      Ween: The Prophecy - Manual

ON THAT DAY, EVIL OMENS WERE CARRIED IN ON THE STORM, THE RUMBLING OF THE
THUNDER SEEMED TO PREDICT THE END OF THE KINGDOM OF BLUE ROCKS. THE
APPROACH OF THE GREAT ECLIPSE WAS THE CAUSE OF THE HEAVENLY FURY. ,ONLY 3
DAYS REMAINED BEFORE THE MOON WOULD VEIL THE ASTRAL LIGHT. BUT OHKRAM, MY
GRANDFATHER, BRAVING THE ANGER OF THE HEAVENS, PAID ME A VISIT. THE KINGDOM
OF THE BLUE ROCKS WAS IN DANGER.

AS YOU KNOW `WEEN` I`M A MASTER SORCERER AND PROTECTOR OF OUR PEOPLE, MY
POWERS FORMIDABLE - UNTIL NOW. IT WAS WRITTEN THAT TODAY I WOULD LOSE MY
POWERS, FOR MY GREAT AGE HAS EXHAUSTED MY FORCE.

FROM NOW ON COUNTRY IS AT THE MERCY OF THE POWERFUL KRAAL. HE IS A
SORCERER, THE MOST AMBITIOUS, THE GREEDIEST AND MOST DANGEROUS OF THEM ALL,
BECAUSE HIS THIRST FOR VENGEANCE FIRED HIS HATE. YOU WERE NOT YET BORN INTO
THIS WORLD WHEN I DEFEATED HIM AND BANISHED HIM FROM THE KINGDOM. NOBODY
KNEW WERE HE HAD HIDDEN HIMSELF BUT THOUGH PETROY, MY FAITHFUL FRIEND, I
HAVE HEARD THAT KRAAL HAS LEARNED OF MY WEAKNESS AND PLANS TO RETURN TO
RULE AS A TYRANICAL MASTER. I CAN NO LONGER STAND UP AGAINST HIS HATRED.
ONLY YOU CAN DO THIS `WEEN` BECAUSE YOU HAVE A NOBLE HEART, JUST AS HE WAS
FOR ME, KRAAL WILL BE YOUR MOST FERVENT ADVERSARY.

ONLY FEAR OF THE PROPHECY KEEPS HIM AT BAY AND OUT OF THE KINGDOM. IT IS
WRITTEN IN THE PROPHECY; `ON THE DAY OF THE GREAT ECLIPSE, THREE GRAINS OF
SAND WILL BE PLACED IN THE `REVUSS` BY THE VALIANT HERATED AND THUS THE
ENEMY WILL BE ANNIHILATED`.

OUR ONLY HOPE IS THAT YOU FIND THE THREE GRAINS OF SAND. IN ORDER TO DO
THIS YOU WILL NEED TO FIND AN ACCESS TO THE SECRET TEMPLE IN MY HOME.THIS
HOUSES THE HOUR-GLASS OF POWER,NAMED `REVUSS` IN THE PROPHECY. YOU HAVE 3
STEPS TO COMPLETE. YOU WILL BE REWAARDED A GRAIN OF SAND FOR EACH SUCCESS.

YOU MUST OPEN THE STELE WHICH SEALS THE ENTRANCE TO THE CAVE WHERE THE
TEMPLE STANDS.
YOU MUST VANQUISH THE DRAGON WITH A HUNDRED FACES. YOU MUST CONVINCE THE
GUARDIAN TO OPEN THE SANCTUARY.

THUS YOU WILL OBTAIN THE 3 GRAINS OF SAND ,WHICH, ON THE DAY OF THE GREAT
ECLIPSE, YOU WILL FIND PLACE IN THE `REVUSS`. SO THE PROPHECY WILL BE
FULFILLED AND `KRAAL` WILL BE VANQUISHED, GO `WEEN`, YOU ONLY HAVE 3 DAYS
LEFT!.

OHKRAM ONCE AGAIN ASSURED ME THAT HIS SPIRIT WOULD BE WITH ME. I GATHERED
SOME PROVISONS TOGETHER IN A HAVERSACK AND IMMEDIATELY LEFT FOR HIS HOME...

WHAT WOULD I COME ACROSS IN THE COURSE OF THIS ADVENTURE?..WHAT BATTLES
WOULD I HAVE TO WIN?..AS YET I COULD NOT KNOW,BUT ONE THING I WAS SURE- I
WAS DETERMINED THAT AGAINST HIS STRENGTH I WOULD USE MY ONE ADVANTAGE - MY
MIND.

ADVICE
------
THE SHADOW OF `KRAAL` HANGS OVER THE KINGDOM OF THE BLUE ROCKS BUT YOU WONT
SEE `GAME OVER` UNLESS YOU ARE TAKEN PRISONER. SO, MAKE THE MOST OF IT!
* TAKE ALL POSSIBLE ACTION
* LOOK FOR USEFUL OBJECTS EVERYWHERE
* IF THE USE OF ONE OF THESE OBJECTS IS NOT CLEAR,DONT HESITATE JUST CALL
  UPON `PETROYS` KNOWLEDGE.
* FINALLY ONLY USE YOUR JOKERS AS A LAST RESORT AND DONT FORGET, YOU CAN
  ALWAYS SLEEP ON IT.

INTERACTIVITY
-------------
THE GAME IS ENTIRELY DESIGNED FOR SIMPLE USE. UNLESS INSTRUCTED OTHERWISE
ALL ACTIONS ARE CONTROLLED BY PRESSING THE LHMBUTTON.

THE SCREEN; IS DIVIDED INTO 4 ZONES.
-----------
* THE INFO PANEL WHICH APPEARS IF YOU PLACE THE CURSOR AT THE TOP OF THE
  SCREEN
* THE MAIN SECTION WHERE THE ADVENTURE UNFOLDS
* THE DIALOGUE WINDOW
* THE HELP LINE WHICH IS AT THE BOTTOM OF THE SCREEN

THE WINDOWS
-----------
* CERTAIN OBJECTS WILL APPEAR ENLARGED IN A `WINDOW`. TO CLOSE THE WINDOW.
* PLACE THE CURSOR IN THE TOP LH CORNER OF THE `WINDOW` (A LOCK SYMBOL
  WILL APPEAR)
* CLICK THE LHMBUTTON

USE OF THE CURSORS
------------------
MOVING THE CURSOR ABOUT THE SCREEN ALLOWS YOU TO INVESTIGATE ITS
POSSIBILITIES. IT WILL SHOW YOU;

* THE EXIT. THE CURSOR BECOMES A `DOOR`
* THE SPECIAL OBJECTS OR PLACES (THE NAME OF WHICH APPEARS ON THE HELPLINE)
  BY PRESSING ON THE `BOOK` CURSOR YOU WILL BE ABLE TO CONTINUE A TEXT OR
  ACTION.
OBJECTS TO COLLECT
------------------
* CLICKING ON AN OBJECT YOU WANT CHANGES IT INTO A CURSOR.
* CLICKING ON THE RHMBUTTON PLACES THE OBJECT INTO AN INVENTORY, IF THIS
  IS`NT POSSIBLE IT IS RETURNED TO ITS ORIGINAL PLACE.
* CLICKING ON THE LHMBUTTON ALLOWS YOU TO USE THE OBJECT IN THE PICTURE.
  `USE ON` APPEARS ON THE HELPLINE FOLLOWED BY THE NAME OF THE OBJECT,PLACE
  OR CHARACTER AS SELECTED BY THE CURSOR.
* THE LHMBUTTON; USE
* THE RHMBUTTON;RESELECT,SO CLICKING THE BUTTON OF THE MOUSE CAN MEAN..
  GIVE,SHOW,TAKE,USE OR ACTIVATE ACCORDING TO THE CONTEXT.

THE INVENTORY
-------------
IN ORDER TO CALL UP THEINVENTORY, ALL YOU HAVE TO DO IS PRESS THE
RHMBUTTON. A LIST OF THE OBJECTS YOU POSSESS(IF APPLICABLE) WILL APPEAR ON
THE SCREEN AT THE CHOSEN PLACE.

IT IS POSSIBLE TO USE AN OBJECT FROM THE INVENTORY ON ANOTHER OBJECT WITHIN
THE INVENTORY;
* TO OPEN THE INVENTORY PRESS THE RHMBUTTON
* SELECT AN OBJECT IN THE INVENTORY
* TAKE YOUR CURSOR TO THE INFO BOARD
* CLICK ON THE INVENTORY BOX ON THE INFO BOARD (4)
* CLICK ON THE OBJECT OF YOUR CHOICE

INFORMATION PANEL
-----------------
THERE ARE 7 SCREEN SYMBOLS. SELECT A FUNCTION BY PLACING THE CURSOR ON THE
DESIRED SYMBOL AND PRESS THE LHMBUTTON.

SYMBOL 1 [DISK ICON] 
--------------------
MANAGEMENT, THERE IS A MENU CONSISTING OF `SAFEGUARD`.`LOAD` AND `QUIT`
* SAFEGUARD. THERE ARE 15 POSITIONS TO SAFEGUARD THE GAME ON, HARD DISK OR
  EXTERNAL DISK, SELECT A LINE AND TYPE THE NAME OF YOUR SAFEGUARD.
* LOAD. ANY OF THE 15 POSITIONS CAN BE SELECTED TO RE-ENTER AND YOU WILL
  FIND THE GAME AT THE STATE OF PLAY IN WHICH YOU SAFEGUARDED IT.
* QUIT. ALLOWS YOU TO EXIT FROM A GAME.

SYMBOL 2 [JESTER ICON]
----------------------
* JOKERS. YOU HAVE SEVERAL JOKERS AT YOUR DISPOSAL WHICH GIVES YOU
  ADDITIONAL CLUES FOE EACH PLACE - SHOULD YOU FIND YOURSELF REALLY STUCK.

SYMBOL 3 [NOTEPAD ICON]
-----------------------
* NOTEPAD. USING THE KEYBOARD,TYPE THE NAME OF THE CLUES YOU WISH TO 
REMEMBER. PRESS THE RHMBUTTON TO QUIT.

SYMBOL 4 [SACK ICON]
--------------------
* INVENTORY. THIS IS ANOTHER WAY TO ACCESS THE INVENTORY.

SYMBOL 5 [2 FACES ICON]
-----------------------
* CHARACTERS. THIS ALLOWS PERSONAL USE OF AQUIRED OBJECTS OR ALLOWS YOU TO
  SHOW THEM TO CHARACTERS IN ORDER TO OBTAIN INFO.

SYMBOL 6 [HOUSE/ROOF ICON]
--------------------------
* MOVEMENT. THIS MENU ALLOWS DIRECT ACCESS TO A PLACE WHICH YOU HAVE
  ALREADY VISITED IN THE COURSE OF THE GAME. WITHOUT HAVING TO RE-VISIT
  INTERMEDIARY PLACES.

SYMBOL 7 [DUNNO CAN`T MAKE IT OUT]
----------------------------------
* ADJUSTMENTS. FONT: THIS ALLOWS YOU TO CHANGE THE CHARACTER FONT IN THE
  DIALOGUE WINDOW.
               MUSIC:THIS ALLOWS YOU TO CONTROL BACKGROUND MUSIC
               DATE: THIS ALLOWS YOU TO SEE DATE AND TIME.

THE PRINCIPLE CHARACTERS
------------------------
WEEN: 
THE YOUNG APPRENTICE MAGICIAN IS THE HERO OF THIS ADVENTURE. DARING
AND RESOURCEFUL,VALIANT HEARTED.`WEEN` IS READY AND WILLING TO CONFRONT THE
EVIL FORCES . HE IS PREPARED TO STAND AGAINST THE ENEMIES OF THE KINGDOM OF
THE BLUE ROCKS WHEN OHKRAMM ENTRUSTS HIM WITH THE MISSION TO BRING ABOUT
THE FULFILLMENT OF THE PROPHECY. URM AND THE MAGIC COPPER BALL WILL PROVETO
BE HIS FIRMEST ALLIES.

OHKRAM:
HE IS THE MASTER SORCERER,PROTECTOR OF THE KINGDOM OF THE BLUE
ROCKS,TRUSTEE OF THE PROPHECY,HOLDER OF THE ACCESS TO THE SECRET TEMPLE AND
GRANFATHER OF `WEEN`, UNTIL THIS DAY HE WAS THE MOST POWERFUL SORCERER IN
THIS WORLD,BUT THE GOOD AND WISE OLD MAN KNOWS HIS POWERS ARE FAILING.

KRAAL:
THIS MASTER SORCERER PREVIOUSLY BANISHED BY OHKRAM IS DOUBLE
DEALING,AMBITIOUS AND GREEDY. HE KNOWS THAT HE IS NOW ABLE TO PIT HIS POWER
AGAINST THOSE OF HIS OLD MASTER WHOSE PLACE HE WANTS TO TAKE. HE USES HIS
MAGIC TO UNLEASH MONSTERS,TRAPS AND CURSES.

UBI AND ORBI:
THESE LEVELY AND SCATTER BRAINED TWINS ARE OHKRAMS SERVANTS, THEY ARE GOING
TO FOLLOW `WEEN` IN HIS QUEST AND HELP CARRY HIS BAG. THESE 2 COMICS ARE
BRAGGARTS RATHER THAN HEROES AND ARE SOMETIMES QUITE CLUMSY. BUT LIKEABLE
ALSO!

PETROY:
OHKRAMS OLD FRIEND FOLLOWS `WEEN` ADVENTURE IN HIS MIND AND COMMUNICATES
TELEPATHETICALLY. THIS WISE OLD MAN WHO LOVES THE MAGIC ARTS,ACCOMPANIES
`WEENS` QUEST BY DECIPHERING ANCIENT TEXT OR MESSAGES WRITTEN IN UNKNOWN
LANGUAGES.

URM:
WE ARE TALKING ABOUT A FRUIT EATING VAMPIRE!. HE LOVES EATING TO AN ALMOST
RIDICULOUS POINT. TAMED BY OHKRAM, NOTABLY WITH THE HELP OF STRAWBERRIES,HE
HAS REMARKABLE MAGIC POWERS,BUT HIS GREEDINESS SOMETIMES GETS HIM INTO
TROUBLE. HE FAITHFULLY REPLIES TO ANY SUMMONS FROM `WEEN`.

