User Guide

Knock-Knock
If you can't seem to force the a door down, or get the tumblers just right, there is still a
chance that you can open the door. Just call on your magic user.
From the Party Options window, select the "Spell" option. Next, choose a character
who has the Knock-Knock spell. Cast the spell (remember the power of the lock on the
door when you're casting your spell), and hopefully, if the spell power is enough, all of
the monsters' efforts to keep you out will have been in vain and the door will open.
Knock-Knock also works to open regularly jammed doors. When you cast Knock-
Knock, you will see either "Success" or "Failure"; if it's the latter, try increasing the
power level. However, if you see "Jammed", it means you've encountered a magically
jammed door. You'll need a special item to open it.
Treasure Chests
Treasure chests contain the bounty that every adventurer lives for. Inside each, gold,
jewelry, swords or shields . . . just about anything you can imagine . . . can be found.
Traps are often placed on these chests so that their possessions won't be so easily
taken.
Sometimes your party will happen upon a chest hidden in a nook within the dungeon.
If this happens, select the "Open" option from the Party Options Menu. Next, you
will see the Treasure Chest Options.
Inspect
This option allows your characters to take a closer look at the chest to see if there is a
trap present. Select a character to inspect the potential trap. Characters who are
skilled in the art of skulduggery stand the best chance. You may want to have all of
your characters inspect the chest just in case one character misses something. Be
careful, however, the inexperienced may set off the trap when they inspect it.
In the right-hand window, you'll see the name of the trap, or at least what your
inspector believes it to be. However, the letters in the name will be jumbled.
Therefore, you will not clearly see a POISON NEEDLE when looking at the trap.
Instead, EISOLP OENNDE will come to mind.
Sometimes, you may not be able to display all of the letters in a trap's name. It all
depends on the inspecting character's skulduggery skill. Instead of EISOLP
OENNDE, you might get nothing more than ISO ENDE. The higher the skulduggery
skill, the better your chance of detecting all of the trap's letters.
Some letters in the jumble may be green and some may be red. Occasionally, you'll
even see asterisks (*) cover a letter or a space in between groups of letters.
Green letters are guaranteed to be letters in the name of the trap.
Red letters, on the other hand, are questionable.
A Space between groups of letters lets you know there is more than one word in
the trap.
Asterisks (*) mean that a letter previously picked by another character is not in the
name of the trap. The character currently inspecting the trap is certain of it.
It's the job of you and your party to unscramble these letters to form the name of a
trap. Once you've done so, you may want to disarm the chest.
151
Bane of the Cosmic Forge