicking on this stone face brings upthe Governor’s options in the OptionsMenu. The second Action Icon (a flam-ing orb) puts the hero in Dysha Mode,ready to weave and launch dyshas. Left-clicking on the third Action

Icon displays the hero’s inventory. Thefourth Action Icon brings up the hero’sspecial abilities and information.

Options MenuEach of the Action Icons brings up alist of options in the Options Menu,located at the bottom right of thescreen. Left-clicking on an option usesit. Some options, however, are onlyinformative and do nothing when used.

Options listed in blue text contain sub-menus. Left-clicking on them takes youinto deeper menus which display moreoptions. Left-clicking on the currentAction Icon brings you up one menulevel. If the Options Menu is not in asub-menu, you are returned to Side-View Mode.

The Options Menu allows you tochoose Game Governor options (seebelow), select available dyshas inDysha Mode, view and use items in thehero’s inventory, and view abilitiesotherwise unavailable on the dysha list.

To scroll through more options thanare shown, left-click on the scrollarrows next to the Options Menu. Theytake you through all current choices.

Game Governor Menu OptionsLoad Game: Use this option to load apreviously-saved game.

Save Game: Use this option to save agame you are playing. You will beprompted to name your save.

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Decreasing Weave RateRemember that when dyshas weave,they reduce your Weave Rate, increas-ing the time that future dyshas take toweave. The lower the Weave Rate, thelonger it takes it to recharge. Variousdevices and situations throughout thegame increase the hero’s maximumWeave Rate.

Defense DyshasThe last Dysha Slot marks the hero’scurrent defense dysha. These dyshasprotect the hero in some way instead of launching an orb at a target. To use the current defense dysha, holdShift and right-click with the mouseanywhere in the Display Area. If thedefense dysha is not yet woven,holding Shift and right-clicking has no effect. Defense dyshas tend toweave quickly but also drain yourhero’s Isho rate in large increments.

Turning Around in CombatIf you aim and fire behind your hero, he automatically turns to face the new direction.

To Leave Dysha ModeLeft-clicking on any other Action Iconor pressing the space bar takes you outof Dysha Mode and back into Side-ViewExploration Mode. You can alternatequickly between the two modes with alittle practice.

StrategiesDysha Strategies allow you to fill theWeave Indicator with a list of the hero’sfavorite dyshas. With Strategies, youcan have different lists of dyshas readyfor different situations. For instance,you might want to have nothing butPower Orbs in one Dysha Strategy tofight creatures like scragger, whileanother Strategy might contain a PowerHold, a Crater, and Reflect for fightingshanthas. You may design Strategiesaccording to personal experience,preference, and the list of the hero’savailable dyshas.

Pressing a function key (F1 through F10)and then selecting dyshas sets thestrategy for that function key. Pressingthe same function key while in DyshaMode or Side-View Exploration Modebrings back those same dyshas. Thus, if you were to press F4, and create aStrategy of dyshas for fighting beagre,those same dyshas could be broughtback up at any time by pressing F4.Strategies can be changed throughoutthe game.

Results of CombatIf the hero is winning in combat some opponents may choose to flee while others will fight to the death. Left-clicking on the bodies ofdead creatures allows the hero tosearch their remains.

Using Isho AbilitiesThough the hero begins the gamewithout Isho abilities, he learns thesecrets of certain Isho abilities duringthe game. The exact abilities learneddepends on which path he takes.

Each Isho ability is different. They areactivated for a limited period duringgame play, and only one ability may beactive at a time. They are normally usedonly during Side-View Exploration Mode.The duration and power level of an Ishoability is based on the Power-Sourceused to activate the ability. For moreinformation, the hero must entershanthic sites and experiment.

Tra-SenseTra-Sense gives you a look at thingsinvisible to the naked eye (and invisibleon the screen). This ability may only beused in Side-View Exploration Mode.The hero starts the game with Tra-Sense.

Use your Tra-Sense by pressing Shiftand right-clicking anywhere in theDisplay Area. A discharge of Ishoilluminates the area around thepointer, revealing any previouslyinvisible objects. You can right-clickand drag across the screen to reveallarger areas.

Side-View Dysha ModeIn this sub-mode of the Side-View mode,the hero fights or imprisons Jorune’sdangerous life-forms using the awesomepower of Isho. Because of the need toconcentrate his entire mind and body,the hero is restricted in movement, and

cannot leap over obstacles or performother special actions other than theweaving of dyshas.

To enter Dysha Mode, left-click on theAction Icon depicting the orbs. Left-clicking on this Action Icon againreturns you to Side-View ExplorationMode. Alternatively, the space bartoggles the screen back and forthbetween modes. Note that you canonly enter Dysha Mode from Side-ViewExploration Mode.

Moving in Dysha ModePosition the mouse and left-click tomove the hero forward a step. The hero cannot walk or jump in this mode,only creep forward or back. HoldingShift down while left-clicking causesthe hero to take a larger step.

Choosing DyshasThere are two offensive Dysha Slots forthe hero when you start the game.These Dysha Slots are filled with thePower Orb dysha the first time you enterDysha Mode. You can select differentdyshas to fill the slots by clicking on anavailable slot and then clicking on thedysha in the Options Menu. The newdysha immediately begins weaving.

Firing DyshasRight-clicking the mouse in the DisplayArea fires the next available dyshalisted in the Dysha Slot area of thecombat menu. The hero can fire in anydirection (including up or down). Holdthe right mouse button down to fire asrapidly as the hero can weave.

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TRACKER MODE

The tracker device can display a TerrainMap or a planetary map of Jorune.

Tracker Mode provides an aerial view ofthe hero’s position on the Terrain Map.The hero can move over the surface ofthe planet in this mode, and you cansee the hero’s location on the Jorunemap of the planet. A reference dotappears on the tiny picture of Jorune inthe upper-right hand corner of thetracker device in Terrain Map mode,showing the hero’s approximatelocation on Jorune at all times.

How the Terrain Map WorksThe Terrain Map is used for overlandtravel. Icons appear on it, representingcities, wandering creatures, villages,shanthic ruins, crystal patches,limilates, incupods, warps, and othervarious sites of interest.

Left-click in this mode to define thehero’s direction of travel across Jorune.The tracker’s screen scrolls to revealnew areas to explore. You can left-clickoutside of the map area to move;releasing the mouse button stops the hero.

In order to enter a Zoom Map revealingmore detail, left-click on any icon orwalk your hero into it. If the path is notobstructed by some obstacle, the hero

ENCOUNTER MODE

In Encounter Mode you can talk withother characters, from inquisitivethriddle to enigmatic shanthas. Onlythe face of the creature, the text of whathe or she says, and your replies appearin this mode. Encounters occur whenyou meet a creature in the Zoom Mapor in a Side-View Mode.

If all goes well, you go back to the modethe hero was in before the encounter.Otherwise, you may go to the Side-ViewMode to face combat with the creature.If the hero is speaking with the kerning-bay master, an interlude into WeavingWorld Mode may take place.

How It WorksRead the text that appears near thecreature’s head. If you left-click (orpress the space bar), it hurries thecreature through its current statement.

When the creature has finished talking, left-click on the phrase thatbest represents what you want the hero to say. The creature then responds until the encounter is over. Insulting creatures or otherwisemaking disparaging remarks can lead to slugfests.

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ENCOUNTERED CREATURE’S DIALOG

HERO’SENCOUNTEROPTIONSAPPEARHERE SITES OF

INTEREST

THE HERO’SPOSITION

CLICK TO GET AMAP OF JORUNE

CRYSTAL PATCHESAND WARPS

PROXIMITY TOLIFE FORMS

INDICATORS

CITIES ANDSHANTHIC SITES

LIMILATES AND BIO-TECH

ON/OFF BUTTON TOSIDEVIEW MODE

A WARP

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Left-click the mouse wherever you wantthe hero to travel. Colliding with acreature places the hero in EncounterMode or Side-View Mode. Colliding witha site or object places the hero in Side-View Exploration Mode.

You can leave Zoom Map Mode bywalking the hero off the Zoom Map orentering a Warp.

Special Note: the Ardoth MapThe map of Ardoth, the main city youexplore, appears in a special version ofthe Zoom Map Mode. Most areas ofinterest are marked, but not all areapparent at the beginning. In addition,the hero must navigate the streets toget from place to place. Entry intoArdoth is accomplished through themain gate to the West. The hero mayexit Ardoth through that same gate.

ZOOM MAP MODE

How the Zoom Map WorksThe Zoom Map is a highly magnifiedsatellite view of the hero and hissurroundings. At this resolution, youcan see a photo-realistic top-view mapof the hero, other creatures in the area,buildings, and sites of interest.

Zoom Map ScannerLeft-clicking on the SCAN buttontemporarily displays a blip at each siteof interest on the Zoom Map.

From this mode, the hero can enterSide-View Mode, Encounter ViewMode, and WarpWorld Mode.

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makes a beeline for the icon and entersthe Zoom Map of the immediateregion. The hero cannot travel overmountains, but the presence of a Recorespirator allows him to travel throughwater for short distances.

There are four moving indicators on the tracker’s right edge. They representproximity to: life forms, limilates and

Bio-Tec, crystal patches and warps; and to structures such as cities andshanthic sites.

Pressing the OFF button while on theZoom Map places you in Side-ViewMode. This allows you to save the gameand make changes to inventory, and tomodify combat strategies at any time.

THE HERO’S LOCATIONON JORUNE

CLICK HERE TO RETURNTO TERRAIN MAP

SITES OF EXPLORATION(creatures, limilates, incupods, crystals)

DISPLAY BUTTONS

STRUCTURESWARPS

THE HERO SCAN BUTTON

SITES OFINTERESTLOCATEDBY SCANBUTTON

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How It WorksLeft-clicking on an incupod makes thehero walk up to it and displays yourhero’s Bio-Tec inventory in the OptionsMenu. You can now select a pre-cut corkto place in the incupod or select a laserscalpel (assuming one has been found).

If you select a pre-cut (prepared) cork,the hero inserts the cork into theincupod and, barring any failure of theincupod, the appropriate Reco emerges.

The laser scalpel uses raw corks andproduces less predictable results, butcan create new types of creatures. Left-clicking on the laser scalpel enters Bio-Tec Cork-Cutting Mode, which shows aclose-up view of the cork-cutting kitwith an incupod in the background.

When selected, the kit fits over the topof an incupod and automaticallydeposits a finished cork into the pod.

The kit has a cutting area, a geneticscale, a visual approximation display, acork-health indicator, cork inventoryselectors and two buttons: DESTROYand SHUTDOWN.

To activate the kit, left-click on one ofthe available corks on the right side ofthe kit. A cork appears in the cuttingarea on the left, displaying a number ofraised gene sites.

Left-click the mouse on a gene-site touse the device’s built-in laser scalpel torelease enzyme packets which alter thegenetic code of the cork. This raises orlowers the genetic scale marker(indicated by a green arrow). The brightgreen bars on the genetic scale indicate

points of genetic stability. Once theindicator arrow reaches one of thesepoints, the cork-cutting kit shuts down,the cork is inserted into the incupod,and you return to Side-View Explo-ration Mode to see what the incupodhas produced.

When cutting a cork, pay close attentionto the Visual Approximation Display(VAD) just above the genetic scale. TheVAD shows the two different Recos thatcorrespond with the two nearest pointsof genetic stability (those which areimmediately above and below theindicator arrow’s current position).

Corks are pieces of living tissue, andthere is a possibility that each cut thehero makes may cause an injury. Thehealth indicator on the cork-cutting kittracks the number of injuries sustainedby the cork. When the hero beginscutting, all seven indicator lights aregreen. With each injury, one light turnsred. Once the cork has sustained seveninjuries, it is destroyed, and the heromust begin again with a new cork.

At any time during cork cutting, youmay destroy the current cork by left-clicking on the DESTROY option. If youleft-click on the SHUTDOWN option, thecurrently selected cork (if there is one)is destroyed, the cork-cutting kit shutsdown, and the hero returns to Side-View Exploration Mode.

For information on specific Recos, see the section entitled “Bio-Tec” onpage 18.

BIO-TEC CORK-CUTTING MODE

Whenever the hero discovers anincupod, which resembles a large,fuzzy, upright watermelon, the hero has the opportunity to create a Reco (a biological robot). Spongy Bio-Tecseeds called “corks” are placed inside

incupods. The incupods unravel thecork, forcing the release of its geneticmaterial, and begin the process ofproducing whatever Bio-Tec creaturethe cork was coded for.

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How the Jorune Map WorksWhile in Terrain Map Mode or ZoomMap Mode, left-click at any time on thesmall picture of Jorune in the upper-right corner of the tracker. This bringsup a planetary map of Jorune and marksthe hero’s location on the planet.

Left-clicking on any of the three iconson the bottom of the Tracker brings uptravel-log information. The threebuttons represent the hero’s previousexploration; the buttons are: Warps,Structures, and Sites of Exploration. Clicking

once on one of these buttons brings upa modified version of the Jorune map.The Warp button displays each warp thehero has discovered on Jorune. TheStructures button displays each village,city (if Ardoth has been explored), andshanthic site the hero has visited. TheSites of Exploration button displays eachof the sites where creatures, limilates,crystals, and incupods have beendiscovered (represented by differentcolored dots as shown in the key in theupper-left corner of the Tracker).

CUTTING AREA

VISUAL APPROXIMATION DISPLAY AVAILABLE CORK QUANTITIES

AVAILABLECORKTYPES

GENETIC SCALE MARKERCORK HEALTH INDICATOR LIGHTSPOINT OF GENETIC STABILITY

UP GENESTRANDS

DOWN GENESTRANDS

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WEAVING WORLD MODE

Weaving World is a dangerous placethat exists directly in the Isho stream ofJorune. In Weaving World, the hero canlearn new dyshas and increase thepower of dyshas he already knows.

Entering Weaving World andLearning New DyshasThe hero enters Weaving World bypaying the master of a kerning-bay.Located within the swirling colors ofIsho in Weaving World are severaldyshas. Only one of these can belearned during each visit. To learn adysha, drag it through the exit portalicon by left-clicking on it.

Each left-click releases the Isho of oneof the hero’s crystals. These crystalsattract nearby dyshas. It is a simplematter to attract a dysha to the exit.Since each crystal’s attraction only lastsfor a few seconds, it may be necessaryto lay down several crystals in a row. Asthe hero’s skill increases, it takes fewerand fewer crystals to learn new dyshas.

Weaving World is exited as soon as thehero succeeds in learning a new dysha.It becomes available to him in DyshaMode, ready for use. Running out ofcrystals or clicking on the EXIT iconalso exits Weaving World, but without a new dysha.

WARPWORLD MODE

The hero enters WarpWorld wheneveryou left-click on a warp site in theZoom Map or activate a cle-eshta.WarpWorld appears as a stylized mapof Jorune that displays warps asshimmering areas of light. The hero’spresence in WarpWorld is indicated bythe movable icon. All the availablewarps are not visible at all times, forwarps grow larger as the hero

approaches. Note that the layout of the continents in WarpWorld appearsdifferent and somewhat distortedcompared to the actual map of Jorune.

As on the Terrain Map, you left-click tomove in WarpWorld. If you left-click ona warp, the hero enters the warp andreturns to Jorune at the approximatelocation indicated in WarpWorld.

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THE HERO’S ICON A WARPA WARP

EXIT PORTAL (PLACE TOATTRACT DYSHAS TO)

DYSHAS TO LEARN

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DYSHA LIST

The following is a partial list of thedyshas the hero can learn. There aremany more offensive, defensive, andutility dyshas available, but you have todiscover them as the hero explores.

Power OrbThis is a simple orb of Ebba Isho thatpushes its target hard and fast. It doesmore pushing than actual injury, but itkeeps the hero’s opponents from firingback for a moment. The hero beginsthe game with this dysha.

Power HoldAnother Ebba dysha, Power Holdcreates four immobilizing rings of Ishoaround the target. The target cannotact for the duration of the dysha.

Flame TouchUsing the power of Launtra, the herobursts into flames (without harminghimself, of course)! Any targets touchingthe hero take damage. Though notespecially effective against large targets,Flame Touch is excellent for eliminatingsmall pests, like the voracious beagrewho nip at the hero’s ankles.

ShieldThis defensive dysha creates a tempo-rary shield to protect the hero.

ReflectUsing this dysha of Tra, the hero reflectshostile dyshas back at their casters, whotake the full effect of their own attack.However, a funny thing can happenwhen both combatants use Reflect. . . .

DYSHA SLOTS & THE WEAVE DISPLAY

In combat mode, dysha weaving is auto-matic. The Weave Display has five slots,each of which can hold one dysha. Thehero can weave a maximum of fouroffensive dyshas (in any combination)and one defensive dysha at a time.

At the start of the game, the hero canonly weave two offensive dyshas at atime. He’ll be able to weave more as his skills improve.

The Readiness IndicatorEach dysha slot has a readiness indi-cator telling you which is the next dyshato be fired. Only one dysha indicatesreadiness at any time. You can changewhich dysha fires next by clicking on adifferent slot than the one indicated.

Selecting a DyshaLeft-clicking on a dysha from theOptions Menu fills the dysha slothighlighted by the Recharge Indicator.Weaving of that dysha beginsimmediately; however, the dysha doesnot fire until you right-click in thedisplay area.

The Dysha Level IndicatorMost dyshas have four levels of power,the first being the weakest, and thefourth, the strongest. All the dyshas thehero begins with start at the lowestlevel. Each dysha slot has a levelindicator showing you its current powerlevel. The longer you wait for a dysha toprepare (until it reaches its maximum),the more powerful it is when fired.

The hero can learn most dyshas athigher skill levels, which gives themgreater damage or duration. The levelof a dysha is displayed as part of itsname in the Options Menu. Whendyshas are being woven, the number ofgreen dots displayed beside themindicates the level of the dysha.

At the higher skill levels, dyshas takelonger to weave; thus, rapid firing mayreduce their effectiveness to a lowerlevel of the dysha.

1716

DYSHASDyshas are spheres of power wovenfrom Isho, the mysterious energypermeating the world of Jorune. Somedyshas are weapons used for fightingJorune’s dangerous creatures, whileothers have non-combative uses.

There are seven colors of Isho namedafter each of Jorune’s moons: Shal,Ebba, Du, Gobey, Desti, Launtra, andTra. Each dysha corresponds to one ofthe colors of Isho.

TWO POWER ORBS SENT BY THE HERO A SUSPENSION ORB HEADED FOR THE HERO

A THIRD“EYE-EVID”ATTACKSFROM THERIGHT

DYSHAS TOCHOOSE FROM

CURRENT ISHO LEVEL

DEFENSIVE DYSHA:VAMPIRE 2

OFFENSIVE DYSHAS:POWER-ORB 3

OFFENSIVE DYSHA:POWER-HOLD 2

THIS DYSHA ISTWO-THIRDS

CHARGED

TWO “EYE-EVIDS”ATTACKING THE

HERO FROM THELEFT

READINESSINDICATOR

ISHO MAXIMUM

Page 14: Alien Logic

The Reco MinerA variant of the Reco digger, the Recominer is capable of digging in terrainthe average digger finds impenetrable.Unlike the digger, the miner canretrieve buried goodies from both icyglaciers and the hardened bedrock ofthe desert.

The miner suffers from a geneticimbalance that sometimes makes itoverzealous in the completion if itsmission. Miners are easily diverted bylong veins of minerals or the weakvibrations of distant limilates. They areknown for taking their own initiativeand extending their exploration.Occasionally, they go too far....

The Reco RejuvenatorThe Reco rejuvenator heals the hero’ssuperficial wounds. If the hero hassustained heavy injuries, therejuvenator is useless.

Sometimes the rejuvenator dies afterperforming its duties.

The Reco SurgeonThe Reco surgeon heals all wounds.The surgeon loses skill and desire tooperate over time. After a variety ofhorrible accidents, Iscin programmedthe Reco surgeon to die once it becametoo senile to continue operating safely.You should be glad when a surgeonissues its last breath.

RECO FAILURES

Sometimes the hero accidentallycreates a Reco failure. These failuresare generally short-lived and pose noreal threat to the hero.

BIO-TECThe Earth scientist Iscin, whoengineered the crugar, woffen, bronth,and other races, also created a meansto create biological robots, calledRecos. As biological tools, Recos havethe advantage of never needing poweror maintenance, unlike mechanical orelectronic equipment.

CORKS

A cork is a piece of bio-mass that con-tains all the information and geneticinstructions to create a Reco. Corks canbe pre-cut or raw. While pre-cut corkscan be placed in an incupod by hand, araw cork must be bio-engineered andsimultaneously surgically introducedusing a cork-cutting kit. The color of thecork determines its capacity towithstand the damage caused by thisprocess. Pink corks are very weak, redcorks are relatively robust, and purplecorks are extremely hardy.

INCUPODS

These hairy watermelons grow Recosafter a cork is placed in them. They growall over Jorune and come in three types:green, red, and purple. Green incupodsare the least desirable, and quicklyreject even moderately bio-engineeredcorks. Red incupods are more tolerant,and can accept a greater number of cutsin a given cork. Purple incupods arehighly prized, for their internal biolog-ical energy allows them to accept eventhe most heavily engineered corks.

LASER SCALPEL / CUTTING KIT

A laser scalpel is the key component ofa cork-cutting kit, a complex piece ofequipment used to cut the gene-siteson a cork to create the different Recos.The number of possible cuts dependson the health of the cork combinedwith the tolerance of the incupod. If thenumber of allowable cuts is exceeded,the cork perishes and another must beused. If another cork is unavailable, orthe bio-engineer decides to cancel thesurgery, the incupod is doomed, forthere is no way to seal the incisioncreated by the cork-cutting kit.

THE FOUR COMMON RECOS

There are four basic Recos you cangrow, plus many other horrible (anduseless) mutants.

The Reco DiggerThe most popular Reco is the Recodigger. If you select a digger from thehero’s Bio-Tec inventory, the hero auto-matically places it on the ground. Thedigger, if it is strong enough, burrowsinto the ground and returns a fewmoments later, hopefully disgorgingsomething it discovered there. The herocan then pick up his newfound treasureand add it to his inventory.

Sometimes a digger won’t return fromits journey. This means that it was tooweak to complete its task and is unableto be recovered.

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Page 15: Alien Logic

CLEASH

Cleash live in the frigid Ice Fields ofGilthaw, an environment for which theyare poorly suited. Cleash are fierce andaggressive. The capsules manufactured intheir bodies are used as weapons againsttheir enemies. Cleash raiding parties canbe found all over Jorune. They are verydangerous in small numbers.

CORASTIN

Corastin are large and bulky. They are thebodyguards, the construction workers,the laborers of Jorune. Their lack of sharpeyesight and hearing does not hinderthem in their jobs — corastin are oftenused as intimidators.

On their own, corastin do not congregatein large settlements. Their pocketpopulations are spread over Jorune. Theareas in which they settle are territoriesto be treated with due respect; tribute orviolence is the choice of trespassers.

Corastin and bronth share the sameabhorrence of slavery. It is wise to usetact and charming etiquette withcorastin. One should not demean theirlabor, lest one end up as pulp drippingfrom the end of a powerful club.

BESTIARYJorune is inhabited by a number of intelligent and unintelligent races. Some areindigenous, while others, like humans, came from distant worlds.

BEAGRE

Like a cross between achicken and a rat, thesesmall creatures aremore of a nuisancethan a threat. They can,however, cause someinjury while nipping atthe hero’s feet. Bring indead beagre for abounty in Ardoth.

BRONTH

Bronth are children of Iscin based upon Terranbears. They honor the fine values instilled inthem by their creator, who found these childrento be natural students of honor and chivalry,unlike the crugar.

Bronth are larger and more powerful thanhumans, but are not prone to aggression. Thosemaking the acquaintance of bronth are accordedthe position of equals, until actions or attitudeprove otherwise.

Their realm of Dobre is quiet and peaceful.

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CRUGAR

One of Iscin’s cre-ations, the crugar arebased upon thecougars of Earth. Theystand bipedal, arecapable of speech,and display ruthlesscunning. Theirnumbers are greatestin their realm ofTemauntro, a vast,uncharted region farto the west of theDoben-al. Crugar aregiven to suddenmood swings andfight fiercely ifprovoked. It was acrugar who killedIscin, the giver of life.

EVIDS

There are several non-biological entities that the hero encounters in the course ofthe game. They are usually found in shanthic sites, and most appear reddish incolor. They are guardians of temples and homes. Their destruction usually releasesa usable crystal.

CORONDON

These enormous creatures have long claws and terrible biting mouths. Avoid themif at all possible.

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RAMIAN

The tall, crusted bodies of ramianare as strong as armor. They are notnative to Jorune and can make nouse of Isho. They have no time tochat, and no time for questions.Without the shirm-eh limilate,ramian heal very slowly. They prizethis plant, for it does not grow intheir realm of Voligire. Ramian mayaccept shirm-eh as a gift, but notgladly — their pride does not allowthem to show appreciation.

SCARMIS

Where there are cleash, there are scarmis.When scarmis are found alone, theypresent little danger. It is only under theinfluence of the cleash that they aredeadly. It is said that the sparkles given offby a cleash’s canther (the large humps atthe top of their backs) places scarmis intheir control. Approach them slowly andwith open hands to avoid being “wetteddown.” Creatures with body hair shouldscrub thoroughly to remove the odor. Thephrase “Gee’oooooh’po,” means “pleasedon’t wet me down” in their language.

HUMAN RACES

There are three typesof humans inhabitingJorune: pure strainhumans, muadra, andboccord. All thesetypes of humans lookvery much alike.Muadra are mutants,slightly smaller thanhumans, and have theability to weave Ishointo orbs and bolts.The hero is a muadra.Boccord are alsomutants, and due totheir differentdevelopment at thepre-natal stage, theyare taller and strongerthan humans (andalthough they cannotweave Isho, they canmask their Ishosignature and sendripples into the Ishothat native Jorune lifeis sensitive to).

MANDARE

Mandare are creatures with long necks, flopping bellies, and ever-hungry mouths.Like the corondon, they should be avoided.

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THIVIN

Hairy and horned, the thivin are the mastercraftsmen and traders of Jorune. Selling comeseasily to the thivin — some say too easily. Thethivin love of bargaining is equaled by their loveof music. Thivin create and play instruments ofmany types, including dichandra stones,whosins, jampers, and tenter-shines. Thivin arethe only race able to truly play the harmoniouscrystal music-rods.

Thivin craftsmen are masters of wood-carving,jewelry making, and weaving. Only they cancreate fine gauthi rugs. Their paintings arehighly valued. In Ardoth, exhibits of theirworks crowd many citadel streets.

THRIDDLE

Thriddle are twin eye-stalked creaturesthat inhabit the island of Tan-Iricid in theSea of Ceridus. They are a highlyintelligent, peaceful species that havelived on Jorune for thousands of years.They control the world’s most impressivelibrary, that of the Mountain Crown of Tan-Iricid. Their desire for knowledge andexperience in geography, the arts, andlanguages often bring them into otherrealms of Jorune.

Thriddle prefer peace to conflict, andneutrality is the rule. Many thriddle areemployed to collect information. Theseare the “querrid,” and they can be foundwherever you travel.

Salrough Gomo is the head librarian at the Mountain Crown of Tan-Iricid. He isalso known as the savior of the thriddle from the hands of the Maustin Caji in theJorune year 3454. The hero meets Salrough Gomo in the beginning of the game.

SCRAGGER

These feisty teeth-with-legsare a constant source ofdanger for the hero. Nothingstops them faster than aquick use of the FlameTouch dysha. Take theirdead bodies back to Ardothfor a bounty.

SHANTHA

Shanthas are the ancient race of indigenousintelligent life on Jorune. At the time of theHuman/Shanthic war, their culture was thehighest this world had known. Now it is rareto encounter the shantha outside theirunderground homes. Respect the shanthas,for they possess the greatest talents of Ishosculpting known on Jorune.

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WOFFEN

Engineered fromEarth’s wolves,woffen areanother of Iscin’schildren. Theirbodies arecovered with furwhich increasestheir apparentsize. The woffens’realm of Lunderelies to the east ofDobre. They arewelcome inBurdoth, andsome havechosen to make theirhomes there.

Woffen andcrugar share anintense dislikefor each otherthat dates backto the time of the woffen’s captivity along with the other Iscin races at the hands ofthe crugar. Matters were later made worse when the crugar slaughtered hundredsof helpless woffen during the Ninindrue Plague Slayings of 2934.

Woffen enjoy indulgence in the pleasures of food and drink. Their drinks of “stomeh”and “wholl” make for long parties and howls of laughter in their underground drinkingestablishments called “shenters.” The “authew,” or woffen who, due to alcoholism,walk with a permanent hunch, are not as dangerous as they may appear. Althoughliquored beyond normal rationality, their tendencies are non-violent. The heavydrinking of stomeh is responsible for their unkempt appearance. The “wretchedones” usually keep to themselves.

TRARCH

The trarch are a race ofblue-skinned humanoidsthat inhabit the junglecontinent of Drail. Mostauthorities agree that thetrarch are only semi-intelligent, and rely onbrute strength to survive.They are renowned fortheir sheer brutality andenormous eatingcapacity. To date, thetrarch have discoveredthe use of sharp cuttinginstruments, mud, rocks,and large wooden clubs.Typical trarch foodpreparation involvesextensive tenderizationbefore consumption.

Most trarch live nomadiclives of hunting andgathering. Occasionally,however, an unusually

large and therefore respected trarch takes over the leadership of a tribe andestablishes a somewhat permanent village. Periods of intertribal warfare arecommon but relatively brief, as the trarch tend to forget what they are fightingabout. The only lasting enemies of the trarch are the ramian, who frequently raidDrail to capture slaves as laborers for the hellish, stinking cities of Sillipus.

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MISCELLANEOUS ITEMS♦ Crundorras These are shanthicdevices of great power but can only beused once. They can improve one ofthe hero’s abilities, warp him toWarpWorld, and so forth.

♦ Gemlinks The currency on Jorune.When the hero sells items to bazaarshops, he’ll get gemlinks as payment.

♦ Limilates Herbs and roots that growunderground and grant the hero specialabilities when ingested. The hero can useReco diggers to get them, or purchasethem from bazaar traders. They can becompared to the potions of other games.

♦ Sarceens These are shanthic devicesthat teach a new dysha or Isho ability.They can be used only once.

SHANTHIC SITESThe hero discovers numerous shanthicsites. These are generally family homeruins or the remains of a shanthictemple or population center. Entrance tothese sites is by elevators, warps, Ishorides, or chasms. Some sites have morethan one entrance on the Zoom Map.

The hero’s main purpose in exploringshanthic sites is to find cle-eshtas, but there are many other treasures that can be found as well. Here aresome brief descriptions of the majorparts of these sites.

♦ Chasms From years of neglect, partsof shanthic sites have caved in. Shanthasusually clear the rubble and erectfloating stones that allow travel throughthe site. Jumping from stone to stone isthe typical means of crossing a chasm.

♦ Cle-eshtas These are the cylindricalstone devices used to teach the heroanother Isho signature for travel throughWarpWorld. The hero should use everycle-eshta encountered in a given siteafter thoroughly exploring the site.

♦ Crystal Lava Crystalline lava isexposed in some shanthic sites. Onlythe Lava-Walk Isho ability can protectthe hero from exposure to lava;otherwise, it is instantly deadly.

♦ Elevators Narrow vertical passage-ways are referred to as elevators intemples. The hero must jump on andoff of the stones which traverse them.

♦ Furniture Some shanthic furniture isreflective to Isho. Pedestals also havethe property of serving as platforms. Tryjumping on them.

♦ Isho Rides These columns of Ishocarry the hero up and down within ashanthic site. The process is painful butcauses no injury.

♦ Map Rooms Mysterious rooms thatgive information about the layout of ashanthic site.

♦ Power Floors Certain spots in thefloors of shanthic temples have aninteresting effect on the hero’s Isho rate.

♦ Power-Sources Power-Sources requirethat a power-crystal be placed in them.Click on a Power-Source and select acrystal from your inventory. When acti-vated, a Power-Source affects someother part of the shanthic site. An acti-vated Power-Source can also be used tocharge up one of the hero’s Isho abilities.

♦ Warps Some shanthic sites haveinter-temple warps within them.

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THE STORY OF THE EARTH COLONY ON JORUNE

THE JORUNE COLONY

In the Earth year 2116, Earth scientists developed faster-than-light travel,opening communication with distant stars. Unmanned probes were sent tomany distant star systems, and in 2123, one of the probes detected a life-supporting planet. Lush and hospitable, the planet possessed a gravity,atmosphere, and climate similar to that of Earth. The transmissions fromthe probe indicated that the planet had a fully-developed ecology whichsupported many forms of life.

The planet was named “Jorune,” after its discoverer, Kadija Rhen Jorune.Excited by the prospect of a manned mission to the planet, the Earthnations made plans for a permanent research station, possibly followed bya larger colony.

Many years were spent in the development of long-range spacecraft. In2138, two years after leaving Earth, a manned expedition of several hundredscientists reached Jorune. The explorers soon discovered a race ofintelligent beings that referred to themselves as “shanthas,” thinly-framedhumanoids that communicated in a very complex language combiningpictograms, phonics, and colors.

Another intelligent race, the “thriddle,” was found on Jorune. Although nothumanoid, the thriddle quickly mastered English (in all its simplicity) andwere able to bridge some of the gaps in the colonists’ communications withthe shanthas. And, unlike the shanthas, the thriddle demonstrated interestin Earth technology and people.

Though the shanthas were far more numerous than the thriddle, neitherseemed to be in a position of dominance. The presence of so manyintelligent races on the planet presented contradictions to Earth scientists.Interactions between the various races on Jorune were highly segregated.Shanthas, in particular, demonstrated apparently little interest in other races.

Paradoxically, these two races lived simply and seemed unwilling toprogress technologically. And although highly intelligent, the shanthaswere a peaceful race with little machinery. Their life-styles were simple byhuman standards, despite their elaborate underground architecture.Thriddle also lived in the ruins of a great past civilization and

had a primitive agricultural society. However, the exaggerated scale andarchitectural complexity of the ruins were ample evidence that they werenot thriddle-built.

Certain features of the planet’s geology defied explanation. Minerals withvery high energy densities led to unusual geologic formations on Jorune.The energy from these minerals created a field which permeated the planet.Measurements showed this field to be quite stable with respect togeography, and to vary slightly with meteorological changes. Althoughextensive tests indicated that the field presented no danger to humans, itsenergy was unlike any radiation or force encountered on Earth.

In spite of these mysteries, the landing parties of Earth determined that apermanent presence would not represent a significant threat to humans orthe indigenous life, and it was finally deemed safe to establish a formalcolony. When told of the colonization plans, the shanthas reacted coolly. Theydid not stop the colonists from meeting their needs for water, land, and mi-neral resources, but they relegated the lands that the humans could occupy.

The Jorune colony was to transport over 20,000 colonists and crew to theawaiting planet. A fleet of 80 ships would carry passengers in suspendedanimation for the long voyage through space. In 2147, the colony shipsdeparted Earth. Each of the ship-pods was designed to be a reasonablycomplete colony site after landing. Supplies from Earth would initially beneeded in abundance, but after a generation, each colony site wouldbecome self-sufficient. Plant and animal species from Earth were broughtfor comparative studies with indigenous Jorune life.

In the Earth year 2155, all of the colony ships had landed at their variousassignment locations. In that same year, the colonists learned of a catas-trophic war on Earth. Days after the discovery, communications with Earthwere permanently lost. The expected supply ships would never arrive.

What had started as a research colony was now the last remnant of humancivilization. In a panic, the colonists ignored the shanthic restrictions onland, since raw materials were required that would no longer arrive fromEarth. The colonists cleared native Jorune vegetation for large-scale seed-ing of a food crop biologically engineered to be competitive on Jorune. Theybegan mining operations on lands forbidden to them.

The shanthas reacted with hostility to these transgressions, but thehumans ignored their threats. When shanthas tried to interfere with humanexpansion, they were dealt with harshly.

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THE GREAT MISTAKEThe colonists sadly underestimated the power of the once-peacefulshanthas. Soon after humans started refining ore from shanthic lands, awave of attacks employing energies of almost nuclear proportions waslaunched against most of the eighty colony settlements. Thousands ofcolonists were killed instantly.

However, humans were the masters of sophisticated biological technology.In a desperate attempt, one of the colony sites released biological warfareagents into the upper atmosphere. These genetically modified bacteriumwere created to exclusively kill shanthic life. Over 99% of the shanthas died,leaving only thousands of a once-populous race.

This was a hollow victory for mankind. All of the starships were destroyed,and with them the colonists’ only means of leaving Jorune. In the violentaftermath, settlements were abandoned and items of technology leftbehind. Communication between colony sites was destroyed; survivors hadno knowledge of the fate of their fellow humans.

PERSPECTIVE ON THE HUMAN/ SHANTHIC WARWhen the humans discovered that the supply ships would not be arriving,they expanded their territories into ancient shanthic burial grounds. The shanthas, in response, revived aggressive technology left to them bytheir ancestors.

The humans in their colony strongholds were not prepared for the massiveenergy blasts which exploded from within their ships. The shanthic warpmappings to the ships were regional, and the Isho was readily available.Warps were forced open, and through them, tremendous dyshas of Destiand Du were sent.

After the deadly bio-warfare reagents were released, the few shanthas whoremained were unable to maintain their ancient underground complexes.Society crumbled. The shanthas were forced to leave the glowing lowerworld and take to the more desolate parts of their planet. Knowing that thehumans were destined to enter their cities in the coming millennium, theshanthas sorrowfully laid to rest their valuables within temple recesses.They guarded their treasures by the best means they could muster, andlooked to the time when their descendants could reclaim their heritage andrestore the race to greatness.

THE REMAINS OF HUMANITYThe destruction of the colony sites left many Earth species refugees in thestrange environment of Jorune. Most earth animals perished in an ecosystemin which they had no niche. Although the geography and weather of the planetwere well-suited to Earth life, the native competitors held the upper hand inmost struggles for survival. Some Earth species survived, humans among them.They quickly became part of the forest fabric. Man became a hunter again.

In the years that followed, humans and shanthas played out the hostilitieskindled earlier. For fear of shanthic detection and reprisal, tools andtechnology were abandoned; life became simple in philosophy as existencebecame a struggle.

ISCIN, FATHER OF THE ISCIN RACESIn isolation after the attack, Iscin, a Bio-Tec engineer, feared that no Earthanimals would survive. He attempted to modify Earth animals to make themmore competitive on Jorune. In his experiments, he altered several Earthspecies, including cougar, wolves, and bears, into intelligent, bipedalcreatures. These derivative species eventually developed stable populations.

3,500 YEARS LATEROver the millennia, humans have grown to be the most populous race onJorune, strongest in the realm of Burdoth (the capital city is Ardoth). Aftercenturies of backsliding, human society on Jorune has begun to progress.Having forgotten their origins on Earth, the humans of Jorune havedeveloped their own cultures. Conditions on Jorune have impeded theirtechnological development, but they have recently recovered caches of theold Earth technology hidden by members of the original colonies. Theyhave learned to use many devices without fully understanding theprinciples involved. Life on Jorune is a paradoxical mix of old and new asthe humans begin to comprehend their origins.

THE SHANTHAS OVER THE AGESOver the ages, shanthas have learned a bit about humans. Although theiroriginal impressions have yet to be dispelled, they have come to grips withliving as a minority on their own planet. Their interactions with other life formsare usually brief and specific. Hostility between shanthas and humans is rare.

Again the shanthas watch and wait, this time for a chance to restore theirrace to its ancestral splendor.

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GENERAL INFORMATION

THE PLANET JORUNEJorune is similar to Earth in many ways. They are roughly the same size, andshare similar climactic extremes. Jorune’s rotation period is 27 Earth hourslong and its gravity is just a touch under that of Earth’s. Jorune and its sevenmoons circle a single sun, along with the other eight planets in their starsystem. Jorune is a “blue” planet; water covers as much of its surface as it doeson Earth. Isho is the main component that differentiates Jorune from Earth.

ISHOThe mysterious energy that suffuses Jorune is called Isho, by virtue of whichshanthas “see” and SkyRealms “float.” Shanthas are natural masters of theability to weave orbs out of the Isho. These “dyshas” can be learned byhumans (and other races, to a lesser degree). The presence of Isho can alsocreate “warps,” which act as portals between different areas on the planet.

There are seven basic types of Isho on Jorune, each with its own distinctproperties. The Isho types are each named after one of Jorune’s sevenmoons: Shal, Ebba, Du, Gobey, Desti, Launtra, and Tra. The Isho types arealso referred to by the color of the moon that they represent.

MOONS OF JORUNE

Shal, Keeper of the Ancient OrderA medium-sized blue moon, elegant and pristine.

Ebba, the SenderThis Jorune moon is devoid of atmosphere; its craters and silver-coloredsurface are easily seen from the planet. Much shanthic mythology centersaround this moon’s detailed surface.

Du, the IlluminatorThe large Du moon is covered with bright, slowly swirling, amber clouds.

Gobey, the ProtectorThis black moon is barely visible, except for the slight glow of its reflectionand the black patch in the sky it blocks out of the star field.

Desti, the Red HarbingerThis swirling red giant of a moon looms overhead. A silent reminder ofhistory’s darker times.

Launtra, the FlowSeen by many as a symbol of nature, this bright green moon throws offenough light at night to walk by.

Tra, the Warp MakerThe small white Tra moon is in a constant state of flux. Darker areas of Traswirl about. There are those who believe that future events can be predictedthrough careful study of the formations on Tra.

CRYSTALSThe planet Jorune is composed of stratified crystal layers. There are sevenbasic types of crystal, and the color of each crystal reveals the type of Ishocontained within. Crystals are coveted because they are used to learn newdyshas and are often components of shanthic technology. Some crystalsare common, others are costly.

CRYSTAL FIELDSCrystal fields are areas where the planetary crystal layer breaks the surface,exposing small crystal-core outcroppings. In these areas, loose crystals areoften close enough to the surface to be dug up and recovered. Crystal fieldsare found in all terrain types, but they tend to be most common in deserts,dry plains, and ice fields, where they are not obscured by underbrush.

WARPS AND WARPWORLDWarps are instabilities in the Isho flow that allow explorers to enter a placecommonly called “WarpWorld.” From WarpWorld, explorers can re-enterJorune through another warp, which can provide instantaneous transportover thousands of miles.

There are dozens of warps in WarpWorld, but few explorers know them all.Without specific understanding of a warp’s “Isho signature,” it is impossibleto locate it in WarpWorld.

Travellers can learn the Isho signature of a warp by using a cle-eshta, apiece of shanthic technology often found in shanthic ruins. Cle-eshtas alsotransport their users into WarpWorld directly. Care should be taken whenusing them, for the path from a cle-eshta into WarpWorld is one-way. Thetraveller must use another warp to re-enter Jorune, and it can be a very longwalk from the point of reentry back to the ruins and the cle-eshta.

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SKYREALMSSkyRealms are land masses ripped free from the planet’s surface and sus-pended in air by crystalline repulsion, the force of underground Isho currentsexerting a constant push against the underside of a land mass with dissimilarcrystalline properties. Some SkyRealms remain in place, suspended up to afew thousand feet above the ground, while others cast moving shadows overthe landscape, following the underground Isho currents. These floating landmasses range in size from a thousand yards wide to eight or ten miles indiameter. The average SkyRealm is about two miles wide.

Many unexplored SkyRealms linger above the surface of Jorune, theirshadowy footprints on the ground below. Low-lying, immobile SkyRealmsdarken the landscape, and the land lies barren below them. SkyRealmsfloat at an average height of a few hundred feet, although they can dragagainst — or even strike — the ground below them under the right Ishoconditions. Rarely does a SkyRealm’s altitude exceed one mile.

In ancient times, shanthic cities were often built in the undergroundchasms created by the slow cleaving of a soon-to-be SkyRealm and theground below. Because this process occurred so slowly and predictably,shanthas could take advantage of the massive underground chambers.

GEOGRAPHICAL AND POLITICAL REALMS OF JORUNE

BurdothThere are many human realms on Jorune, but none are as powerful, or ascentral to the affairs of all humans, as Burdoth. The lands of Burdoth werechosen by the Earth colony as the primary site for settlement on the planet.Much of the agricultural land in Burdoth is dedicated to growing one of thelegacies of the original colony, a bio-engineered wonder plant called “durlig,”designed to meet all the minimum nutritional requirements of humans.

The City Of ArdothThe capital of Burdoth, Ardoth is the oldest, largest, most powerful, andmost universally admired human city on Jorune.

A Brief History Of ArdothAfter the Human/Shanthic war, humans lived like scavengers, travelling inbands from camp to camp. Those who remained in one place faced theopening of shanthic warps and the destruction they wrought. They finallydiscovered a place where neither warps nor shanthas were ever seen. Thisplace became a bastion for human life, a safe haven.

Life was hard for the early Ardothians. The city was built on a bay, and thetides were extreme, sending waves crashing into the shore, sweeping awaybuildings and their foundations. The winds were strong enough to rip theroofs off of homes, and the Isho storms caused much discomfort. A sea wallwas begun that would take many hundreds of years to complete but wouldoffer protection from the tides.

Records of much of the second millennium do not exist, save to documentthe great plague that swept through all the known occupied lands andbrought the growth of human settlements to a standstill during this age.The crugar threat from the far west caught up with Ardoth from time totime. Assaults came from Temauntro every few generations, sparked on bya new, charismatic leader.

The crugar invasion of 3007 brought the city of Ardoth to the brink ofdestruction. The arrival of a Heridothian legion drove out the crugar andmade way for reconstruction. From Voligire came the Ramian Invasion of3113, and it launched the entire realm of Burdoth into war. Ardotheventually drove the ramian from the Sychill province and Lusail afterdecades of war, leaving Ardothian forces in control until Lusail’s populationoverthrew Ardoth’s overbearing military presence.

Another crugar assault on Burdoth was launched in 3437. The crugar firstdestroyed cities in the Gauss Valley and then ventured east to Ardoth.Again the city was under siege and fell to its knees. The discovery of Earth-Tec weapons in an underground cache made possible the defeat of thecrugar. With ready supplies of energy weapons, the current Dharsage rulerdrove the crugar across the Doben-al and back to Temauntro.

Upon return to Ardoth, the Ardothian leader stepped up his involvement in a war in Heridoth. This brought Burdoth into what is now referred to asthe Energy Weapons War, which eventually stalemated in the valleys ofHeridoth. By the war’s end, Ardoth had become Jorune’s most powerful city.

HeridothHeridoth, a once-great human realm, has now fallen from power andprestige into a nation of warring city-states and factional powers. Whileweakly allied with Burdoth after a brief period as a province, it takes littleinterest in the affairs of its great neighbor. The last two major wars haveraged through Heridoth and left it shattered. Now petty warlords fight overthe scraps of what remains. SkyRealms are said to float freely in the centralmountain ranges of this realm.

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DobrePopulated by the bronth, Dobre is Burdoth’s neighbor across the sea. Thebear-like bronth live in a relative state of peace in this rugged land of rockyhills and forests. The Bronth harbor great hatred for the ramian, and Dobreis in a constant state of war with the lands of Voligire and Sillipus..

DrailThe warm, fetid jungles of Drail are home to the trarch. Few other creaturesventure into the interior of the continent, save the ramian, who frequentlystage slaving raids from their outposts along the eastern coastline.

Doben-alWest of Burdoth is a vast, empty wasteland called the Doben-al. Very little isknown of this, for the harsh conditions make exploration almost impossible.

TemauntroSeparated from the Doben-al by the Doughtrow Mountain Range,Temauntro is the home of the crugar. A harsh realm of grasslands anddesert, Temauntro is known to abound with crystal patches. Treasurehunters are cautious, however, for the crugar are extremely territorial.

JaspThis human realm is located far to the north of Temauntro, in lands coveredwith snow and ice. Raw crystals are plentiful in Jasp. Jaspians do have greatrespect for Ardoth, and they prefer to stay out of the affairs of other races,maintaining neutrality. They trade heavily with Temauntro’s northern crugarpopulation, and have even been known to deal with ramian and cleash.

DelshaNo explorer in recent history has ever returned from this island alive.

SillipusThis island in the southern seas is populated by thieves, pirates, and vaga-bonds, all under the dictatorship of the ramian. Incupods grow everywherein the lush, tropical conditions, but ramian patrols make travel difficult.

The Glounda ForestThe Glounda Forest is a large, mainly uninhabited wilderness region that sup-ports a variety of Terran and Jorune life forms. The forest’s history is shroudedin legends of savagery and terror. There are stories of barbarian humans,refugees of ancient wars who took to the forest; strange, violent Isho stormsthat frequent Glounda; and of the huge, terrible form that has arisen from theforest’s depths, destroying villages and causing violent, unnatural deaths.

AnasanThis southern realm is located just below the East Trinnu Jungle Lands. It ispopulated mainly by woffen and humans. The realm is friendly with Burdothbut is not involved politically with the Ardothian council. Anasan is large buthas a low population density. There is no central power here, with rule dividedamong a variety of provinces, small city-states, and individual villages.

East Trinnu Jungle LandsLocated to the south of Burdoth, these jungles have been home to pockets ofthe insidious cleash since 3464. Crystals and limilates can be found in abun-dance here. These lands are dangerous and are not crossed without dire need.

Ice Fields of GilthawThis large, frozen land is home to the cleash. Cleash are feared anddespised by most of the other cultures on Jorune for their relentlessaggressions against the other races. They are not well-suited to the frozenwastelands in which they live, and scholars have spent centuries searchingfor clues that explain their existence so far north.

VoligireVoligire, the domain of the ramian, is a hot, volcanically-active land seethingwith black bogs, swamps, and dead lakes. Although not as despised as thecleash, the ramian’s warring passions have brought them in conflict with mostof the other realms of Jorune. Their last major war, only nineteen years ago,left Burdoth’s Lelligirian Navy in ruins and cost the lives of 3,600 seamen.

Ramian scour the globe in search of “shirm-eh,” an herb they require inorder to heal from injury. They do almost anything to get it. The ramiansearch for shirm-eh has ignited many wars over the centuries.

LundereThis realm is the home of the woffen. They were separated from theirbrothers in Anasan thousands of years ago when the warp between Anasanand Yobreh (a region of northern Lundere) lost stability.

The lands of Lundere are more mountainous toward the east and are atsome points virtually impassable. The southernmost areas are desert-like,and the ground is cracked and brittle. Before humans came to Jorune,Lundere was the center of shanthic civilization. Many shanthas still inhabitthe remote eastern regions of the realm. Woffen think it wise not to disturbthe shanthas, and the two races have no history of conflict.

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CREDITS

Skyrealms Of Jorune: Alien Logic

Produced By Ceridus Software

Producer: David Kalish

Engine Design: Andrew Leker

Programming: Andrew Leker, Jon Stone

Engine Scripting: Jon Stone

Design: Andrew Leker, Jon Stone, Jeff Moser, Kevin Stein

Artwork: Gene Hirsh

Additional Art: Sharon Stanbaugh

Cinematic Art: George Barr, Gene Hirsh

Original Creature Artwork: Miles Teves

Cover Art: Miles Teves

Colorization: Steve Fisher, Amy Leker

Rule Book: Kevin Stein, Andrew Leker, Jeff Moser

Dialogue: Jeff Moser, Andrew Leker

Sound Effects: Jon Stone

Cd-Rom Music: Jon Stone

Floppy Disk Music: Eric Berge

Sound Drivers: Fred Ford

Multimedia Introduction: Joe Coleman

Skyrealms of Jorune the RolePlaying Game created byAndrew Leker, Miles Teves, Amy Leker Kalish

♦ LEAVE YOUR WORLD BEHIND ♦

Special thanks to: Amy Leker Kalish, Mark Wallace, Fred Ford, Paul Reiche III, and all the families involved.

SSI Credits

Producer: Dan Cermak

Associate Producer: Bill Dunn

Associate Producer, Story Editing, And Documentation: André Vrignaud

Documentation Manager: Eileen Matsumi

Documentation: Al Brown, Jonathan Kromrey, Mark Whisler

Test Supervisor: Glen Cureton

Product Testers: Steven Okano, Michael Higgins, Richard Donnelly, Sean O’Brien, Cyrus Harris

Bug System Support: Annette Grove, Rose Ramos

Graphic Design & Desktop Publishing: LOUIS SAEKOW DESIGN: Dave Boudreau, Leedara Zola

Printing: A&a Printers & Lithographers

QUESTIONS OR PROBLEMS?Our main business number is (408) 737-6800. If you encounter disk or system related problems you can call ourTechnical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday through Friday,holidays excluded. NO GAME PLAYING HINTS WILL BE GIVEN THROUGH THIS NUMBER. You can write to us for hints at:Hints, Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086 (include a self-addressed, stampedenvelope for reply).

IBM COMPATIBLE COMPUTER INFORMATION:Many of our games will work on IBM compatible computers. If you own an IBM compatible computer we suggest that you consultwith our Technical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday through Friday,(holidays excluded) to see if an SSI game you're considering purchasing is compatible with your computer. If we have insufficientdata to determine compatibility, you may wish to purchase the game and test for compatibility yourself. If the game proves to beincompatible, you may return it within 14 days with your dated receipt and we will refund your money. Or, if you return the gamewithin 30 days, you may exchange the game for another.

Always make sure to include your name, address, and daytime telephone number with any correspondence.We will do our best to see that any problems are corrected as soon as possible.

STRATEGIC SIMULATIONS, INC. LIMITED WARRANTY Strategic Simulations, Inc. (“SSI”) warrants that the diskette(s) on which the enclosed program is recorded will be free fromdefects in materials and workmanship for a period of 30 days from the date of purchase. If within 30 days of purchase thediskette(s) prove defective in any way, you may return the diskette(s) to Strategic Simulations, Inc., 675 Almanor Avenue,Suite 201, Sunnyvale, CA 94086-2901 and SSI will replace the diskette(s) free of charge. In addition, if the diskette(s) provedefective at any time after the first 30 days, return the diskette(s) to SSI and SSI will replace the diskette(s) for a charge of $10.00(each disk) plus $4.00 for shipping and handling. California residents, add applicable sales tax.SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PROGRAM RECORDED ON THEDISKETTE OR THE GAME DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FORANY PARTICULAR PURPOSE. THE PROGRAM AND GAME ARE SOLD “AS IS.” THE ENTIRE RISK AS TO THEIR QUALITY ANDPERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, ORCONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN ADVISED OFTHE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIEDWARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAYNOT APPLY TO YOU.)The enclosed software program and this rule book are copyrighted. All rights are reserved. This rule book may not be copied,photographed, reproduced, or translated or reduced to any electrical medium or machine-readable form, in whole or in part,without prior written consent from SSI. The program accompanying this rule book may be copied by the original purchaser onlyas necessary for use on the computer for which it was purchased. Any persons reproducing any portion of this book for any reason, in any media, shall be guilty of copyright violation andsubject to the appropriate civil or criminal action at the discretion of the copyright holder(s).“Skyrealms of Jorune” and “Leave Your World Behind” are trademarks of Skyrealms Publishing. “Alien Logic” is a trademarkof Ceridus Software Inc. 1994 Strategic Simulations, Inc. All Rights Reserved.

WHAT TO DO IF YOU HAVE A DEFECTIVE DISKEach of our games undergoes extensive playtesting prior to its release. Through this process we hope to uncover and correct anyerrors in programming. Due to the complex nature of our simulations, however, some program errors may go undetected untilafter publication. In addition to errors in the program, there are occasionally problems with the disk itself. We experience theindustry standard of approximately a 3 to 5% failure rate of duplicated disks. Before assuming that a disk is defective, make sureto check your disk drive. Up to 95% of the disks returned to us as defective will run fine on our computer systems. Often theproblem is with a disk drive that needs servicing for alignment, speed, or cleaning.Should you have a defective disk, please return the disk only (keep all other parts of the game) to our Customer SupportDepartment, along with a note describing the problem you have encountered. A replacement disk will be provided upon ourreceipt of the defective disk.Should you uncover an error in the program, return both your game disk and any “save game” disks to our Customer SupportDepartment. Please enclose a description of what was taking place in the game when the error occurred. Upon correction of theprogram error, we will return an updated disk to you.

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Expert Software License Statement Expert Software License Statement This software is protected by both United States Copyright Law and International Treaty provisions. ExpertSoftware, Inc. grants you this license and your continued use confirms your agreement. Therefore, you musttreat the software “just like a book,” with the following single exception: Expert Software, Inc. authorizes youto make archival copies of the software for the sole purpose of backing up your software and protecting yourinvestment from loss.By saying “just like a book,” Expert Software, Inc. means, for example, that the software may be used by anynumber of people and may be freely moved from one computer to another, so long as there is no possibilityof being used at one location while it’s being used in another. This is just like a book that cannot be read bytwo different people in two different places at the same time; neither can this software be used by two differ-ent people in two different places at the same time.This agreement shall be construed, interpreted, and governed by the laws of the state of Florida and shall inureto the benefit of Expert Software, Inc. its successors, administrators, heirs, and assigns.

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Product SupportProduct SupportYour purchase of an Expert product includes free product support to help you get the most out of your software.All Expert products are thoroughly tested and come with a Help File, User’s Guide and/or Online Manual. In mostcases, the answers to many of your questions are in the Help File, User’s Guide and/or Online Manual. If you arehaving problems starting or running the program, please feel free to contact us.

24 Hour Automated Support24 Hour Automated Supportu u Find answers to frequently asked questions on the worldwide web at http://www.expertsoft-

ware.comu u Use our Fax Back System by calling (800) 772-5706 from your touch tone phone."

E-mail AddressesE-mail Addressesu u You can send e-mail to [email protected] or [email protected]

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TTelephone Product Supportelephone Product Support( Contact a friendly Expert Product Support Specialist Monday through Friday, 9:00AM to 5:00PM

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If you call, you should be at your computer. Be ready to give the Product Support Specialist the 10-digit pro-gram version number from the front of your program disk or back of the CD jewel case, as well as the followinginformation:

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VER at the DOS prompt.)u u The version of Windows® installed on your computer.u u The type of hardware you are using:u u The brand of computer you own, u u CPU type (80386, 80486, Pentium®), u u Video type (EGA, VGA, Super VGA),u u Model and type of video card, and u u Model and type of printer.u u The exact wording of any messages that appeared on the screen.u u What happened and what you were doing when the problem occurred.u u We encourage Windows® 3.x (or MS-DOS 6.x) users who need product support to print an

MSD report. Have it available for the Product Support Specialist who answers your call. You willfind the MSD (Microsoft Diagnostics) program in either the Windows or the DOS directory.

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With Special Thanks to our friend

With Special Thanks to our friend

George Tweddle

George Tweddle

we count on your humour...

we count on your humour...

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