The Magic Candle III


NOTE: This document has been converted to electronic form for CD-ROM
distribution from the original material shipped with the floppy disk versions.
While every attempt has been made to replicate the document as accurately as
possible, this document may still contain some visual errors.



The Magic Candle III software and printed matter Copyright © 1992,
Mindcraft Software, Inc.
    All rights are reserved. The printed matter found in The Magic Candle 111
package may not be copied, photographed, reproduced, or translated or
reduced to any electronic medium or machine-readable form, in whole or in
pan, without prior written consent from Mindcraft Software, Inc. The
software may be copied for back-up purposes, by the rightful owner only.
Any other copies are illegal.
    All characters in The Magic Candle 111 are purely fictitious. Any
resemblance to actual persons, living or dead, is strictly coincidental.
    "The Magic Candle" is a trademark of Mindcraft Software, Inc. Other
proprietary names mentioned in this software and printed matter ("IBM"
and "Tandy," for example can be assumed to be trademarks or tradenames
of their rightful owners. Mindcraft Software, Inc., has no intention to reduce
the trademark fights of others, much less to appropriate them for itself.
 90-DAY LIMITED WARRANTY
    Mindcraft Software, Inc., warrants that the diskette(s) on which the
enclosed product is recorded will be free from defects in materials and
workmanship for a period of 90 days from the date of purchase. If the
original diskette(s) on which this product is recorded prove defective within
this period, Mindcraft will replace the defective diskette(s) free of charge.
After 90 days, $7.50 will be charged for replacements.
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Table of Contents

Introduction ...........................                            1
Installation and Start Up ...................                       2
Quick Start ..........................                              5
The Main Screen .......................                             7
The Keyboard and Mouse ...................                          9
Menus and Commands ...................                              11
Travel and Movement ....................                            16
The Status Screens .....................                            18
Character Attributes .....................                          21
Skills ............................                                 23
The Party ..........................                                26
Character Generation ....................                           29
Items .............................                                 31
Combat ...........................                                  35
Magic ............................                                  40
Rest and Recuperation ..............                                46
The Party Leader ......................                             49
For Magic Candle H Players ................                         51




CREDITS

"The Magic Candle" was created by All N. Atabek.
Designer: James B. Thomas

Design Staff All N. Atabek, Cem Engin, Jamie Fristrom, Paul Kellner,
   Anthony F. Osterman

Programmer: Jamie Fristrom

Programming staff: Don Likeness, James B. Thomas

Analyst: Anthony F. Osterman

Graphics: Scott Baker, Stephen Beam, Anthony Postma, Mark S6derwall
Manual by: James B. Thomas

Original music: All N. Atabek

Sound effects: Anthony F. Osterman

The world map was created by James B. Thomas, illustrated by Scott Baker
Cover Illustration by Bruce Eagle

Black & White illustrations by Dan Burke

Playtesting: Tony Bressichello, Edward Gaul, Richard Johnson, Paul
   Kellner, Dan Riddle, Robert Stoner, Scott Talley




Introduction

    The "Black Rooster" was nearly
deserted. The sun had gone down
long ago. Luka nursed her flagon of
ale as she watched Nuwar wipe the
tables, then clean the drinking ves-
sels, one by 'one. Petro had fallen
asleep, as usual; Nuwar would
close the tavern and guide Petm
home before very long.
    Another night in Telermain.
Another year in Telennain. With
King Rebnard, the Great Eflun,
Lord Rexor, Marshal Grolf and so
many others so far away in Gunex,
leading the Children of Light
against the remnants of the forces
of Darkness.
    Did Luka envy them? Certainly.
But the king had been fight, of
course. Someone had had to stay
behind to protect Oshcrun Island
and the castle, Queen Alishia and
Prince Jemil.

    Luka should feel honored--she
did feel honored--but there was no
denying that she also felt bored.
Well, perhaps the new season
would bring some excitement. The
leaves were already starting to
change...
    Some of them were really starting
to change, thought Luka. That
mysterious blighted grove in Osh-
wood Forest... Was it spreading?
Was it a new threat from the forces
of Darkness? Or was it nothing to
worry about? Luka almost hoped it
would turn out to be a problem, so
she'd have something interesting to
do.
    "It's time, Luka," said Nuwar.
"Closing up now."
    "Thanks, Nuwar." Luka drained
her flagon, left a generous tip, and
headed home through the darkened
streets of Telermain.

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                             The Magic Candle III

Installation and Startup.,

Before you can play The Magic Candle III, you must install it onto
your hard disk.

Installation
    First, check your CONFIG.SYS
file. It must have a line reading

FILES = 12

    A number higher than 12 is OK,
too.
    From the DOS prompt, insert
Disk 1 and switch to the drive hold-
ing it by typing A: or B: and hitting
the "Enter" key. Then type

  'INSTALL

and hit "Enter." The installation
process will begin.

Install Options
    On the install screen, the current
settings for your Magic Candle 111
installation are displayed. The cur-
rent settings for the. source drive
and hard drive directory to install to
are displayed. If you want to install
the game into a different hard drive
directory than C:XMC3, use the
arrow keys on the keyboard to
highlight the setting you want to
alter and press "Enter." You may
then type in the desired hard drive
letter and the directory to install to.

Proceeding with INSTALL
    When all of the options have been
correctly set. select "Install" from
the menu on the screen (by using
the arrow keys to highlight "In-
stall") and press "Enter." The game
installation will begin. The program
will copy files and then begin
decompressing them. You will be
prompted when to switch the game
diskettes.

Sound Options
    Once the transfer and'decompres-
sion of tile files is completed, the
install program will transfer you to
the SETUP program. Here you will
be able to set your soUntd options
for the game (use the arrow keys to
move up or down menus). There
are separate options for souLiJ ef-
fects and music. For sound effects
the choices are PC speaker, Adlib
or Sound Blaster. You also have the
option of turning sound effects OFF
for the game. Music offers the
choices of Adlib/Sound Blaster or
no music. Music may also be turned
OFF for the game.
    Make the appropriate changes to
the options listed, then select "Con-

                     -- Page 2 --

                     -- Page 3 --

Installation and Startup

figure" from the menu and press
"Enter." The machine settings will
be saved.

Hardware Check
    To determine the type of sound
cards available for sound effects,
the SETUP program is set to
automatically scan the computer's
hardware. In case the program can-
not successfully scan your par-
ticular hardware, you am given an
option which allows you to skip the
scan process and manually input the
sound card sett.ings yourself.
    If you select "NO" to the
"Hardware Check," then the install
program will default to no sound
card, and you will have to choose
the correct settings yourself. If you
are using a Sound Blaster for sound
effects, then you will need to
choose the correct I/O port, sound
IRQ setting, and DMA channel set-
ting. (If any of these terms are un-
clear, check your Sound Blaster
manual for further explanation.)
When choosing these settings the
defaults will be highlighted. You
may choose the defaults or select
your own settings.

    Some Adlib compatible cards may
not be detected by the SETUP
program. In this case, it will default
to the PC speaker. You may over-
ride this selection, and instead
choose the card that your sound
card is compatible with.
    If sound problems occur within
the game, there may be a com-
patibility problem with your
specific hardware configuration. To
test for sound card compatibility
problems, mn the SETUP program
and select "PC Speaker" to see if
this eliminates your problems.

Equipment Changes
    If the sound equipment in your
computer changes, run the SETUP
program from DOS. Make the ap-
propriate changes to the options
listed, then select "Configure" from
the menu and press "Enter." The
new machine settings will be saved.
    If you replace your existing
mouse with a new one, no changes
need to be made to the configura-
tion. Make sure, however, that the
new mouse driver is loaded and
100% compatible before starting
The Magic' Candle 111.

Troubleshooting
    The Magic Candle III requires
1 MB of extended (not expanded)
memory free to load the digitized
Sound Blaster sound effects. To run
the program, you may have to free
up more low memory or convert
expanded memory to extended (by
altering your EMM386 command).

Starting the Game
    Once the game is installed, switch
to its subdirectory, by typing some-
thing like

C:

CD \MC3

                     -- Page 3 --

                     -- Page 4 --

 Then type
 NC3

 to start the game.
    On the title screen. the Version
Number of your copy of the game
will appear, along with a flickering
candle flame. Remember the Ver-
sion Nt/mber. in case you mn into
problems you need to talk to
Mindcraft about. The flickering
candle flame means: "Press any key
or mouse button to continue."
You '11 see it often.
    Next is a short menu with four op-
tions. "New" starts a new game.
"Restart" continues where you left
off in a game that you have pre-
viously saved. The last option,
"Quit," retums to DOS. The third
option, "Bring," is explained next.

Bringing Characters from
Magic Candle II
    You may have played Magic
Candle II, with heroes whom you
have grown fond of. You don't have
to consign them to history: you can
bring them into The Magic Candle
HI.
    When you select "Bring" on the
title screen, a new game will begin,
with old familiar characters. You'll
have to tell the game where to find
your old friends (disk and direc-
tory).
    Four years have passed since the
demon Zakhad was banished, and
your friends haven't gotten any
younger. On top of that, many of
them have gone with King Rebnard
in the campaign to liberate Gurtex,
taking most of the best equipment
with them. But Sakar and the Great
Rimfiztrik are on Oshcmn lsland
and if adventure calls, they are
ready to answer.

                     -- Page 4 --

                     -- Page 5 --

Quick Start

    The game system of The Magic
Candle III was designed to be as
intuitive and easy to use as pos-
sible. You can start the adventure
without an extensive study of the
game manual, even without reading
any farther than this sentence.
However, the depth and the rich-
ness of the game is such that, if you
do not read the manual, you may
play the game to completion
without realizing your full set of
options.
    What we recommend you do, if
you are one of those who has no
patience for rule books and instruc-
tion manuals, is go ahead and start.
Reading the manual can come later.
Simply follow the steps specified in
the previous chapter on "Installa-
tion and Start up" and you will be
ready to go. Later, after you are
familiar with the way the game
works, you may decide to start
over.

Start a New Game
    From the title screen, click your
mouse on "New," or press "N", or
use the arrow keys to highlight
"New" and press the "Enter" key or
the space bar.

Select Your Hem
    There are five possible hem
profiles, each with a different mix
of attributes, skills and possessions.
Two of them are female; three are
male. ("Heroine" is probably a
sexist word, so we won't use it.)
"The Party Leader" chapter
describes all five. Choose one to
lead your party.

Name Your Hero
    The leader of your quest calls
himself "Lukas" (or calls herself
"Luka"). You may pick another
name if you so choose. If it's longer
than five letters, you'll need to
make up a short nickname, too.
This chapter will use the name
"Lukas."

Select Volunteers
    The first thing to do is to pick
three volunteers to help Lukas ex-
plore the thomy forest. The proce-
dure is explained in the "Character
Generation" chapter, or you can hit
"Esc" when you are asked to select
a volunteer, and Silva, Kark and
Bolio will be given somewhat ran-
dom characteristics and skills, then
added to Lukas's party.

                     -- Page 5 --

                     -- Page 6 --

                           The Magic Candle III

Get Out of the Forest
    The game starts with the party in
the middle of the thorny, blighted
forest southwest of Castle Oshcrun
and the town of Telermain. Head
north (use the left mouse button or
the numeric keypad to move).
You'll be ambushed. and Prince
Garzbondgur of the orcs will help
you fight the blight monsters.
    At this point. unless you're a
Ma,eic Candle veteran. you'll
probably want to take a look at the
"Keyboard and MouSe" and "Com-
bat" chapters.
    When the fight is over. keep head-
ing north and east until you find
your way out of the forest. Visit the

castle and Telermain before you sail
south to Urkabel.

A Few Last Reminders
    Save your game before trying
anything you wouldn't do in real
life. "Quit" from the Main Menu,
"Save." then "End" back into the
game.
    Proceed with a purpose. There' are
many things to be done. Your party
should be actively working on at
least one of them.
    Talk to everyone. Wizards. sea
captains. royalty and others of high
station are particularly good sour-
ces of information.

                     -- Page 6 --

                     -- Page 7 --

The Main Screen

    While you am playing The Magic Candle III, your computer's
screen will show you what is going on in four different ways: the pic-
ture, the messages, the status summary, and your possible commands,

The Picture

<<G:mgcm007a.pcx:"[GRAPHIC: game screen]">>

    In the upper left, the screen shows
a picture of your parly and their
surroundings. For example, as the
game starts, your party is seen
standing in the thorny forest, soon
to encounter monsters of the blight.
Later, you may see your hero and
his or her companions ,in. a friendly
tavern, the royal castle, or sailing to
the Solian lands.
    These pictures are in three dif-
ferent scales. The smallest happens
when your party is in a small
enclosed area, like the Eastern
Breeze tavern or Tuff's home in
Ketrop, and whenever they are in
combat. At this scale, each party
member moves around inde-
pendently. The largest scale is out
in the countryside, or at sea. Here,
the party moves as a group, and the

   Status

  Commands

individual members are not seen. In
between, as in the thorny forest or
the streets of Telermain, you can
see the separate party members, but
they all move as a group.
    The Picture area is sometimes
used for other purposes. The Status
Screens, for example, are shown in
the Picture area. So are the
automatic Notes of significant
events. And, when you are saving
or restarting a game, the Picture
area holds a list of all your saved
games.

The Messages
    Below the Picture area is the Mes-
sage area. Here you will be told
things of interest ("The door is
locked"), asked important questions
("Do you want to leave now?"), and
shown intriguing conversations

                     -- Page 7 --

                     -- Page 8 --

("The sailor says: 'Nice weather for
this time of year. "').

The Status Summary
    To the right of the picture, several i
Status Summary boxes appear at
the top of the screen.
    At the very top is the game date
and time.. On the line below is a
description of the weather. Weather
affects travel and outdoor camping.
"Clear" is the best weather.
    Below the weather is a box show-
ing the party's formation. At the i
game's start, it holds just the num-'
ber "1," indicating your hero. AS he
or she chooses volunteers to join:

the party's location within all the
lands of Magic Candle I11. (At the
smallest scale--within a room-
?they stay as they were when the
party entered.)
    At the bottom of the Status Sum-
mary area, the party members are
listed with their identifying num-
bers on the frame next to their
names. Following their names are
their current Hit Points and Energy
levels, then abbreviations of their
he.a,lth conditions. For example:

  Luka 51 99 OK

  Josh 25 12 Ti

the party, 'the formation box will: ...... Luka has 51Hit Points, an Energy
start to fill up. See "Formatn".i.n the ¢.. level of 99, and nO health problems.
"Menus and Commands" chapter She'S' I feeling fine. Josh, on the

for details.
    The party's location is shown to
the right of the formation box, both
as "X" and "Y" coordinates and as
a description, such as "Telermain"
or "Oshcrun." The "X" and "Y"
coordinates change with the scale
of the picture. At the start, they
refer to the hero's location within
the thorny forest. When the party
leaves the town, they will refer to

other hand, is down to 25 Hit
Points, his Energy is .only 12, and
he's tired. He needs rest. (Other ab-
breviations you will frequently see
are "Hu" for "Hungry" and "Ex"
for 'Exhausted.")

Commands
    Finally, at the bottom right is the
Command area. It has a chapter of
its own: "Menus and Commands."

                     -- Page 8 --

                     -- Page 9 --

The Keyboard and Mouse

    The Magic Candle III can be played entirely from your computer's
keybeard or almost entirely by using your mouse. Or you can use
them both, in any combination that is comfortable for you.

    Them are five parts of the
keyboard: alphabet, numbers,
keypad, arrows and the special
keys. Your mouse works along the
same lines.

Alphabet Keys
    When you want a party member
to whisper a magic word, or to ask
a friendly stranger about an "other"
topic, use the alphabet keys to type
in the word you want. A command
can also be issued to the party or
the selected. party member by press-
ing its first letter.
    The mouse cannot type words, but
it can issue commands. Click on the
command in the lower right part of
the screen to issue it.

Number Keys
    The number keys across the top of
the keyboard (not the numeric
keypad) are used to select party
members and to enter the Status
Screens. Pressing a key 1 through 6
will select the corresponding party
member, making him or her the
primary recipient of your com-
mands. For example, if Bollo is
party member 3, and you press the
3 key, then issue the "Talk" com-
mand, Bollo will do the talking.
    The 0 (zero) key brings up the
Status Screens, which are explained
in their own chapter. It also leaves
the Status Screens when you are
finished with them.
    The mouse does the same things
when used in the party potion of
the Status Summary area. Left-click
on a party member's name to select
the member. Right-click on the
name to bring up the Status Screens
for that member of the party. When
you are finished with the S.,tatus
Screens, right-click in the Picture or
Message area to leave.

The Numerlc Keypad
    The keys on the numeric keypad
at the right-hand edge of your
keyboard move your party around
Oshcrun and the Solian lands in the
eight directions the keys represent.
(The middle 5 key doesn't do any-
thing.)
    Left-clicking in the Picture area
when the mouse arrow points in the
desired direction does the same

                     -- Page 9 --

                     -- Page 10 --

thing. Right-clicking in the Picture
area is the same as "Looking"
where the mouse points.

The Arrow Keys:
    The affow keys, and Home, End,
Page Up and Page Down, do not
normally do the same things as the
numeric keypad. If your keyboard
does not have a separate set .of
arrow keys, hold down a "Shift"
key to make the keypad function as
arrow keys. Or ignore this section:
the arrow keys can be handy, but
they're not usually essential. When
they are, the keypad and the arrows
work the same. Above all, don't
play with the "'Num Lock" key un-
less you're thrilled by the idea of
confusion.
    Most of the time, the arrow keys
move around the Command area.
Home goes to the top; End goes to
the bottom. When the area is more
than full--you might be selecting
an item from all the party members'
inventories to "Pool"--Page Up

 and Page Down move through the
 list faster than the up and down ar-
 rows.

...When the MeSsage area is more
than full, the Command area says
only "Cont" (for "Continue") and
the arrow keys switch to working
with the Message area.
    When either the Command or
Message' area is more than full, red
'arrows indicate that there is more
information farther down (or farther
up.) Left-clicking on the red arrows
is like using the up and down arrow
keys;, :right-clicking is like using
Page Up and Page Down.

Special Keys
    The Enter key issues: the high-
lighted command. So does the
Space Bar.
     The Esc key escapes from
  problematical situations. It works
 like the-"End" or "Done" com-
 mand.
     Ctri-V'(for "Volume") tums
 sound effects and music on or off.

                     -- Page 10 --

                     -- Page 11 --

Menus and Commands

    The Command area of the screen shows various menus and lists
that you will use to give orders to your party and to exercise other
game-playing options.

    A command may be selected by
pressing its first letter, by using the
arrow keys until the desired com-
mand is highlighted, then pressing
the space bar or Enter key, or by
clicking on it with the mouse.
    Some commands, like "Camp,"
apply to the entire party; others,
like "Talk," apply only to the party
member currently selected. Some
commands, like "Pass," happen as
soon as you push the button; others,
like "Use," call for further options.

The Main Menu
    Most of the time, the Command
area will contain the "Main Menu"
of commands. Much of that time,
you'll ignore the Command menu
while you move from one place to
another. But, when the situation be-
comes interesting, you will have the
Main Menu of commands avail-
able.
    The "Use" command is first on
the menu, because it happens so
often. You will use mushrooms and
herbs to restore the party's health or
to prepare for combat; you will use
maps and map flasks to see their

surroundings; you will use food to
relieve their hunger. The "Items"
chapter explains many of the items
your party will use frequently.
Others--the magical items you will
need to complete your quests--you
will figure out as the game progres-
ses. For some items, like mush-
rooms, you will be asked whether
the whole party should use them at
once.
    "Recall" brings a magic spell to
the front of the selected party
member's mind. You will be shown
a list of the spells the member has
learned. Select one. The first Status
Screen will then show that sirell as
the member's "Ready Spell." (Use
the "Esc" key to leave the party
member with no spells ready.)
Proficient magic users will often
know more spells than will fit in the
Command area at one time. Use the
arrow keys or click on the red ar-
rows to move up and down the list.
    "Notes" lets you review recent
events in the game and otherwise
work with the automatic notes. See
"The Notes Menu" below'.

                     -- Page 11 --

                     -- Page 12 --

    When a spell has been recalled,
the "Magic" command casts it. Or
it doesn't, if the caster is in the
wrong place at the wrong time, or if
the caster doesn't :have enough
energy. The "Magic" chapter con-
tains many more details.
    "Talk" begins a conversation. The
Main Menu in the Command area is
replaced with the "Talk Menu,"
which is explained below. Not
everyone your party talks with will
have useful information for them,
but so many of them will that it's
good practice for your party to talk
to everyone they chance to meet.
    The "Camp" command allows
your par, y to recover their energy,
to learn spells, to fix their battered
weapons, and to do many other
things. Or. at least, to change their
clothes. The "Rest and Recupera-
tion" chapter covers the "Camp"
command in detail.
    "Pass" makes your party stand
where they are to let one tick--five
game minutes--pass by. Not effi-
cient, but sometimes the best way
to wait for a particular person to ap-
pear. "Pass" lasts longer in some
situations. In a school or training
arena. for example. if one of the
party members has enrolled for
training, "Pass" puts the "Stop"
command into the Command area.
and lets the clock run until training
is complete or you issue the "Stop"
command.
    The "Formatn" ("Formation")
command lets you rearrange your
party's members. It can be used to
put the right party member next to

the right thing, or to surround a vul-
nerable member with stronger com-
panions. It is easier done than
explained. Try it out. When you
issue the command, the Formatioti
box in the Status Summary area
goes blank, except for a cursor. Use
the number keys to put a member in
the cursor's position; use the space
bar to skip a position. When all the
party members have been placed,
they will move around in the pic-
ture to show their new formation.
    "Draw" lets the selected party
member draw a sword, ready a
bow, or unsheathe an axe. You can
choose from the weapons that he or
she has available. lt's a good idea to
draw weapons when your party
enters a dark, ominous tower. It's a
bad idea when they go to the
library.
    "Whisper" tells the selected party
member to whisper a .magic word.
Then you type in what the magic
word is. By the time you need
someone to "whisper?' a word,
you'll know what the word is. If
you don't, your party havn't been
talking to the right people.
    The "Look" command asks you
what the party member wants to
look at, then tells you, in the Mes-
sage area, what it seems to be.
When using a mouse, you can just
right-click on something instead of
issuing the "Look" command. If
something appears very interesting,
move the party member right next
to it first, then look at it. Maybe it
can be picked up. Maybe it has a
magic word written on it. Maybe

                     -- Page 12 --

                     -- Page 13 --

it's full of treasure. Maybe not.
Keep looking.
    "Sheathe" puts the selected party
member's sword or axe back in its
scabbard, or bow over his or her
shoulder. You can sheathe
everyone's weapons at the same
time. It's more comfortable, and
makes friendly conversations pos-
sible. But, when you're not inter-
ested in friendly conversations with
hungry fermigons, keep the
weapons drawn.
    "Quit" allows you to leave the
game or to interrupt it temporarily.
The Picture is replaced by a list of
your previously saved games, and
the Main Menu is replaced by four
new commands. "Save" saves your
game. As many as eight different
game positions can be saved at the
same time. "Restart" loads a pre-
viously saved game. "End" returns
you to the game in progress, and
"Quit" leaves the game completely.

The Notes Menu
    The "Notes" command shows you
the most recent note in your
"notepad" and tells you in the Mes-
sage area the number of pages of
notes you have accumulated. In the
Command area is the Notes Menu.
    "Up" and "Down" show the pre-
vious and following notes. (The
"Page Up" and "Page Down" keys
also do so.) "Top" (or the "Home"
key) shows the first note in the
notepad "Bottom" (or the; "End"
key) shows the last.
    The "Insert" command lets you
add a note of your own before one

that shows on the screen; the
"Add" command lets you add one
at the end of the notepad.
"Remove" takes the note on the
screen out of the notepad.
    "Search" lets you type in a word
(or part of a word), then searches
for it in the notepad, starting with
the note that is shown on the
screen. To search for the same word
again, issue the "Search" command
and press "Enter."
    "Go To" lets you go to a specific
page in the notepad. It is useful if,
for example, you want to search for
a word in the second half of the
notepad. If there are 400 notes, go
to page 200 and search from there.
    The "Clear" command empties
the entire notepad; the "Print"
command sends the notes directly
to your printer.
    "Level" lets you specify how
many notes will be put into the
notepad, from none at all up to the
maximum, which includes every-
thing that is even vaguely interest-
ing.
 "End" returns to the MainIMenu.

The Talk Menu
    When you issue the "Talk" com-
mand from the Main Menu, and
select another person for the
selected party member to talk to,
the other person will respond, and
the Talk Menu will appear in the
Command area.
    The "Greet" command lets the
selected party member switch his or
her attention to a different person
without leaving the Talk Menu. It

                     -- Page 13 --

                     -- Page 14 --

can be used, for example. to make a
quick round of introductions in a
crowded tavern before settling
down to a serious conversation with
one of the patrons.
    "Talk" gets into the details. Some
people only talk about one thing--a
fencing instructor will only talk
about how many coins his lessons
cost--but most will provide a list of
topics. Select one, and, if the party
member has enough charm, the per-
son will say what he or she has to
say on the topic at the time. Three
topics have special meanings:
"End" retums to the Talk Menu;
"People" and "Other" ask you to
type in a specific name or subject.
Much of the value of conversation
comes from finding out what
"other" subjects to ask which
people about.
    The "Offer" command provides
the opportunity to give a toward, a
gift, or an unabashed bribe to the
person talking to the party member.
Most, from the humblest beggar to
the Queen herself, will gladly ac-
cept. Don't do it without a strong
suspicion that it will do the party
some good, or an irrational desire to
rid the party of their possessions.
    "Assign" is a command used only
by your hero, and only when talk-
ing to his or her companions in the
party. It tells them to go someplace,
or or wait where they are, or earn
some coins, or learn a skill, or a
number of other things, The chapter
on "The Party" gives details about
"Assign," and "Invite" and "Dis-
miss" as well.

    "Invite" asks a new acquain-
tance--or an old friend--to join in
the quest. Most people will plead
pressing engagements elsewhere,
but you should have little trouble
finding companions and hirelings to
join your hero's party.
    "Dismiss" removes a member
from the quest. lt's a harsh way to
treat a sworn companion, but en-
tirely appropriate fbr a hireling
whose services are no longer
needed.
    The "Buy" command lets you
know whether the person being
spoken to has goods for sale. If so,
selecting an item from the list in the
Command area will tell you its
price. When you recover, the trans-
action proceeds. To lessen the
shock, make sure that the party
member with the highest trading
skill is the one who buys items for
the party.
    The "Sell" command lets you
know whether a merchant wants to
buy anything that the party member
has in his or her inventory. The
transaction proceeds mtlch like
"Buy," but in the other direction.
When selling gems, gemcutting
skill is just as important as trading
skill. Armor and clothing that is
being worn cannot be sold.
    "End" completes the conversa-
tion and returns you to the Main
Menu.

Other Menus and Commands
    The Magic Candle I11 has many
other commands, on their own
menus. The important ones are

                     -- Page 14 --

                     -- Page 15 --

described in their own chapters.
"Combat." "The Status Screens,"
and "Rest and Recuperation," for
example. Others need no explana-

tion. Still others are designed for
you to experiment with. Don't be
shy. Just save your game first.

                     -- Page 15 --

                     -- Page 16 --

Travel and Movement

To solve the mystery of the blight, your party will travel among the
Solian lands on foot, under sail, and by magical means.

    When your party is traveling
through the countryside, the picture
on the screen shows an area that
can be crossed in about half a day
on foot--longer if .the turrain is dif-
ficult or the weather is bad: Your
party's location is marked, in the
center of the picture. To see a larger
area, "Use" a map. You will see a
sketch of the general vicinity, with
the party's location shown as a
blinking dot.

Travel on Foot
    Traveling through the Solian lands
consumes time and energy. Some
types of terrain take more time to
get through than others. The energy
toll on your party members also
varies by the terrain you send them
through. Swamps and jungles are
the most difficult going, and take
the biggest toll both in time and in
energy. Ice fields and deserts are
also difficult. Grasslands are the
easiest terrain to travel through.
    Weather conditions also affect
tmvel's time and energy costs. It is
more difficult to travel in a hur-
ricane. In fact, traveling in severe
weather conditions can become al-.

most too difficult, especially if your
party is not properly outfitted. For
example. fur clothing is very useful
in a blizzard but not appropriate in
a sweltering summer heat wave.
    Some kinds of terrain cannot be
traversed on foot at all: mountains,
the open sea, severely blighted
areas . . . If the party members all
know how to swim, and the weather
permits, rivers can'be crossed.
Longer swims than a simple river
crossing, however, are impossible.

See Travel
    There are a number of sea cap-
tains who will offer to let your
party hire their ships and crews. To
board a ship, simply walk onto it. If
you have not already hired him, the
captain will ask the party to pay
him before he accepts them on
board. You can hire him for as long
as you want, within reason and the
limits of the party's funds. When
the party lands, the captain will
drop anchor and wait for them. The
captain and his ship will wait at that
spot until the party's credit runs out.
    Sail the ship in the same way that
you move your party on dry land.

                     -- Page 16 --


                     -- Page 17 --

Press the direction key or mouse
button to move the ship, as
described in "The Main Screen."
Rough seas, submerged rocks, or
sheer distance from home' and
safety may make the captain refuse
to sail beyond certain limits.
    While on shipboard, your party
(except the poor seasick dwarves)
can put the time spent sailing to
good use by camping. The "Camp"
command allows the party mem-
bers to sleep, learn spells, and
rapair weapons and armor.

Teleportation
    Demvian magic allows instan-
taneous transportation by teleport-
ing, even in the foreign Solian
climes. The "Teleport" spell, found
in the Book of Ishban, can save a
day's travel time or more in the
hands of a powerful wizard.

    Solian teleport magic is imbued in
ancient teleportal chambers scat-
tered through (and below) the
lands. These chambers are hard to
find, and harder still to activate.
But, when used properly, the
teleportal chambers can transport a
party over immense distances--
even from one end of the Solian
lands to the other.

The Ancient Map
    Enclosed in the game box is a
map of the Solian Sea and the lands
around it, based on travelers'
reports and ancient legends. As
your party explores, they will find
many locations that are not shown
on the map. Some locations cannot
be seen unless the party is right
next to them: campsites and mine
entrances, for example.

                     -- Page 17 --

                     -- Page 18 --

The Status Screens

    From time to time, you will want
to know how your hero and the
other party members are feeling,
what they are carrying, what spells
they know, and other information.
And you may want the party mem-
bers to give something to each
other. The Status Screen system lets
you do these things. Use the zero
("0") key to activate the Status
Screens, or righFclick on a party
member or on his or her name on
the right side of the screen.
    The Status Screens also appear
when you are generating a charac-
ter (see the "Character Generation"
chapter) or considering inviting a
character to join the party.

Status Commands
    When you activate the Status
Screens, the picture of the current
scene is replaced by a summary of
the selected party member's status.
A new set of eight commands ap-
pears. The first is "Cont," which
continues to display status screens.
The next four, "Transfr," "Dlstr,"
"Search" and "Pool," the "Inven-
tory Commands," let you move
items from one party member to
another. "Inven" and "Magic" let
you skip quickly through the status
screens. "End" (or the "Escape"

key. or the zero key again) brings
you back to the normal picture.

Moving Through The Status
Screens
    The "Cont" command continues
to display all the status information,
one screen at a time. After one
party member has been shown, the
next one begins.
    The "Invert" and "Magic" com-
mands skip directly to the Inventory
and Magic status screens for the
party member being shown.
    At any status screen, you may hit
the number key ("1" to %") for
another party member. or right-
click on his or her name to switch
to the same screen set for that party
member. Using the number keys
this way makes it easy to set who
has the highest trading skill, or
which party members need magical
shields.

Inventory Commands
    "Transfr" lets you transfer items
from one party member to another,
or drop an unwanted item. "Distr"
distributes items from the selected
party member evenly to the rest of
the party. "Pool" collects all the
companions' items into one party
member's inventory.

                     -- Page 18 --

                     -- Page 19 --

    You will probably find yourself
using "Pool" and "Distr" often. A
hunter will gather: food, or a trader
will buy sermin mushrooms. Then
you will pool all the food or set-

mins to one party member and dis-
tribute the stockpile evenly.
    "Search" gives you an overview
of the party's possessions. You will
find out who has what, and how
much of it.

The Screens

    The top two lines of each status
screen identify the party member,
showing you his or her full name,
sex, race and relationship (leader,
companion or hireling).

Personal Data
    The first Status Screen lists per-
sonal data for the party member.
    Hit Pts: Current hit points fol-
lowed by maximum hit points. Hit
points represent the amount of
damage that the character can sur-
vive. The maximum depends on the
character's Endurance. When hit
points decline to zero, the character
dies. Hit points can be restored by
sleeping, by the Heal spell, or by
using a Potion.
    Energy: The character's current
energy level. The maximum
amount of energy a character can
have is 99. A character's energy is
used up by almost all actions (ex-
cept sleeping, which restores ener-
gy as well as hit points). As a
character's energy approaches zero,
he or she becomes tired, then too
exhausted to move. Using sermin
mushrooms, sleeping, or casting the
Energy spell will restore energy.

    Shield: The party member's
magical shield protection. The
Shield spell protects against magi-
cal spells cast by the party's op,
ponents. The maximum shield
protection is 99 points.
    In Hand: The weapon the party
member has drawn and is ready to
use. In most cases, it is impossible
to talk politely to strangers with a
weapon "In Hand."
    Spell: The magic spell that the
party member has recalled from his
or her memory of spells, and is
ready to cast.
    Health: A list of the party
member's health problemS, ranging
from "Tired" to "Dead." If there are
no problems, the character's health
is "OK."
    In Use: Magical plants and mush-
rooms that have been eaten or ap-
plied, and are. ready to take effect.
When combat is expected, it is
often wise to use nift plants and
gonshi mushrooms ahead of time.
    Wearing: The clothing and armor
the party member has put on. Cloth-
ing should be appropriate for the
weather and terrain; armor should
be as strong as possible to deflect
hostile attacks.

                     -- Page 19 --

                     -- Page 20 --

Character Attributes
    The second Status Screen displays
the nine character attributes:
Bravery, Strength, Dexterity, En-
durance, Agility, Loyalty, Charm,
Intelligence, and Resistance. Nor-
mally, the ratings will range from 0
to 12. For a detailed explanation see
the "Character Attributes" chapter

Skills
    The next two Status Screens list
the 18 skills and the character's cur-
rent ability in each skill. The value
for each skill will range from 0 to
99. There are general skills and
professional skills. A full explana-
tion is given in the "Skills" chapter.

Inventory
    On the Inventory Screen, or
Screens, the party member's com-
plete inventory is listed, showing
all the items he or she is carrying.
    Generally, several items of one
kind will be shown together. Marsa,
for instance, might carry
"Coin (100)" and "Sermin (5),"
meaning that she has 100 gold
coins and five sermin mushrooms.
    Weapons, armor and other special
items, on the other hand, are always
shown separately. Usually, they
show their wear and tear (W-T)
next to the item name. Wear and
tear will reduce effectiveness and,
eventually, break the weapon or
reduce the armor to such a sorry
state that it will no longer afford
any protection. Weapons and armor
can be fixed, especially by talented

metalsmiths, to reduce their wear
and tear.
    Each party member's inventory is
limited to 40 different items.

Magic Spells
    The next series of Status Screens
shows the spells that the party
member knows and the books of
magic that he or she owns.
    For each spell that is known or
leamable, the screen shows:
    MEM: How many of this spell
the character has memorized and
not yet cast.
    TIM: How long it would take the
character (in five-minute time
periods) to memorize a copy of this
spell. It depends on the character's
intelligence.
    ENE: How much energy the
character would have to use to cast
this spell. It depends on the
character's Magic skill.

Songs
    Finally, the Status Screen shows
the songs that the party member
knows how to sing and play.
Everyone knows "Long Live the
King," even if they can only stand
up straight and move their lips
while their neighbors are singing.
Characters with any musical talent
also know the old hiking song,
"The Happy Traveler," and can play
its simple tune on most musical in-
struments. Other songs are less
commonly known, but some of
them have magical effects, espe-
cially when played on the proper
instrument.

                     -- Page 20 --

                     -- Page 21 --

Character Attributes

    A character's attributes measure his or her natural abilities and
talents. They are gifts from the gods, not skills learned in school.
Their values vary from character to character, with 12 being the maxi-
mum value for any attribute.

    Bravery determines when or if a
character will flee during combat. If
a party member flees, the party
leader will not be able to issue com-
mands to that member until the
combat is ended or the member
stops fleeing. The "Courage" spell
will temporarily boost bravery and
stop a fleeing character. Your hero
has the maximum bravery .and will
not flee against . your wishes.
However, the hero can certainly
flee along with the rest of the party
in a strategic withdrawal.
    The physical Strength of a
character determines what weapons
may be used as well as how much
damage is done by successful at-
tacks on the enemy.
    Dexterity can allow a character to
do more than one thing in one com-
bat turn. With dexterity over six,
three actions are sometimes pos-
sible.
  Endurance    determines               a
character's maximum Hit Points.

The higher the endurance, the more
Hit Points.
    Agility reflects the probability
that a character' will be able to
dodge a physical attack.
    A companion's Loyalty tells how
likely he or she is to complete as-
signments given by the hero. Given
time, a companion of low loyalty
will feel bored and resentful at
being assigned to work in a smithy
or learn a shelf-full of spells, while
others are off having exciting ad-
ventms. Enough boredom4 or
resentment, and the companion will
quit'and go home. Even excitement
is not a complete cure: if both
bravery and loyalty are low, a com-
panion may flee from combat and
decide to just keep running.
    Charm measures a character's
ability to speak profitably with
strangers. The more charming the
character, the more likely strangers
will be to share information.

                     -- Page 21 --

                     -- Page 22 --

    Intelligence affects the amount of
time needed to memorize a spell.
Additionally, when training with a
master or an instructor, the duration

of the training session is influenced
by the student's intelligence.
    Resistance is the ability to
withstand or lessen the effects of
hostile magic attacks.

                     -- Page 22 --

                     -- Page 23 --

Skills

    Skills specify the characters'
abilities in various areas of exper-
tise. Each race has a maximum for
each skill. Some are as high as 99,
as for elves with bows; some are as
low as 10, as for wizards with axes.
Dwarves, halfings, and most
humans have no talent in magic,
and cannot develop a magical skill
at all.
    Some skills improve with ex-
perience. Each time one of your
party members strikes a telling
blow with a sword, axe or arrow,
there is a chance that his or her skill
will increase. The same principle
applies to magic skill, when an im-
portant spell is cast in a life-or-
death situation.
    Many skills can also improve with
training. There are several schools
and teachers in Telermain and
Ketrop on Oshcrun Island. No
doubt there are many more in the
Solian lands.
    Each party member has his or her
own level of ability in each of the
skills. Here is a list of the 19 skills,
and an explanation of their impor-
tance.
    Sword: The Sword skill deter-
mines how likely a character is to
score a successful hit with a sword.
The damage done when the sword

hits depends on what sword the
character carries, and how strong
the character is. Most races prefer
to fight with swords, although elves
are primarily archers, and dwarves
much prefer to wield axes.
    Axe: Like the Sword skill, the
Axe skill determines how likely a
character is to damage an opponent.
Dwarves are the premier axe-
wielders. although other races can
attain considerable skill.
    Archery: Skill with the bow can
allow a character to inflict damage
on an opponent, even unto death,
before the opponent can approach
to use a sword or axe.
    A character of any race can be-
come skilled in Archery, although
wizards find it hard. Elves are the
best archers. Where Archy is con-
cerned, w'izards are best used to
caffy supplies of arrows for the
other party members.
    Magic: The Magic skill is where
wizards come into their own. Elves
and some humans can use magic,
but wizards specialize in casting
spells, both in combat and in ex-
ploration. The greater the caster's
Magic skill, the less personal ener-
gy is used in casting spells, and the
greater the magic's effect.

                     -- Page 23 --

                     -- Page 24 --

    Fist: By preference, a character
will attack with a hard steel sword
or axe. But, if the weapons are
broken or lost, the only 'alternative
is attacking bare-handed, using the
Fist skill. It's a last resort, but the
last resort might be the most impor-
tant.
    Swimming: When traveling
among the Solian lands, you will
find rivers and streams. In good
weather, with sufficient Swimming
skill, you will be able to cross them
without having to find a bridge and
to defeat any guardians it might
have. Most characters can swim,
some very well, but dwarves are
heavier than water and can seldom
swim at all.
    Trading: The Trading skill allows
your party members to get the
highest prices for the things they
sell, and the lowest prices for the
things they buy. Halflings are born
traders. Other races have to learn
the skill.
    Stealth: Hostile beasts and crea-
tures roam parts of the Solian lands.
With adequate stealth, your party
may able to avoid their notice.
    Researching: The libraries of
Oshcrun Island and the Solian lands
contain a wealth of information.
Sufficient Researching skill. will
allow a party member to dig the in-
formation from piles of musty
books. The better the Researching
skill, the less time the research will
take.
    Soulreading: Soulreading is a
mysterious skill, but often an in-
valuable one. When your party en-

counters a group of enemies, an ac-
complished soulreader might be
able to tell you whether they are in-
clined to run away or to eat you for
dinner.
    Lockpicking: One skilled in
Lockpicking is more likely to open
locked chests without breaking
lockpicks and without setting off
traps.
    Tracking: The Tracking skill is
common to those who have been
raised in the forests of Dernvia. Its
most important application is in
noticing signs of an imminent am-
bush by the forces of Darkness.
    Musical: Characters with the
Musical skill can entertain their
companions with their singing and
their virtuosity on various musical
instruments. The instruments are
described in the chapter on "Items."
    Carpenter: The first of the craft
skills is that of the Carpenter. There
are two advantages to having a Car-
penter in your party. One is that, out
in the wilds, Carpenters can build
shelters that let the party rest more
comfortably and regain Inore ener-
gy while they sleep. The other, as
with the other crafts, is that a Car-
penter can be assigned to work as a
journeyman with master carpenters
in towns and villages to earn coins
for the party's use.
    Metalsmith: The next craft skill
is that of the Metalsmith. Like car-
penters, skilled Metalsmiths can
earn a good wage in friendly towns
and villages. And, while adventur-
ing, they fix the party's weapons

                     -- Page 24 --

                     -- Page 25 --

and armor much more quickly than
nowices might.
    Gemcutter: Gemcutters can also
earn many coins for the party: not
only by working at the Gemcutters'
trade, but also by adding their
Gemcutter's skill to their Trading
skill when selling precious stones
that the party has unearthed in its
explorations.
    Tailor: The final craft skill is that
of the Tailor. Tailors can, of course,
provide the party with income. But
the best Tailors can also ensure that
the party makes a good impres-
sion-much like a permanent
Glamour spell--and that their

clothing is worn in a manner to al-
leviate the effects of bad weather.
    Hunter: The Hunter skill can
provide the party with plentiful
food. Of course, hunting is more ef-
fective when camping in lush
grasslands and leafy forests than in
sandy wastes or ice-bound moun-
tain slopes.
    Leadership: Before a battle, a
party member skilled in Leadership
can rally the troops to a higher level
of courage and combat skill. During
the battle itself, if a member skilled
in Leadership heads the troops, they
will fight more effectively.

                     -- Page 25 --

                     -- Page 26 --

The Party

    The mysteries and challenges to be faced in the blighted Solian
lands are many. Fortunately, your hero need not face them alone.
There are many peop!c some new acquaintances, some old friends
from the days of adventuring in Deruvia and Gurtex--whom you will
find willing to join your hero and follow your orders.

Building the Party
    At the beginning of the game,
your hero has three companions
whom you design, as explained in
the "Character Generation" chapter.
    During your explorations, your
hero will run into many more
people of all the races. The "Talk"
command from the Main Menu lets
your hero talk to them. If you
decide you want to invite one into
your party, issue the "Invite" com-
mand. Not everyone you encounter
will join your party. Those who do
will present their Status Screens,
which you can examine as ex-
plained in the "Status" chapter.
Then issue the "Accept" command
to take them into the party or "End"
to cancel the invitation.

Companions and Hirelings
    Some people will be glad to join
your hero. From old friendship, the
love of adventure, a dedication to
the destruction of the forces of
Darkness, or a barely-suppressed
death wish, they will swear their

loyalty and feel honored to aid in
your hero's quests. These people
am called "companions."
    Other people are, quite frankly, in
it for the money. Buried treasure.
Lost diamond mines. Abandoned
possessions of refugees from the
blight. These people are called
"hirelings." They swear by greed
instead of loyalty. Greed is often
more dependable.
    A hireling expects to be compen-
sated for services rendered.
Generally, giving a hireling one-
fourth of the treasure the party
gathers in its adventures should
keep him or her satisfied. This as-
sumes that the party is busy finding
treasure, not sampling ale. If, in the
opinion of one of your hirelings
you are not being diligent or fair, he
or she will let your hero know. If
you do not react to the complaint by
giving the hireling some valuables,
he or she will soon leave your
party.

                     -- Page 26 --

                     -- Page 27 --

    When you bring hirelings into the
party, keep the following points in
mind:
    Hirelings do not accept assign-
ments. They have to be in on the
action.
    Hirelings will not obey orders to
transfer items from their inventories
to other party members.
    A hireling's loyalty rating means
nothing. A hireling will stay with
the party as long as he or she is
satisfied    with the monetary
rewards.

Communicating with Party
Members
    Your party members can talk with
each other in the same way they
talk to other people. Issue the
"Talk" command from the Main
Menu, then pick another party
member to talk to.
    To dismiss a party member, issue
the "Dismiss" command from the
Talk Menu. This will allow your
hero to invite someone else to take
the dismissed member's place,
while leaving the dismissed mem-
ber to fend for himself or herself.
Dismissed party members retum
home, where you can find them to
invite them again.
    Another way to open up a place in
the party is to send a companion on
assignment. To do this, have your
hero issue the "Assign" command
from the Talk Menu, then read on.

Assignments
    One of the most important fea-
tures of The Magic Candle II1 is

your ability to give specific assign-
ments to your hero's companions.
There are three kinds of assign-
ments:
 "Wait here. We'll be back."
 "Go there. We'll meet you."
 "Do this. It's important."
    "Stay" is the simplest assignment.
The assigned companion will stay
in his or her current location for the
period specified. After that period
expires, the companion will attempt
to travel to the "Go to" location
which you specify as part of the as-
signment process.
    "Go to" will remove the com-
panion from the party roster and
send him or her to an elden stron-
ghold. (There are many such stron-
gholds scattered throughout the
world. As the game begins, your
hero knows of only one: in the
forest north of Telermain on
Oshcrun Island. As your party dis-
covers other strongholds in the
Solian lands, the list of possible
destinations will grow.) Once there,
the companion will stay put, wait-
ing for further instructiotas. It is
possible to communicate with a
companion who is on assignment
through the use of mindstones, as
explained below.
    To become familiar with these
operations, it is recommended that
you experiment with them. After
you have successfully invited some
others to join your hero's party, try
assigning them.
    You can also assign companions
to take up employment and earn
much-needed coins. Employment

                     -- Page 27 --

                     -- Page 28 --

opportunities exist in various
workshops. The skill level of a
potential employee determines his
or her hourly wage. Two steps are
involved. First, select the com-
panion who seeks employment, and
have him or her "Talk" to the ar-
tisan who offers a job. Then select
your hero, "Talk" to the newly-
hired companion, and issue the
"Assign" command. The com-
panion will now stay in the
workshop when the rest of the party
leaves, and will probably continue
to work and earn money until once
more invited to join the party.
    It is also possible to leave com-
panions on assignment to memorize
spells or receive training to improve
a particular skill. The mechanics of
these assignments are the same as
the one described above for
employment. Again, with a little bit
of experimentation all will become
clear. The town of Telermain con-
tains opportunities to try all types
of assignments.
    It is important to point out that
you can not assume assignments
will always be carried out accord-
ing to your wishes. Things can go
wrong. Companions with low loyal-
ty may get bored or distracted after
a while and decide to pursue other

activities. Don't assume that the lit-
tle halfling you had instructed to
work at the carpenter shop three
months ago is still there laboring
away, faithfully waiting for the
party's return so he can hand over
all his earnings. He may have long
ago decided that there are better
ways to spend one's days!

Mindstones
    As explained above, you can not
always assume that assignments
will be carried through to comple-
tion. Mindstones allow you to stay
in communication with someone
who is on assignment, if both your
hero and the assigned companion
are carrying the magical stones.
    Through the use of the
Mindstones you can find out where
an assigned companion is, what he
or she is currently doing, and how
many coins the companion has. You
can also issue a "Go io" command
through the Mindstone, or select
"Continue" to leave the assignment
as it is.
    As you can see, it is atgood idea,
when possible, to give a Mindstone
to anyone you are about to release
from the party. That way, you can
stay in touch after you part ways.

                     -- Page 28 --

                     -- Page 29 --

Character Generation

    As the game begins, you will
select three young volunteers to
join your hero. If you desire, you
can tailor them to your own ideas of
what you want them to be.
    The eight volunteers have basic
attributes and skills. You can add to
them to reflect your ideas of their
training and experience.

The Volunteers
    Each volunteer starts with a
rudimentary personality and back-
ground. You are free to adjust them
or accept them as you wish.
    Silva is a female elf at home in
the forests. Helen is a human
female trained in magic and wilder-
ness survival. Anne is a junior
member of Queen Alishia's per-
sonal guard.
    Kark is a dwarf eager to become
a hero. Vinor is a male elf with a
strong attraction to magic. Bo!1o is
an exuberant young hal fling.
    Chad is a human male with some
magical talent and no settled goals.
Josh sees a knighthood in his fu-
ture.

 Adding Attributes and Skills
    When you select a volunteer, his
or her Status Screens will appear, as
described in the "Status" chapter.
The Cont ("Continue") command
steps through the Status Screens;
the Invert and Magic command
skip directly to the Inventory and
Magic screens.
    Issue the "Continue" command
until you reach the Attributes
screen. A message will inform you
that you have 10 points to allocate
to the volunteer's attributes
(strength, agility, charm, etc.) Issue
"Continue" again and you will see
that you have 30 points to allocate
to skills (sword, magic and the
others), The 10 points and the 30
points come from the same pool:
three points to skills equaltone
point to an attribute.
    The Add command from an at=
tribute or skill screen adds a point
to the attribute or skill you select,
and reduces the pool of points ac-
cordingly. You can continue adding
points to selected attributes and
skills until the pool is empty and
the volunteer is completely per-
sonalized, or you can issue the
Random command to allocate the
remaining points from the pool at
random.

                     -- Page 29 --

                     -- Page 30 --

Accepting a Volunteer
    When all of the volunteer's points
are allocated, the "Add" command
changes to Accept. You may either
accept the volunteer into your party
or issue End to reject the volunteer.

    When the third volunteer has been
accepted, the game begins, in the
blighted forest near Castle Oshcrun.

                     -- Page 30 --

                     -- Page 31 --

    Over the course of The Magk
Candle Ill, there are many items
that will fill your party members'
inventories. Most characters who
join your party will already have in
their inventories items that are im-
portant to them: on their backs, in
their hands, or carried in their back-
packs.
    There are many kinds of items
that can be in a character's inven-
tory: coins, gems, weapons, armor,
clothing. food, herbs and mush-
rooms, tools, spell books, musical
instruments, and more.

Trade Goods
    Almost all the valuable items your
party finds, whether weapons or
mushrooms, can be bought and sold
as you locate people who are will-
ing to buy and sell tbem. For ex-
ample, most weapon traders will
buy as well as sell weapons that
they are interested in.
    Most gems are for trading pur-
poses only. Pearls also have their
own special uses, as explained in
"Items to Use" below.

Weapons
    Weapons include various kinds of
swords, axes and bows. Elves are
fond of their bows, dwarves prefer

axes, and the other races do best
with swords of different sizes (al-
though all can use bows to attack
distant enemies).
    A character can carry several
weapons at a time, but only one of
them can be ready to use. The
"Draw" command puts a selected
weapon "In hand," Since most
strangers will refuse to converse
politely with a character brandish-
ing a weapon, use the "Sheathe"
command to put a weapon back in
its scabbard or on the character's
back.
    You will find weapons, including
arrows for your bows, for sale in
Telermain and the towns of the
Solian lands. But the best
weapons--file legendary swords,
axes and bows with 4magical
powers---can only be found by
searching for their hiding places.
(Except for the Great Sword Bren-
nix, recovered during "The Magic
Candle I," which can be carried
only by the hero, your party's
leader.)

Armor and Clothing
    Armor, from leather up to dwarf-
crafted methreal, protects the
wearer from combat damage. The
characters who join your party will

                     -- Page 31 --

                     -- Page 32 --

usually have their own armor, but
you will want to buy them im-
proved protection if you have the
chance and the funds.
    The proper clothing can make a
big difference in the energy your
party expends in traveling through
the Solian lands. Heavy furs are
good for the cold, but devastating in
a sweltering jungle. Silk robes are
designed for desert travel, but
provide no protection in ice-bound
mountain passes.
    To change a party member's
armor or clothing, use the "Camp"
command, then "Put" a new item of
armor or clothing on, or take one
"Off."

Items to Use
    The "Use" command has many
different effects, depending on the
item you choose to be used by the
selected party member, and perhaps
by the entire party.
    Food: Using Food is a good ex-
ample. In this case, "Use" means
"eat." It does not mean "rub it all
over your body," or "throw it at an
enemy," neither of which you can
do. Nor does it mean "offer it to a
hungry beggar, .... sell it to a mer-
chant," or "pass it around among
the party members," all of which
you can do, from the "Talk" menu
or the Status Screens.
    By the way, you will seldom need
to "Use" food. Your party members
do it by themselves, eating a ration
of their food when they need to.
Only when their food supply gets
low--below five rations--will they

hesitate to eat, and instead be
marked as "Hungry," leaving the
decision whether to use up their
food to you. The hungrier your
party members get, the more food it
will take to restore them. If you run
low on food, you can buy more in
stores, or hunt for it in forests,
jungles and grasslands.
    Dwarves and wizards need little
food to sustain them. Halflings
need all they can get.
    Potion: Healing potions are dis-
tilled from extracts of a variety of
herbs and fungi. Very few know the
formula and the process. Potions
are usually sold by merchants who
trade in magical herbs, mushrooms
and such. Use a Potion to restore
Hit Points when it's not the right
time to camp and sleep the damage
away.
    Sermin Mushrooms: Use a Ser-
min to restore energy. This magical
mushroom is especially important
to magic users, since casting magic
spells uses up their energy rapidly.
Sermins can also be useful for
magic users who need to stay
awake to leam spells while others
are sleeping, and to the whole party
if they need to travel to a location
in haste and can't afford to camp
and rest.
    Gonshi Mushrooms: Eating a
Gonshi Mushroom before or during
combat will give a party member a
burst of magical dexterity. When
next the member acts, he or she will
be able to accomplish three moves
in one combat turn.

                     -- Page 32 --

                     -- Page 33 --

    Nift Leaves: When a party mem-
ber rubs the leaves of the nift plant
on the back of his or her neck, his
or her flesh will be magically
toughened against physical attacks.
The next three physical blows from
the enemy, no matter how mighty,
will do no harm. Unfortunately,
nifts give no protection against
magical attacks.
    Mirget Leaves: Rubbing the
leaves of a Mirget plant on a party
member's ann magically increases
his or her strength for the next
swing of a sword or axe. If he or
she connects, the damage will be
great. But, if the opponent manages
to dodge the swing, the Mirget was
wasted. To avoid this disappoint-
ment, use Luffins along with Mir-
gets.
    Luffin Flowers: When a party
member's next attack must succeed,
have him or her chew a Luffm
flower. Luffms magically increase
the appropriate weapon skill so that
the next swing is guaranteed to con-
nect. Both Luffms and Mirgets can
be used at any time.-They will
remain in effect for the party
member's first attack of the next
battle.
    Turpin Mushrooms: The Turpin
mushroom is another favorite of
magic users. It functions like Mir-
get leaves and Luffin flowers, in
that it stays "In use" until it releases
its effect. When a magic user wants
the next spell cast to have its maxi-
mum possible potency, he or she
will be sure to use a Turpin before
the spell is cast. Useful not only in

combat, the Turpin's effect will in-
crease the range of the Teleport
spell, or the power of the caster's
next Fireball.
    Fireglobes: Fireglobes are round
glass containers that contain a clear
liquid extracted from the roots of
rare and mysterious plants. Distilled
by magical means, this liquid is
highly explosive when its glass
container is broken. The transparent
nature of the globe makes it very
difficult to see, once it has been
placed on the ground. Anyone who
steps on a fireglobe takes con-
siderable damage. In combat, clever
adventurers will place these globes
in spots where they expect advanc-
ing opponents to step. They can
then retreat and watch their foes be
blown to pieces. To place a
fireglobe on the ground, "Use" the
fireglobe on one of the eight
squares next to the fireglobe's
owner.
    Loka Packets: Poison can be
cured by drinking tea made from
the roots of the Loka plant or by
simply eating a ration of the di'[ed,
shredded (and very bitter) roots
themselves. Loka removes' the ef-
fects of poison from the body, but
does not restore lost energy or hit
points.
    Mediein Doses: The Medicin
plant is grown by monks, who
make a paste of its seeds. This
Medicin paste is the universal cure
for illness.
    Enchanted Bones: Teleportal
chambers allow your party to travel
from one part of the world to

                     -- Page 33 --

                     -- Page 34 --

another in an instant. It is said that
Solian teleportais are activated by
enchanted bones, rather than the
spheres, pyramids and cubes used
in Deruvia and Gurtex.
    Maps: Ancient records and recent
expeditions have made a variety of
maps available to your hero. "Use"
a map to see a general outline of
your pany's surroundings. (In some
cases, "using a map" does not really
mean unrolling a parchment for
study; it's just the party looking
around the area they're in. But the
effect is the same.)
    Map Flasks: Some places are un-
charted. full of twisted corridors
and murky water, and dark and
gloomy. They don't have parch-
ment maps, or are so blighted that
their maps are obsolete. These
places--cavems, dungeons and
worse--are where your party needs
to use magical Map Flasks.
    Designed by King Rebnard's
wizards, Map Flasks are metal con-
tainers, flat on the side, with a small
opening at the top, and filled with a
magical liquid. Dropping a pearl
through the opening into the liquid
causes an outline of the party's sur-
roundings to appear on the side of
the flask as the pearl dissolves.
    Map Flasks are still not foolproof.
An impure pearl may dissolve not
only itself, but also the flask into
which it is dropped. When possible,
it is best to drop a blue Maramon
pearl into the flask, knowing it is

pure, rather than to take a chance
with an ordinary pearl from un-
known waters.
    Mindstones: While reclaiming
Castle Oshcrun, King Rebnard and
his troops found a number of magi-
cal Mindstones: long and narrow,
somewhat curved, highly polished,
some of marble, others of quartz. At
the same time, the monks and
workmen restoring the library in
Telermain discovered books and
scrolls describing the use of
Mindstones for. communicating
over long distances.
    Musical Instruments: There is
no doubt that someone who is ac-
complished at blowing a flute or
bugle, or plucking a lyre, or beating
a drum, will raise the spirits of a
party trudging through the dire
depths of Gurtex.
    Shovels, Ropes and Picks:
Someone in your party should carry
a shovel to dig for buried treasure.
Someone should carry a rope, in
case it is needed. And picks are al-
ways needed to unlock hidden
treasures. Carry several picks¢, for
they are prone to break.
    Blankets: When camping out-
doors, blankets ensure comfort and
full recovery of energy. Without a
blanket, a camper will not be able
to restore energy to above 50 points
unless there is a skilled carpenter in
the party to build a temporary shel-
ter.

                     -- Page 34 --

                     -- Page 35 --

SETTING UP

    Unless you are ambushed, you
will have time to prepare for com-
bat by getting into position and is-
suing commands from the combat
setup menu
    One of your party members--the
one with the best Soulreading
skill--may have an insight into the
monsters' attitude. Hearing this
party member's comment, you may
decide that talking to the enemy is a
better choice than rushing into com-
bat.
    Before the battle starts, your party
may move about its side of the
arena (for instance, to place your
strong fighters up front and your
spell-casters and archers in the
rear). Your other setup options are:
    "Draw" lets a party member draw
one of his or her unbroken
weapons.
    "Sheathe" may be used to fight
(or talk) bare-handed.
    "Recall" lets the party member
recall a memorized spell.
    "Look" allows you to identify the
creatures and objects you see on the
field of combat.

    When preparations are complete,
start the confrontation with "Talk"
or "Begin."
    "Talk" has two sub-options. You
can "Rally" your friends or
"Greet" the opposition.
    "Rally" is directed to your own
side. If successful, it increases the
enthusiasm (bravery and agility) of
the other party members. On the
other hand, if your rallying effort is
not successful, .the enemy may
sneak up on you and gain the ad=
vantage of moving first. Leadership
skill influences the probability of
rallying successfully.
    "Greet" is directed to the leader
of your opposition. He may re¢spond
in many different ways. His charac-
teristics as well as the general
strength of your party play a role in
his attitude towards you. If the
monsters do not care to chat, they
will attack immediately, gaining the
advantage of moving first.
    "Begin" starts the combat without
any more preliminaries.

                     -- Page 35 --

                     -- Page 36 --

COMBAT SEQUENCE

    During combat, all members of
one side take a turn, then all the
members of the other 'side. In an
ambush, the monsters go first un-
less a party member detected the
ambush, either by Tracking skill or
the "Sense" spell. Even if the am-
bush was detected, there is no time
to set up before combat begins. If
there was no ambush, then you go
first unless you try to "Talk" and
fail.
    In your turn, a small marker on
the fight hand side of the Status
Summary area appears next to each
one of your members. The presence
of these markers indicates which
members have not completed their
moves in this turn yet. You can
move the party members in any se-
quence you want by pressing their
number keys (1---4 along the top of
the keyboard) to indicate who
moves next, or you can let them act
in the party sequence.
    Natural dexteriD, or a gonshi
mushroom may give a member time
to do more than one thing during
his or her tum. You may interrupt
one member with another. For ex-
ample, Fiz could use a gonshi and
cast an Acidball spell he had al-
ready recalled. Then Luka could
cast Energy on Fiz, and Fiz could
cast two more Acidball spells with
his renewed energy.

Fleeing from Combat
    In some cases, retreat may be your
best course of action. Simply stated,
you flee by running away--moving
through doors or off the edge of the
screen.
    Sometimes a party member may
decide to flee despite your wish for
him or her to stay and continue to
fight. The bravery of the character
has a great influence on this
decision. A fleeing member will no
longer accept commands, being in a
state of panic, and running to the
nearest exit as fast as possible. The
only way to have the member rejoin
the battle is to cast a Courage spell
before he or she disappears from
the arena.
    Characters who fled from combat
will reappear after the enemy is
successfully dealt with, unless a
companion's loyalty to the hero and
enthusiasm for the adventure are so
low that he or she simply keeps
running until familiar, tafe sur-
roundings are found.
    If the party's designated leader
(see "Delegating Leadership"
below) fiees, all the other members
of your party will also attempt to
flee.

Weapon Attacks
    Swords and axes can be used 0nly
on adjacent targets. The "Attack"
command swings the weapon. So
does attempting to move in the
direction of the target.

                     -- Page 36 --

                     -- Page 37 --

    Bows can be used on any target
which is not adjacent to the archer.
The "Attack" command will shoot
an arrow at the selected target,
providing the attacker has any ar-
rows to shoot.
    The damage inflicted by a hit with
a weapon depends on the strength
of the attacker, the weapon used,
and the armor of the target (if any).
    It is also possible to attack with
fists if no weapon is "In hand" at
the time the attack command is is-
sued. Naturally, the damage that
can be inflicted is rather limited if a
weapon is not used.

Armor and Magic Shields
    Armor reduces the effect of non-
magical attacks. Obviously, some
types of armor are better than
other. Steel plate armor will
provide better protection than
leather armor. Methreal armor (if
you can find any in the Solian
lands) will be better than any other
kind.
    Magic shields---the result of the
Shield spell--protect their owners
from magical damage. Unlike
armor, magic shields wear out as
they ahsorm magical energy. Shield
spells can be cast on top of each
other, up to a maximum of 99
points of protection for any one
person at any one time.

Combat Results
    Each time a combatant manages
to score a hit against an opponent, a
message shows the result. Here are

some examples of combat mes-
sages:

  Lukas hits Ore -20
  Dam:18 (A-2) HP:8

    Lukas scored a hit against an ore
worth 20 hit points. The actual
damage was 18 due to the orc's
leather armor which absorbed 2
points. As a result of the hit, the orc
has 8 hit points left.

  Shatter !

  Fiz hits Zorlim -20
  Dam:0 (Sh:4) HP:26
  Shatter!

  Fiz hits Zorlim-24
  Darn:20 (Sh:0) HP:6

    Fiz attacks the same Zorlim twice
in a row with the Shatter spell. The
first one hits for 20 but does no
damage because of the Zorlim's
shield. However, the shield is now
down to 4 points. The second Shat-
ter scores 24 and does damage
equal to 20. The shield is gone. The
Zorlim's hit points are down to 6.

  Orc hits Lukas -10
  Dam:0 (Nf:l) HP:36

    An Ore hits Lukas for 10 but does
no damage. Lukas had a Nift "in
use," which is still good after this
hit for one more.

                     -- Page 37 --

                     -- Page 38 --

Solo Attacks
    At your option, you can tell the
party members who still have
moves left within the current turn to
make moves as they see fit. This is
accomplished with the "Solo" com-
mand. The designated member then
will decide what moves to make on
his or her own initiative. The
choices your party members make
on their own depend on the most
part on their personality profiles.
Wizards, for example, left on their
own, will freely use up their spells
rather than attempting to use their
weapons. Hal flings will go after
easy kills (opponents with low hit
points). Elves will attack those who
attack them.
    The "Solo" command is effective
for only the current turn and the
selected party member.

Delegating Leadership
    You can also turn the leadership
function over to any one of the
hero's companions and hirelings
during combat. The "Head" com-
mand, when selected, presents you
with a list of all available party
members. The one you choose will
replace you as the leader and will
start issuing orders to all members
of the party, including the hero.

    You can adjust the speed of the
combat by pressing a number key.
"0" is slowest: "9" is fastest.
Return the party members to your
control by pressing any other key or
mouse button.
    The leadership styles of characters
vary, and reflect their own preferen-
ces in terms of how often to use
magic, whom to target, when to flee
and so on. A leader whose bravery
is not very high may initiate retreat
much sooner than you or Sakar
would. Sakar, on the other hand, if
chosen as the leader, will probably
order everyone to attack ores and
eliminate them as quickly as pos-
sible, regardless of whether you
would consider this the best
strategy. If you disagree. press a
key and regain command. Other-
wise, sit back and let' Sakar run
things for a while.

End of Combat
    Combat ends with victory when
all members of the opposition have
been eliminated (dead or fled).
    No victory or defeat is achieved if
the hero and all other surviving
members of your party flee.
    Defeat is declared and the game is
over if the hero is killed and is not
resurrected by another party mem-
ber.

AFTER VICTORY

    After you have defeated the
monsters, your first priority is to
resurrect any slain party members.

The Resurrect spell is very sensitive
to time and must be cast as soon as
possible. If, for some reason, you

                     -- Page 38 --

                     -- Page 39 --

am unable to resurrect a party
member, be sure to transfer his or
her valuable possessions to the sur-
vivors.
    Next, you will have the oppor-
tunity to plunder the bodies of your
conquered foes. If there are any
hirelings in the party, make sure
that they get their fair share of the
loot.

    Finally, if the monsters were
guarding a treasure chest or a magic
fountain, you may "Use" a pick on
the locked chest to open it or drink
from the fountain to restore energy
and gain other magical benefits. (To
drink, move next to the fountain
and "Look" at it.)

                     -- Page 39 --

                     -- Page 40 --

Magic

    As your party proceeds in its quests, it will both wield and withstand
much magic. The more they know about this powerful force, the more
prepared they will be.

    Magic is an art practiced by
wizards, elves, and the occasional
talented human man or woman.
Your hero has some magical talent,
and will undoubtedly want to seek
out others skilled ill magic to join
his or her party.

The Rules of Magic
    The rules of magic are fixed and
invariable, and have been known to
change without notice. That's the
way magic is. You have to depend
on it, but you can never be really
sure. There are nine rules of magic.
There always have been nine rules
of magic, but yesterday there may
always have been eight. Or ten. Or
a hundred. These are the nine rules.

Rule 1.
    Spells are recorded in magic
books, and can only be learned
from those books.

Rule 2.
    Spells can be learned from magic
books only during a period of un-
disturbed concentration.

 Rule 3.
    Spells that have been leamed must
be recalled to memory before they
can be cast.

Rule 4.
    Once a spell has been cast, it es-
capes from the caster's mind.
However, if the spell has been
learned more than once, the next
copy immediately jumps into the
caster's recollection.

Caveat to Rule 4.
    No more than 99 copies of any
one spell can be learned at a time.

Rule 5.

    Spell-casting uses energy. Less-
experienced casters use their own
energy. Those of more experience
draw some of the energy from the
atmosphere surrounding them.

Rule 6.
    More experienced spell-casters
get a greater effect from most
spells.

Caveat to Rule 6.
    More resistant opponents receive
a lesser effect from most spells.

                     -- Page 40 --

                     -- Page 41 --

Rule 7.
    The time it takes to learn a spell
depends on the difficulty of the
spell, the magical aura of the local
geography, and the intelligence of
the spell- caster learning the spell.

Rule 8.
 All magic resolves itself.
    (Rule 8 is the least understood of
the nine rules, and not all magic-
users agree on its proper interpreta-
tion. Many say that the eighth rule
is best interpreted as "What goes up

must come down," and refuse to
cast fireballs on anything above
their heads. Others are less certain.
They worry. They gnaw their
tingemails. They lose sleep. But
wizards don't sleep much, anyway.)

Rule 9.
    Spell effectiveness depends on en-
vironment and circumstances.
    (You won't be able to teleport
from a ship's rocking deck or to
fireball a merchant whose prices are
too high.)

The Books of Magic

    Them are seven different books of
spells in The Magic Candle I11:
four from Deruvia (three of them
recently revised), two from Gurtex,
and one from the Solian lands.

Sabano
    Like the other books, Sabano con-
tains six spells.
    FEAR instills a fear of combat
into an opponent for a time. The
length of time depends both on the
magic skill of the magic user cast-
ing the Fear spell and the resistance
of the opponent who is the target.
The target will neither move nor at-
tack for the duration of the Fear
spell. Your party may approach and
attack the target without danger--
from him. But Fear does not
paralyze him. He can still dodge
your attacks.
    CONFUSE avoids conflict when
traveling through the countryside.

When enemy patrols spot your
party, they will normally chase you
until either you stop to fight, or you
leave the area in which they per-
form patrol duty. A Confuse spell
will cause them to forget all about
you. Then move away quickly,
before they spot you again.
    SHATTER is a deadly spell in the
form of an ice ball which shatters
upon contact, with dozens of ice
particles piercing the target. The
damage varies greatly from attack
to attack, but the average damage
done depends on the caster's magic
skill.
    GLAMOUR increases the
target's apparent Charm, making it
possible for the target to hold con-
versations with those who would
otherwise ignore him or her.
Glamour's effects wear off gradual-
ly as time passes.

                     -- Page 41 --

                     -- Page 42 --

    LOCATE can be used either to
avoid conflict or to find it. When a
Locate spell is cast, the party be-
comes aware of all the forces of
Darkness in the vicinity. It can only
be cast while traveling through the
countryside. Its duration depends
on the skill of the caster.
    DETECT marks the location of
magical teleportals, so your party
can use them or avoid them. Its
duration depends on the caster's
magic skill.

Ishban
    Ishban is the book of change.
Some of its changes are temporary;
some are permanent.
    FIREBALL changes the very air
to fire, and propels it toward the
chosen opponent. Like Shatter, its
strength depends on the caster's
skill. Unlike Shatter, its power does
not vary at random.
    TELLPORT changes the location
of the caster and his or her com-
panions. Teleport can only be cast
outdoors, and only where condi-
tions are proper for it. Its range is
limited by the caster's magic skill.
The most powerful mages can save
several hours of travel by teleport-
ing, but Teleport is more often used
to cross impassable terrain than to
save time.
    HEAL changes the Stamina of its
target to be as high as possible. It
does not cure illness or poisoning.
For that, you need magical plants or
Alasol's "Cure" spell.
    WEAKEN changes the target
opponent's armor to sand, and its

magical shield to air. Later attacks
on that opponent will then do far
more damage.
    JUMP changes a combatant's
location instantly from one spot to
another within the combat arena.
Jump can be used on your op-
ponents as well as your party mem-
bers, either to remove them from
close combat or to place them in the
heat of the fray.
    FREEZE changes the target's
sense of time, paralyzing him or her
so that neither attack nor defense is
possible. The duration of the spell
depends on the magic skill of the
caster as well as the resistance of
the target.

Demaro
    Demaro is the book of protection.
Its spells are used to prevent harm,
to remove obstacles, and to repair
damage.
    ENERGY restores the target's
energy to its maximum possible.
The maximum is lower when the
target is ill or poisoned.
    SEE is the counterspell to Dislip-
pear. When See is cast on an area,
all invisible opponents within the
area become visible once more. The
size of the area affected depends on
the caster's magic skill.
    DISAPPEAR is the spell of in-
visibility. The target becomes in-
visible for a length of time
determined by the caster's magic
skill. While invisible, the target is
protected from the attacks of
enemies who rely on sight to find
their targets. An invisible person

                     -- Page 42 --

                     -- Page 43 --

can attack an opponent with no
chance of missing, but an attack at
close quarters immediately makes
the person visible again. Magic and
missile attacks do not terminate in-
visibility.
    WALKWATER congeals por-
tions of pools and streams, allowing
the caster and his party to walk on
them. it is not effective on deeper
and swifter bodies of water. such as
oceans, lakes, and rivers. The dis-
tance that can be covered during
each walkwater spell depends on
the skill of the caster. Several
walkwater spells may be needed to
cross a large pond. so it is important
to plan ahead.
    SHIELD erects a magical shield
around the target. The shield
protects against magical attacks
0nly. not against physical attacks.
poison or illness. The strength of
the shield depends on the caster's
skill. Several shield spells can be
cast upon the same target. until the
shield value of the target reaches its
maximum.
    RESURRECT is the most power-
ful spell in the Demaro book. It ac-
tually raises the dead. But it has its
limits. The person t.o be resurrected
must have be, en slain in honorable
combat, and can not have been
dead for very long. The Resun'ect
spell must be cast as soon as pos-
sible.

Zoxinn
    All spells in the book of Zoxinn
have names starting with the letter
"Z," clearly indicating that the book

has elden origins. In the elden cul-
ture, all important names start with
the letter "Z." This tradition stems
from a desire to show respect for
the zilfins, who were tile ancestors
of the elden folk.
    ZOFIR is the counterspell to
Freeze. It removes paralysis, allow-
ing its target to return to combat
immediately.
    ZAPALL throws fireballs against
all the caster's opponents at once.
The fireballs are only half as
powerful as those thrown against a
single opponent by the Fireball
spell, but still have their effect.
    ZENGRL restores their full Hit
Points to all the members of the
caster's party. While it can be cast
during combat, it is usually more
useful afterwards.
    ZISHOXE is to "Shield" as Zap-
all is to "Fireball." It strengthens
the magical shields of everyone on
the caster's side of the combat, but
only half as much as an individual
Shield spell would.
    ZEFOAR throws a giant fireball.
It damages everyone nealt its land-
ing point, friend or enemy, as
would a normal fireball spell. Use
with care.
    ZUTYUN is arguably the most
powerful of Zoxinn's spells. It af-
fects all your opponents as Weaken
would affect one of them. Their
armor turns to sand: their shields
vanish into the air.

Emenad
    The Great Ziyx wrote the book of
Emenad recently. in his tower off

                     -- Page 43 --

                     -- Page 44 --

the western coast of Gurtex. Its
spells are of such potency that they
can be cast only once in each com-
bat encounter.
    BETRAY causes its larget to turn
against his, her or its former allies.
Unfortunately, targets with high
resistance to magic are not affected
by Betray.
    SUMMON produces a duplicate
of its target to fiight on the caster's
side. It summons only creatures of
very low intelligence ("beasts").
    DESTROY completely destroys
almost any opponent. Only the
most powerful enemies are immune
to Destroy's effects. Destroy also
has side effects on its caster, its
potency and horror being such that
casting it removes the memory of
all other spells from the caster's
mind.
    TERRIFY unleashes a wave of
terror, causing enemies who are not
brave enough or resistant enough to
magic to tum and flee. Terrify, like
Zutyun, is most effective if it is cast
as the very first offensive move,
especially when faced with a large
horde of opponents.
    DOUBLE conjures a duplicate of
one of your party members. The
double holds the same type of
weapon and wears the same array
of armor as the target of the spell.
The double is not capable of casting
spells or using mushrooms.
    TIMESTOP slows down time for
the caster's opponents. The enemy
misses an entire combat round, let-
ting the caster's side move for two
turns in a row.

 Felmis
     The book of Felmis comes from
 the pen of the Great Rimfiztrik.
     ACIDBALL hurls a ball of
 fuming acid at its target. The
 damage done depends as much on
 the resistance of the target as on the
 skill of the caster.
     FORGET causes its target, which
 should be a spell-caster, to lose all
 memory of the spell that is in the
 forefront of his or her mind. That
 spell, whatever it was, cannot be
 recalled again until new copies of it
 are leamed.
     COURAGE is the counterspell to
 Fear, and can also be cast on a flee-
 ing comrade to enhearten him or
 her to rejoin the fray.
     SENSE detects ambushes before
 they happen. The caster will be-
    come aware of the general direction
  of the nearest ambush waiting
 within the spell's range. (The range
 depends on the caster's magic
 skill.) If you decide to proceed into
 the area of the sensed ambush, the
 enemies will lose their advantage of
 surprise.
     RESTSOUL is an essential
 weapon against the undead
 (skeletons, zombies and such).
 When an undead falls in combat, it
 is no deader than it was when the
 battle started. Cast Restsoul on a
 fallen undead foe to keep it from
 reanimating and rejoining the fight.
 Restsoul is useful not just in com-
 bat, but in any encounter with souls
 of the deceased trapped on this
 mortal plane.

                     -- Page 44 --

                     -- Page 45 --

SOULSPEAK makes conversa-
tions with ghosts possible.

Alasol
    Travelers to the Solian lands have
learned the contents of the book of
Alasol, although they have not been
able to bring any copies north.
    CURE removes the effects of
poison and illness from its target.
    BARGAIN temporarily increases
its target's trading skill. Like
"Glamour," its effects gradually
wear off.
    QUIVER is cast during combat
on someone using a bow. The target
receives a quiver of magical arrows

for a period of time depending on
the caster's magic skill.
    SHARPEN is cast during combat
on someone using a sword or axe.
The weapon is enchanted so that it
inflicts a disabling wound when-
ever it hits. The duration of the
enchantment depends on the
caster's magic skill.
    CARAVEL causes a magical ship
to appear for the party to hire.
Caravel can only be cast out in the
countryside, next to a body of
water.
    ALKAZ calls the spirit Alkaz to
join the party in combat.

                     -- Page 45 --

                     -- Page 46 --

Rest and Recuperation

    When your party is in need of rest, it is time to "Camp." Camping
not only restores energy and hit points, but also provides the oppor-
tunity to learn spells, repair equipment, and hunt for food.

Where to Camp
    Some places are more suitable for
camping than others. The ancient
elden    strongholds    scattered
throughout the lands offer safety
and convenience at no charge, lack-
ing only the opportunity to hunt for
food.
    Guesthouses also provide com=
fortable beds, safety from attack,
and sufficient light for reading spell
books and repairing weapons and
armor. But they charge rent for their
protection and amenities. There is a
guesthouse in almost every com-
munity of any size.
    You can camp while sailing on
ships. Rest in your cabin on your
way to, from and among the Soljan
lands.
    Real camping takes place in the
great outdoors. Outside the towns
and villages, you can pitch your
tents, gaze at the stars, and wait for
monsters to attack. It's not so com-
fortable, and it's dangerous, but it
does give you a chance to hunt for
food and feel like real adventurers.
    Finally, you can camp in the
rooms in dungeons and towers

where you have defeated the mini-
ons of Darkness and creatures of
the blight. The smells of the former
inhabitants, and the warnings they
have scrawled upon the doors, al-
most always keep the neighbors
away.
    In other locations. such as shops
and city streets, the "Camp" com-
mand is also available. But actual
camping is not possible: all the
party members can do is put on and
take off their clothing and armor.

Camp Activities
    When you decide to camp, several
activities are possible for the.party
members. "Use," "Recall" and
"Magic" function as always to use
an item, recall a magic spell and
cast the spell that the selected party
member has in memory.
    "Put" puts armor, clothing and
other equipment on. "Off" takes it
off. These activities are always
available, even when the location is
not really appropriate for pitching
camp.
    When camping is appropriate, as-
sign activities to the party mem-

                     -- Page 46 --

                     -- Page 47 --

bers. Depending on the location,
they can "Sleep," "Learn," "Fix,".
"Watch" or "Hunt."
    "Sleep" is often the very reason
for. camping. Sleep restores hit
points and energy. Party members
who are ill, or poisoned, or hungry,
or seasick, will not get the full
benefits of sleep until their
problems 'are taken care of.
(Seasick dwarves are simply going
to be seasick. There's nothing they
can do until you reach dry land.)
Out in the wilderness, sleeping will
not be completely effective unless
the party members are carrying
blankets to protect them from the
weather or one of them is a very
good carpenter who can erect a
temporary shelter for the group.
    While most of the party is sleep-
ing, those who own spell books can
stay awake and "Learn" spells.
Select the spell you want the
magic-user to learn copies of. Later,
while camping, you might want to
stop and pick another spell or let
the party member go to sleep.
When the party has acquired
several spell books, you can use the
Status Screens' "Transfr" command
to switch the books around so that
everyone can learn a wide selection
of spells.
    If the party has been in combat,
their weapons and armor might
need repair. Use the Status Screens'
"lnven" command to check for
wear and tear ("W-T"). As wear and
tear increase, things are likely to
break and become useless. If you
see a problem, assign a party mem-

ber to "Fix" the equipmen[, Better
metalsmiths fix things faster, and
wi.11 soon have everyone's equip-
ment repaired and be ready to go to
sleep.
When the party is camping in the
wilderness, there is both danger and
opportunity. Wild beasts and other
dangers wander the wilds, so it is
always a good idea to have a party
member stand "Watch" to prevent
ambushes.
    On the other hand, the proper
kinds of terrain are ripe for hunting.
Forests and grasslands are full of
edible vegetation and meat. (Ice
fields and rocky deserts aren't, so
pick your camping spot carefully.)
Assign some of your party mem-
bers to "Hunt." You may find that
you finish camping with enough
food to take to town and sell.

Resting in Camp
    When the party members have
been assigned their camp activities
("Sleep," "Learn," "Fix," "Watch"
and "Hunt"), the "Begin" com-
mand starts the camp activfiies.
(The "Begin" command is not
needed when sailing on a ship. See
"On Shipboard" below.) After you
"Begin," the camp activities con-
tinue until you "Stop." You may
"Stop," assign party members to
different activities, then "Begin"
again, as long as you want. Or, after
you "Stop," you can "End" the
camp, pack up, and proceed with
the game.

                     -- Page 47 --

                     -- Page 48 --

On Shlplard
    When your party is camping on
board a ship, things are different.
When you have assigned your party
members to "Sleep," ."Learn" and
"Fix," just move the ship where you
want it to go. You don't need to

"Begin" camping. You can reassign
the party members to other ac-
tivities at any time the ship is sail-
ing. But, before you disembark,
remember to "End" your camping
activities.

                     -- Page 48 --

                     -- Page 49 --

The Party Leader

    The leader of your party, your hero, is, of course, the ranger from
Pheron who restored the Magic Candle in Berbezza and banished
the demon Zakhad from Gurtex. But there is much leeway in that
description.

    Your hem will always be your
most important party member.
Therefore, you will probably want
to give some role-playing thought
to the kind of person you want him
or her to be.
    If you bring your hero and other
characters from The Magic
Candle H, you already know very
well what son of person he or she
is. Otherwise, you have five dif-
ferent personality profiles to choose
from.

A. The Woodsman
    The Woodsman's personality
profile is much what one would ex-
pect of a lifelong ranger. His
preferred weapon is his brom bow.
His wilderness skills--tracking,
hunting, stealth, swimming--are
well-developed.

B. The Huntress
    The personality profile of the
Huntress is typical of an ex-
perienced ranger. She is a good ar-

chef, and is never seen without her
brom bow. Not only a good hunter,
she is also skilled at tracking,
swimming, and even the elven skill
of soulreading.

C. The Warrior
    Although he has not completely
forgotten the ranger's skills of his
youth, the Warrior's personality
profile now more resembles that of
a fighting man. Although he prefers
to wield a sword, he is also profi-
cient with the axe and bow. He has
also become quite a good trader.

D. The Swordswoman
    Much of the Swordswoman's
early ranger training has been for-
gotten, and her personality profile
could easily be mistaken for that of
a fighter. Her sword skill is well
developed, and she is no stranger to
the axe and the bow. Her time
among the halflings has imbued her
with more than a little of their in-
nate trading skills.

                     -- Page 49 --

                     -- Page 50 --

E. The Minstrel
    Many of the Minstrel's ranger
skills have been lost, even as he has

become a superb musician. He is
still a good swordsman, and has be-
come a decent trader, as well.

                     -- Page 50 --

                     -- Page 51 --

For Magic Candle II Players

    If you have played The Magic
Candle H, you will notice that some
things work differently in The
Magic Candle 11I. This chapter
mentions the important differences:
both the major changes and the
changes that you might not notice,
and therefore might not take full
advantage of.

The Mouse
    The mouse interface is greatly en-
hanced. The "Keyboard and
Mouse" chapter explains the basic
functions of the mouse; there are
many more intuitive ways it can be
used. For instance, you can click on
a party member's picture in the
same way you can click on his or
her name. Feel free to experiment.

The Notepad
    The automatic notepad has been
completely rewritten, based in large
part on your suggestions. Read the
"Notes Menu" section of the
"Menus and Commands" chapter
for full details.

Movement in Towns and
Dungeons
    it is no longer necessary to use the
"Formurn" command to squeeze the
party through narrow passages. The

party members will temporarily go
out of formation when the occasion
calls for it, then get back into for-
mation when they can.

Other Changes
    The effects of poison and illness
are greater in The Magic Candle I11.
A poisoned character now gains no
benefit from herbs and mushrooms
(except Loka and Medicin). An ill
character's agility is reduced,
making it very difficult to dodge an
enemy's attack.
    When a character is assigned to
train in a skill, he or she will wait in
the school for a day before travel-
ing to a stronghold, allowing you
more flexibility in your timing.
There is no longer any need to as-
sign party members to research sub-
jects in libraries: all research is
done on the spot.
    When assigned characters are
traveling cross-country, there is no
danger of the forces of Darkness
capturing and imprisoning them.
The stealth characteristic is instead
used to determine the chance of
avoiding an adjacent monster
patrol.
    In conversations. when a person
gives a key word to an additional
subject, the word is placed on the

                     -- Page 51 --

                     -- Page 52 --

menu. This will cut down your
typing burden to a major extent.

The use of musical instruments is
much simpler and more useful.

                     -- Page 52 --

                     -- Page 53 --

Questions or Problems?

    If you experience any difficulty with this product due to defective media or
errors in the program, or if you need clarification or assistance with the rules
of the game, contact our customer support hotline.
    Before calling we request that you have the following information readily
available:
 Product Name ("The Magic Candle I11") and the Version Number.
 Computer make, free memory, and disk space available.
 Operating system's version number and memory manager.
    The contents of your CONFIG.SYS file and the names of any programs
you currently have loaded into memory.
 You can reach us at our customer support deparUnent between the hours of
9 AM and 5 PM, Pacific Time at (310) 320-5215.
  Optionally, you can write to us at:
          Mindcroft Software
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Torrance, CA 90501
If you have a modern, we operate a bulletin board system that contains
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