Stonekeep Save Games
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Contents. Gameplay Stonekeep is a first-person RPG in the style of and. The game is set in a series of underground labyrinths, filled with monsters, treasures and traps. The player uses the directional keys on the keyboard for movement and typing in notes in the journal and uses the mouse pointer to interact with objects and characters. The mouse pointer is usually a target indicator for aiming attacks and weapons wherever it is clicked.
When the mouse pointer is moved onto a particular something it changes to another icon to indicate a different action. For example, the mouse pointer changes to an eye when the player can examine things (often signs) or the mouse pointer changes into a spread-out hand when the player can pick up items. Other mouse pointers include opening and closing chests, opening and closing panels, pulling levers and switches, pressing buttons, drinking water and giving items.
Fighting the Ice Queen The protagonist Drake has two starting possessions: the magic scroll and the magic mirror. The magic scroll allows the player to pick up an infinite number of items. Items of the same type can be combined together up to a maximum quantity of 99; other items can be combined together such as a quiver which can hold 99 arrows. The magic mirror allows the player to equip Drake and other characters with weapons, armour and accessories and to consume items to affect their status such as healing potions or bad smelling Throg food otherwise Drake can read scrolls used on him. Although Drake can wield any weapon, other characters like Farli and Karzak can only wield hammers, axes and shields. Certain weapons like polearms and heavy swords require Drake to have two free hands to wield one. Some armour can be worn by certain characters.
For instance only dwarves can wear dwarven platemail and only Drake can wear knight armour. Exceptional characters like Sparkle and Wahooka cannot be outfitted, but can still consume items. The third possession is the journal available once the player procures it.
The journal is divided into six sections. The first section of the journal records the statistics of Drake, shows the status of his current equipped weapons and describes the characteristics of his partners. Drake statistics are strength, agility, health and his weaponry skills including polearm, sword, magick, missiles and others. The second section of the journal records any clues and hints the player may come across. The third section of the journal is used for writing notes. The fourth section of the journal records items each time the player picks up a new type. The fifth section of the journal records runes each time the player comes across a new one.
Unlike the items section, the runes do not have their own respective name recorded. The sixth section of the journal records the level maps that the players journeys through. Spots on the map can be clicked and notes referring to them can be written. Stonekeep features an elaborate 'Magick' system where four types of are inscribed onto a spellcaster (wand): Mannish, Fae, Throggish, and Meta. The first three runes are used for offensive, defensive and special interaction purposes. The Meta runes enhance the effectiveness of the base runes, like double power multiplies a single firebolt in two. To use a spellcaster, it must contain adequate mana and runes must inscribed onto the shaft of the spellcaster.
To inscribe runes on the spellcaster, the player needs to equip the spellcaster on either one of Drake's hands, open the journal onto the Runes section, take out the spellcaster and copy the runes onto the spell slots of the spellcaster. Then the runecaster can be taken out at any time and the spell that can be used has the spell slot highlighted and launched on the indicated target point. Using the magic mirror, some spells can be aimed on the characters especially healing and quickness spells. Plot Stonekeep's mythology revolves around a variety of gods associated with planets of the solar system. In order, they are Helion , , Thera , , Marif , Afri , Saffrini the Master of Magick, and Kor-Soggoth the Brother to Magick. These gods were captured and imprisoned in nine orbs by the dark god Khull-Khuum 1000 years before the events of the game, during a cataclysm referred to as 'The Devastation'. Stonekeep is centered on a hero, Drake.
Ten years before the events of the game, Drake's home, the castle of Stonekeep, was destroyed by the insane god Khull-Khuum, the Shadowking. Drake, at this time just a boy, was saved from the castle by a mysterious figure. Returning to the ruins of Stonekeep, Drake is visited by the goddess Thera, who sends his spirit out of his body into the ruins itself to explore, find the mystical orbs containing the other gods, and reclaim the land. Along the way, Drake makes many friends, including Farli, Karzak, and Dombur the; the great Vermatrix; the Enigma; and the mysterious Wahooka, the King of. Together, they embark on a quest of ridding the world of Khull-Khuum and his consort the Ice Queen. Development Budget and technology The earliest development of Stonekeep dated back in October 1988, discussed between Brian Fargo and Todd Camasta with the simple title 'Dungeon Game'.
The Producer and Lead Programmer Michael Quarles joined the company in 1990 and 1991 respectively. The game development was planned for a minimum period of nine months and a minimum budget of $50K. However, because the initial stages of the game looked good it exceeded nine months, lasting a total of five years. Eventually there was a production crew of over 200 people, and costing a total of $5 million. The intro sequence was the most expensive part of the production, costing nearly half a million dollars to produce, which was ten times more than the initial budget for the entire project. The initial story line was written by Oliphant, who also designed and programmed the graphics and engine for the game. The project started out being called Brian's Dungeon (named after, the president of Interplay Entertainment at the time).
Fargo came up with the final name, Stonekeep. The production took much longer than expected because of the rapid advancement of at the time; specifically, PC advancing from, to, to in the years the game was being developed. Oliphant, who originally designed the game and was lead programmer, left the game as the project passed its fourth year in development. He felt his continued presence was resulting in the constant addition of and changes (he was a contractor, and had initially only signed up for a nine-month project). After he left, the design became finalized and the product was shipped one year later. Quarles, who was an Interplay employee, stayed as the game's producer and saw it through to the end.
The initial specification for the game included that it could not require a or a mouse, run on an 80286 CPU, use 640K, and run off. At the project's end, the game had been upgraded to requiring a mouse, a hard drive, a 386 CPU, and ran off. As a result, the engine had to be extensively modified throughout the production. About three years into the project, Oliphant suggested to Fargo that the product be delivered on CD-ROM. Fargo rejected this idea at the time, citing the failure of previous Interplay CD-ROM projects that had gone this route. Oliphant suggested this after Fargo requested him to drop his percentage of by half due to the high cost of production and goods to create the product, as it was at that time to be shipped on eight floppy disks.
The cost of one CD was about the cost of one floppy disk, and the possibilities for eight floppy disks having problems is much greater than a single CD, so the solution seemed obvious to Oliphant. And, in fact, six months later Fargo changed his mind and made the same decision. Graphics and audio The 3D rendering was accomplished by using the application to create the room layouts, monsters and objects. The initial motions of the monsters in the game were captured by using a blue screen outside with the sunlight.
This resulted in uneven lighting from take to take, so eventually all that work was scrapped. Later a professional studio with controlled lighting was used. The earliest film footage was taken with a standard film camera and Macintosh computer for editing. This technology proved to be inadequate. After two years of failed filming, the team turned their attention to Hollywood. Aided by the production company Dia Quest and the new digitizing technology, successful filming was finally implemented into the project.
The entire five months of successful filming was soon met with several setbacks including toning, lighting and digitization problems. When the team finally obtained the technology, the development was back on track. According to Oliphant, when the project was taken over by Quarles, two questionable decisions were made. The game was always designed to be grid-based, where the player moved from grid to grid (in contrast to today's full freedom of motion environments). Oliphant wanted the movement from center of grid to center of grid, but Quarles changed this to edge of grid to edge of grid. This resulted in the problem that turning within a grid moved the player to the other side of the grid. Much of the long production was a result of correcting this lack of symmetry.
The other questionable decision was to not include Oliphant in the production of the motion graphics (Oliphant had extensive background before becoming a game developer). One consequence was that the original combat graphics had been captured from the waist up only, as Quarles had reasoned one must be close to a monster to fight it. Peter Oliphant, upon being delivered these graphics and seeing them for the first time, pointed out that the player could back away during a fight, which would result in seeing their legs. The legs therefore had to be drawn in by hand frame-by-frame to fix this, until these graphics were scrapped for a professional treatment used later on. The original skeleton in the game was an actual skeleton being worn by one of the artists, and was filmed against a green screen. Because of this there were no images/animations of the skeleton walking away from the player during game play.
A few months before the game's release the skeleton was replaced with the 3D model which was used on the packaging. Due to the complexity of the graphics, during play the computer would have to constantly load graphics from the CD. This prohibited the use of the CD for music, so the developers used for the soundtrack. The game features the voice of - well known as the character in the 1985 cartoon series - in the role of Khull-Khuum.
Release Stonekeep was originally released for the PC and in 1995, packaged in an elaborate gravestone-style illustrated box and came with a white hardback novella Thera Awakening, coauthored by and (all rights of the novel went to Interplay). The CD-ROM also included a file called 'muffins.txt' which contained a recipe for 's Chocolate Chip Pumpkin Muffins'. Years later, Stonekeep was later made available for purchase through 's system for and.
Reception Reception Review scores Publication Score 6.6/10 77% 76 out of 100 Maximum A critic deemed it 'well worth the wait. The graphics are stunning, the music is eerie, and the interface is a pleasure to use.' He made particular note of the automap, strong puzzle element, and original visual designs for the monsters. Maximum praised the game's 'atmospheric 3D rendered world' and sound effects, but criticized the lack of challenging puzzles, low amount of gore, and 'sluggish' combat. Petra Schlunk of called Stonekeep 'successful on many levels; both hard-core and newcomers to role-playing should enjoy this.' She wrote that 'a lot of thought and heart went into the game's design and production', and she singled out its writing, characters and storyline for praise.
Stonekeep Remake
The game was later nominated for Computer Gaming World 's 1995 'Role-Playing Game of the Year' award. The editors praised it as 'a milestone in computer role-playing games', with 'beautiful SGI rendered characters and fascinating story development', but noted that it was held back by bugs. However, it won the magazine's readers' choice award in its genre. 's Mike Wolf called it 'a decent offering for roleplaying novices. But far from the magnum opus you'd expect'.
A review by Bernard Yee of did not offer similar praises, concluding that ' Stonekeep is a dated first-person RPG that suffers from a poor interface, little depth, and few frills.' In, Arnie Katz called Stonekeep 'a good antidote to the idiosyncratic complexities that pass for depth' among role-playing games, and praised its interface and audiovisual presentation. He summarized it as 'an exciting quest that doesn't concede much to rival RPG releases.' Paul Presley of called Stonekeep 'a case of gloss but no substance', which failed to offer 'something over and above that which Eye of the Beholder was delivering all that time ago.' In 2000, The Adrenaline Vault stated it was 'the best game of 1995 in its genre and is still an awesome game to play.
You’re guaranteed to spend hours upon hours on this game and never tire of its thrill!' Game Cola gave it a highly positive retrospective review in 2011. In 1996, editors of Computer Gaming World ranked it as the tenth top title in computer game history (due 1991, delivered 1996), stating that 'after seeing the same basic demo for years, the game finally shipped, as an anti-climax.' Stonekeep was also ranked at number six on GameSpot's top ten vaporware hall of shame.
In 2009, also included Stonekeep among the games 'with untapped franchise potential' due to the cancelation of Stonekeep 2: Godmaker. Legacy The Oath of Stonekeep, a novel set in the world of Stonekeep, was written by and published 1999 by Berkley Boulevard Books. Interplay's worked on a sequel, Stonekeep 2: Godmaker, for roughly five years, before eventually cancelling it in 2001 in order to work on and.
The game, alongside a novelization, would remain the only entry in its series until the 2010 announcement of, a game developed for Interplay by Alpine Studios. It is not a sequel to Stonekeep, but rather an all new game and a standalone entry in the franchise. Bones of the Ancestors was released in 2012 as.
References. Retrieved 8 June 2016. Retrieved 8 June 2016. Archived from on December 20, 1996. Retrieved 2017-04-06. Retrieved 2013-08-24.
'Making Tracks: The Noble Art of Game Music'. Retrieved 2009-09-12. Archived from on November 14, 2014. Retrieved April 6, 2017. ^ Schlunk, Petra (February 1996). ' Stonekeep Is Worth Its Wait'.
(139): 122–124. ^ Yee, Bernard (1996-05-08). Retrieved 2009-09-12. ^ Wolf, Mike (February 1996). ' Stonekeep'. 3 (2): 147, 148.
^ Presley, Paul (January 1996). ' Stonekeep'.
^ 'Maximum Reviews: Stonekeep'. Maximum: The Video Game Magazine. November 1995. ^ 'Boulder'. January 1996. ^ Katz, Arnie (January 1996).
'Everybody Must Get Stoned'. Staff (June 1996). 'The Computer Gaming World 1996 Premier Awards'. (143): 55, 56, 58, 60, 62, 64, 66, 67. Clair, Brian (2000-01-01).
The Adrenaline Vault. Retrieved 2009-09-12. 27 September 2011. Retrieved 8 June 2016. Wilson, Johnny; et al.
(November 1996). '15 Top Vaporware Titles in Computer Game History'. Poole, Stephen. Archived from on 2009-05-16. Retrieved 2009-09-12., GamesRadar US, April 30, 2009. Retrieved 2013-08-24. Retrieved 2013-08-24.
JC Fletcher (2010-01-13). Retrieved 2013-08-24.
External links.
DescriptionWhen the insane god Khull-Khuum was rampaging the world, devastating everything on his way, the only person who survived the destruction of the Stonekeep castle was a boy named Drake, saved by a mysterious figure. Years later, Drake returns to the ruins of Stonekeep, and the goddess Thera extracts his spirit so that he might withstand the dangers that await him there. Drake must avenge his past, and find a way to liberate the benevolent gods of the realm. Stonekeep is a dungeon-crawling role-playing game with real-time combat.
The entire game is spent underground. There is no character creation; Drake's initial statistics are pre-set.
Over the course of the game, up to three other characters will join the party and help Drake in combat, controlled by the computer AI. Drake becomes stronger by repeatedly fighting with a particular type of weapon. Magic is contained within runes, which must be found and equipped on staves. Spells can also be combined by the player to produce various offensive and supportive effects. The game utilizes digitized pictures and animations of live actors to represent characters.
Trivia Cancelled sequel A sequel was in development at division, with the code-name Project King, but it was cancelled in 2001. Development Counting platform shifts, production and development delays, Stonekeep was almost 7 years in development. German version In the German version, almost all blood was removed. Muffins Included on the CD-ROM is a file called Muffins.txt. It's a Chocolate Chip Pumpkin Muffin recipe. Novels The game included a cloth-bound novella entitled Thera Awakening, written by and (you'll notice they were credited in the actual game in the 'Special Thanks to' section).
Here are the book's credits:. Layout and Design by.
Edited by. Illustrations by. Based on background material by The first edition was published October 1995.
Troy Denning wrote a novel called The Oath of Stonekeep that is set in the game's universe. It was published in 1999 and was supposed to take place between events pictured in Stonekeep and its (later cancelled) sequel, a time span of 'thousands of years', as the publisher says. There is a clear indication on the book's back cover that the publishers were sure that Stonekeep II will be published for certain. As of 2008, unused books can still be found available for purchase on the internet. Wahookah The game's infamous 'Wahookah Bug' puzzled Interplay's designers up until the end.
It was supposed to be fixed in every updated release, but somehow it never quite was. The problem is that Wahookah, an NPC, is supposed to appear each time you arrive at a certain square. You then give him various items in exchange for clues. The following was included in README.TXT with the latest patch to the game from Interplay. They just gave up: Wahooka on 2nd level of Stonekeep appears only once. The fix for this would invalidate save games so if Wahookah only appears once for you, here are the clues that he gives you:.
Watch out for traps! The Shamans of the Throgs set many of them around here hoping to stick a couple of dwarves. Search the sewers below for the keys to the Underlands. To succeed in your quest, you must find all nine of the Orbs.
Awards. Computer Gaming World. June 1996 (Issue #143) – Role-Playing Game of the Year (Readers' Choice). November 1996 (15th anniversary issue) – #10 Top Vaporware Title in Computer Game History Information also contributed by, and.