WELCOME TO THE LEYGREF'S CASTLE
This is a fantasy adventure which takes place in the Leygref's castle.
The castle is randomly stocked for each game, thereby ensuring a different
adventure each time you play.

BACKGROUND HISTORY
Many cycles ago, in the kingdom of Zantu, the grey elf Leygref forged his
great Orb of Power. Soon after this he vanished, leaving behind his vast
subterranean castle filled with esurient monsters, fabulous treasures,
and the incredible Orb of Leygref. From that time hence many a bold youth
has ventured into the the wizard's castle. As yet, no one has ever emerged
victorious.

THE CASTLE
The castle is arranged in an 8 x 8 x 8 matrix. This means that there are 8
levels with 64 rooms on each level. Each level of the castle is constructed
like a donut in that the north edge is connected to the south edge and
the east edge is connected to the west edge. In a similar fashion, the
sinkholes (rooms without floors) on level 8 will 'drop' you down to level
1. The only room that does not work in this manner is the entrance/exit
of the castle [always at (1,4) level 1]. Going north from this room takes
you out of the castle and ends the game.
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THE CASTLE (cont.)
Each room of the castle will have as contents one of the following:

   E - The entrance/exit of the castle, always at (1,4) level 1
     - An empty room
   U - Stairs going up to the level above
   D - Stairs going down to the level below
   P - A magic pool you can drink from
   C - A chest which may be opened
   B - A book which may be opened
   G - From 1 to 10 gold pieces
   F - From 1 to 5 flares
   W - A warp
   M - A monster (1 of 12 types)
   V - A vendor
   O - A crystal orb (this is not Leygref's Orb)
   S - A sinkhole (a room with no floor)
   T - One of the eight treasures

The single letters are the abbreviations for the room contents which are
displayed whenever you look at your map or light a flare. When you look
at your map, the room you are currently in is shown in reverse video.
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PLAYER COMMANDS
Whenever you are asked for YOUR MOVE ?, you must select one of the following:

NORTH.....moves you north. If you are at the entrance & go north the game ends.
SOUTH.....moves you to the room south of your present position.
EAST......moves you to the room east of your present position.
WEST......moves you to the room west of your present position.
UP........causes you to ascend the stairs going up.
DOWN......causes you to descend the stairs going down.
DRINK.....causes you to take a drink from the magic pool. You may repeat this
          command as often as you wish, but you must be in a room with a pool.
MAP.......prints a map of the level you are on. Unexplored rooms are shown as ?.
FLARE.....reveals the contents of the rooms around your current position.
LAMP......allows you to look into one adjacent room (north, south, etc.)
          may be used repeatedly.
OPEN......causes the book or chest in the room to be opened.
GAZE......is used to look into a crystal orb. There is a 50% chance that what
          you see is correct.
TELEPORT..allows you to teleport if you have the Runestaff. This is the only
          way to enter the room containing Leygref's Orb.
HELP......prints a list of available commands.
QUIT......allows you to end the game while still in the castle.
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MAGIC SPELLS
Whenever your IQ becomes 15 or higher, you are entitled to use magic spells.
The 3 spells and their effects are:



WEB..........traps the monster in a sticky web so it can't fight back as you
             swing at it. Lasts from 2 to 9 turns & costs 1 strength point.



FIREBALL.....hits the monster with a ball of flames that causes 2 to 14 points
             of damage instantly. It costs 1 strength point & 1 IQ point.



DEATHSPELL...is a contest of wills between the monster and yourself. Whoever
             has the lower IQ dies at once. It costs nothing to use but is
             very risky. Even with an IQ of 18 (the highest possible), you
             have a 25% chance of losing.

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TREASURES
---------------------------------------------------------------------------
| THE RUBY RED......wards off the curse of Lethargy.                      |
| THE NORN STONE....has no special power.                                 |
| THE PALE PEARL....wards off the curse of the Leech.                     |
| THE OPAL EYE......cures blindness.                                      |
| THE GREEN GEM.....wards off the curse of Forgetfullness.                |
| THE BLUE FLAME....dissolves books stuck to your hands.                  |
| THE PALINTIR......has no special power.                                 |
| THE SILMARIL......has no special power.                                 |
---------------------------------------------------------------------------


CURSES
---------------------------------------------------------------------------
| LETHARGY..........gives monsters the first attack which prevents you    |
|                   from bribing them or casting spells on them.          |
| LEECH.............this takes from 1 to 5 GP's from you each turn until  |
|                   you have no more.                                     |
| FORGETFULLNESS....this causes you to forget what you know about the     |
|                   castle. Your map returns to all question marks.       |
---------------------------------------------------------------------------
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MONSTERS

               There are 12 monsters:
               ----------------------

             1  KOBOLD          7  BEAR
             2  ORC             8  MINOTAUR
             3  WOLF            9  GARGOYLE
             4  GOBLIN         10  CHIMERA
             5  OGRE           11  BALROG
             6  TROLL          12  DRAGON

NOTE:  Each time you hit a GARGOYLE or DRAGON there is a chance your weapon
       will break.

Each monster possesses a hoard of 1 to 1000 GP's which you get when you kill
it. In addition, one of the monsters is carrying the Runestaff (you won't
know which one until you kill it). You must have the Runestaff to teleport,
and when you teleport into the room containing Leygref's Orb, the staff
disappears.

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VENDORS
The vendors will make you an offer for any treasure you may have and then,
depending on the amount of gold you have, will sell you armor, weapons,
and magical potions. If you choose to attack a vendor, you will antagonize
every vendor in the castle & they will fight whenever you encounter them.
Obviously they won't trade with you if they've been attacked. However,
should you kill a vendor, you will get all his wares.
To end hostilities and reestablish trade, you must bribe any vendor in the
castle with the treasure of his choice.

WARPS AND LEYGREF'S ORB
All but one of the rooms labeled W really are warps & entering will teleport
you to some other room at random. The one exception is Leygref's Orb which
is disguised as a warp. To enter the room containing Leygref's Orb, you
must teleport in using the Runestaff. At this point you lose the Runestaff
and acquire Leygref's Orb.
To win the game, you must leave the castle with Leygref's Orb in your
possession.

AND FINALLY
Good luck foolish creature......................you'll need it!

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