O`8NNNNܯp &<NuIMMUNIZED WITH UVK 5.2; NO VIRUS!!puke'(*** @`  &@`! #@%')+-/1 3@5`79;=?A C@E`GIKMOQ S@U`WY[]_ac@e`gikmoq s@u`wy{} @` @ ` @ ` B ` @ ` ǀ ɠ @ o ׀ ٠  @` @`!Oa   !Aa!!#A%a')+-/1!3A5a79;=?A!CAEaGIKMQ!OUaWY[_a!cAeagikmoq!sAuawy{}!Oa!Aa!Aa!Aa!Aaǁ!Aaׁ١!Aa!Aa " B b  !"!B!b!!R&!"!""#B"%b"'")"+"-"/#1"#3B#5b#7#9#;#=#?$A"$CEb$G$I$K$M$O%Q"%SUb%W%Y%[%]_&a"&cB&o&g&i&k&m&o'q"'sB'ub'w''{'}'("(B(b((((()")B)b))))*b****+"+B+b+++++,",B,b,@`  &@`! #@%')+-/1 3@5`79;=?A C@E`GIKMOQ S@U`WY[]_ac@e`gikmoq s@u`wy{} @` @ ` @ ` B ` @ ` ǀ ɠ @ o ׀ ٠  @` @`!Oa   !Aa!!#A%a')+-/1!3A5a79;=?A!CAEaGIKMQ!OUaWY[_a!cAeagikmoq!sAuawy{}!Oa!Aa!Aa!Aa!Aaǁ!Aaׁ١!Aa!Aa " B b  !"!B!b!!R&!"!""#B"%b"'")"+"-"/#1"#3B#5b#7#9#;#=#?$A"$CEb$G$I$K$M$O%Q"%SUb%W%Y%[%]_&a"&cB&o&g&i&k&m&o'q"'sB'ub'w''{'}'("(B(b((((()")B)b))))*b****+"+B+b+++++,",B,b,GATEWAY2SWRb3AUTO (GATEWAY1SWR1DARKMAN SWRjt MONKEYCOSWRHt 3HEROQUSTSWR t QIKSILVASWREt 'BAT SWRt GFA_ART SWRt t/ARMGEDKESWR-t O ARMGEDMISWRUt S &CENTURINSWRt ]CENTURHISWRt 2EOBRULESSWRt |EOBSOLUTSWR=t <EGPHOENDOCt EOBSTRATSWRt MONKSOL SWRnt DS<AUTOGRAFSWROt T'BOOLY SWRtt ^CYBRCON3SWRPbDEMONIAKSWRQt ZTANGRAM SWRt  ZAKCODESSWR2t  CHUCKCHESWRt OGICAL DOCat FCOPYPROSWRt r' The Humble Guy's HumbleDox Presents Gateway To The Savage Frontier Complete Game Manual HumbleDox 8/5/91 From the collection of DR.J INTRODUCTION: The First Night In Yartar ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "We had thought this was going to be a routine mission, guarding a caravan of mithril travelling from Citadel Abdar in the far north. But no sooner did we sign on to provide protection than the dwarves' King Harbromm himself called us to the top of the tallest tower in the fortress. "Now Harbromm, he talks through his great whiskers and it sounds like a bellows blowing, but this particular morning he didn't have to say much to get our attention. "He pointed to the northeast and we looked towards a brown cloud floating above one of the mountain valleys. 'Do you see that? It is dust,' he said, his voice rising. 'It is the dust of tens of thousands of the Ice Mountain Orcs as they march from their caves towards the cities of the south.' "But that always happens this time of the year,' someone replied. 'Orc raiding parties are always attacking Sundabar or ambushing caravans from SilveryMoon.' "The old dwarf nodded. 'Aye that's true. But turn your eyes to that dark cloud once more. Is that the dust of a thousand raiders? I think not. Two thousand? By no means. If we are lucky, perhaps only two thousand times ten. "'Gaurd well this caravan, adventurers,' he told us. 'Evil is again awakened in the Realms, and its eyes and hands - and daggers - will be all around you.' "Well, after that speech you could imagine how horrified we were. Every step of the way we scanned the horizon, looking for those dark brown clouds. We didn't see any, but we sure heard alot of stories. Seems like everyone in the northern Realms knows someone who's seen at least a dozen trolls or a hundred orcs skulking across their fields." A burly fighter by the bar called out, "So you came all this way with such a fine looking sword and never had a chance to quench it with orcish blood?" His voice dripping with sarcasm, he mimicked a dancer tiptoeing across a stage. "Perhaps you didn't want a fight. Perhaps it's just a child's toy with a fine golden handle attached to it for show!" Before his words had even crossed the room the sword in question was drawn, its gleaming blade flashing even in the dim light of the tavern. The room went silent as everyone waited to see if we would attack the the blustering fool. After a moment of hesitation the sword was sheathed again. "This sword is saved for orcish blood", we called back to the drunken fighter. "We do not care to soil it with yours." The man looked at us, thought for a minute, realized he had been insulted and started to cross the room.Hesitating, he looked around. To his surprise, none of his companions were crossing with him. He started to admonish them, call them to battle, but the words were stilled in his throat. A tall, thin, black-caped man was sitting in the corner, and he shook his head one time. The drunken fighter dropped his eyes to the floor, muttered something, then turned and left the tavern. Several others followed. There was another moment of awkward silence. The man in the corner nodded, and the waitress appeared with a heaping tray, crying, "More for everyone,it's on the house!" We all surged forward for our share, and the rest of the evening was full of great fun and storytelling. IMPORTANT FEATURES OF THE SAVAGE FRONTIER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gateway to the Savage Frontier covers a wide geographical area,ranging from the coast of the Trackless see in the west, to the edge of the Great Desert in the east. Most of the population of this area lives in the towns and cities, with farming communities clustered around the built-up areas. TOWNS AND CITIES ~~~~~~~~~~~~~~~~ YARTAR is where you start the game and will serve as a convenient home base. A trading town located on the River Surbrin, just north of where it joins the Dessarin, it lies at the junction of the river and the Evermoor Way, one of the two primary east-west trading routes in the region. ASCORE is no longer a city at all. Once a thriving dwarven seaport when the Great Desert was the Narrow Sea, it shrank to nothingness when the waters receded and the land dried and turned to dust. Travel here is very perilous and not recommended for any but the most experienced parties. EVERLUND is located on the overland route between Silverymoon and Yartar and prospers as a trading town due to its location. LLORKH lies on the ancient trade routes that follow the long path along the edge of the Great Desert. Long a Dwarven stronghold, the town has recently come under the rule of a human magic-user, Lord Geildarr. The stories of what is going on in this mining and trading center are jumbled and contradictory but none are good. LOUDWATER, with a population that includes many half-elves,lies in the southern part of the region. Its fields are so green, and its walls so overgrown with vines that it almost seems to be part of the High Forest, which lies just to the north. LUSKAN, located on the northwest coast,is a city ruled by Northman see captains who retired here years ago. There are stories that its leaders are actually former pirates who continue to sponser attacks on shipping, and that other evil forces have allied with them to enforce their rule in the city. Luskan is hostile to many of the other cities in the region - especially Neverwinter - and rumors of impending war surface periodically. NESME, on the river Surbrin, at the western edge of the Trollmoors,is a trading town. Its old wooden stockade has seen more than one troll assault, and Nesme riders patrol to keep the area near the city clear of monsters. NEVERWINTER lies west of Neverwinter Wood, and is famed for its indoor gardens and fine craftsman who can even craft magical weapons. Its people are friendly to outsiders. The Neverwinter River, which runs through the area, is warm even in the snows of winter, and no one knows why. A magic shop - a rarity in the Savage Frontier - is also located here. PORT LLAST is a small town on the central coast. Once a major seaport, the centuries have seen its decline until now stonecutting is its most important trade. SECOMBER, a quiet town to the southwest is ssaid to be home to an eccentric magic-user who continually creates clever new items and devices. SILVERYMOON, in the northeast area of the region, is a large city known for its magicians. An invisible magic bridge spans the River Rauvin as it flows throug the city. A magic college and items shop is located here as well. SUNDABAR, in the far northeastern area, is a former dwarven stronghold now rebuilt by humans into one of the largest towns in the northern Realms. It trades with dwarven miners to the north and with Silverymoon and Everlund to the west. FORESTS ~~~~~~~ THE HIGH FOREST dominates the center of the region. Although its vast expanse is known to harbor peaceful as well as hostile creatures, traversing it is dangerous and should not be attempted until your party has grown very strong. NEVERWINTER WOOD is likewise dangerous for travel. Local legend has it that even raiding orc parties choose to go around the Wood rather than through it. THE TROLLMOORS ~~~~~~~~~~~~~~ The Trollmoors, located in the north central area of the region, are a dangerou expanse of low, windswept, blighted hills. As their name indicates, the local inhabitatants are both unfriendly and dangerous. THE GREAT DESERT ~~~~~~~~~~~~~~~~ The Great Desert of Anauroch is a hostile area filled with vile monsters and weather that swings from bitter heat to biting cold in moments and is a place to avoid at all costs. ISLANDS ~~~~~~~ GUNDARLUN, and its capital GUNDBARG are inhabited by Northmen. The island lies almost due west of Neverwinter, two days away by boat. Their status as an important shipping and resupply port, however, has made the inhabitants far more tolerant of other peoples, and you will usually find a warm welcome when you visit. THE PURPLE ROCKS are a group of small, rocky islands to the west of Gundarlun. Little is known about them, but outsiders are not welcome there. TUERN is also inhabited by Northmen. Its capitol of Uttersea is built into the side of a collapsed, extinct volcano. Other volcanos on the island still spew out molten lava. Its people tolerate outsiders but are by no means glad to see them. There are reports of a recent meteorite strike on Tuern, and meteorite ore is a key ingredient in some kinds of magical weapons. CHARACTERS AND PARTIES ~~~~~~~~~~~~~~~~~~~~~~ You must have a party of adventurer players (PCs) to play Gateway to the Savage Frontier. For each character you must choose the following: a Race, a Class, and an Alignment. After you select these, the computer generates a set of Ability Scores that define your new character's natural strengths and weakness. To build a party you must make a mix of characters that have the range of skill needed for success, and then band them together. PLAYER RACES ~~~~~~~~~~~~ There are six races from which you may construct player characters, each with different talents and limitations. Tables are included in this HumbleDox Presentation which summerize the racial class limitations and ability score modifiers. The following describes each race and tells you which classes are open to them. DWARVES are a cunning race of sturdy workers and craftsmen. They are especially resistant to magic and poison. Dwarves receive bonuses when attacking man-sized giant-class creatures and are adept at dodging the attacks of larger giant-class creatures. Dwarves can be fighters, thieves, and fighter/thieves. ELVES are a tall, long-lived race. They are nearly immune to sleep and charm spells and are adept at finding hidden objects such as secret doors. Elves also receive bonuses whenattacking with swords and bows, although they cannot be raised from the dead. Elves can be fighters, magic-users, thieves, fighter/magic-users, fighter/thieves, magic-user/thieves, and fighter/magic- user/thieves. HALF-ELVES are hybrids, with many of the virtues of both humans and elves. Like their elve ancestors, they are resistant to Sleep and Charm spells and are adept at finding hidden objects. Half-elves can be fighters, magic-users clerics, thieves, rangers, cleric/fighters, cleric/rangers, cleric/magic- users, fighter/magic-users, fighter/thieves, magic-user/thieves, cleric/ fighter/magic-users, or fighter/magic-user/thieves. GNOMES are shorter and slimmer than their dwarf cousins. They are especially resistant to magic. Gnomes receive bonuses when attacking man-sized giant- class creatures. Gnomes can be fighters, thieves and fighter/thieves. HALFLINGS are about the size of a human, hence their name. They are especially resisitant to magic and poison. They can be fighters, thieves, and fighter/thieves. HUMANS are the most common player-race in the forgotten Realms. They suffer no level racial limitations or ability score modifiers. Humans do have the disability of shorter life spans than the other races. This may be a problem when subjected to many Haste spells, which age the target one year. They can be fighters, magic-users, clerics, thieves, rangers, paladins, and dual class characters. ABILITY SCORES ~~~~~~~~~~~~~~ Every character has six randomly generated ability scored as explained below. These scores fall within a range determined by the race and class of the character. The basic values range from 3 (low) to 18 (high) and there are tables of limitations, modifiers and bonuses included in this HumbleDox Presentation. Depending on the character class, one or more of these abilities will be a Prime Requisite. A prime requisite is an ability especially valuable to a given class. For example, strength is key for fighters and wisdom for cleric Most characters receive bonus experience points when their prime requisite scores are 16 or greater. Non-human characters may receive modifiers to the basic ability scores to reflect differences between the races. Dwarves for instance, get a +1 constitution bonus and may have a maximum constitution of 19 instead of 18. When a character is generated, all racial modifiers are calculated automatically. STRENGTH (STR) is the measure of a character's physical power, muscle mass and stamina. Fighter-type characters may have exceptional strengths greater than 18 which are indicated by a percent value (01,02,03,..,98,99,00) following the base strength. High strength increases a character's combat ability with melee weapons. Strength also determines how much a character can carry without becoming encumbered and slowed in combat. INTELLIGENCE (INT) is the measure of how well a character can learn. WISDOM (WIS) is the measure of a character's ability to understand the ways of the world and to interact with the world. Clerics receive bonus spells for high wisdom. DEXTERITY (DEX) is the measure of a character's manual dexterity and agility. Thieves especially benefit from high dexterity. Dexterity affects how well a character can use ranged weapons (bows, dart, etc.) when he moves in a combat round and how difficult he is to hit in combat. CONSTITUTION (CON) is the measure of a character's overall health. Characters receive one extra hit point if their constitution is 15 or two points if it is 16. Fighter-types (fighters, rangers and paladins) receive additional bonuses for constitutions of 17 or 18. A character's constitution also determines the maximum number of times that character can be raised from the dead and the chance of a resurection attempt being successful. Every tim a character is successfully resurrected, he loses 1 point of constitution. CHARISMA (CHA) is the measure of how others react to a character. CHARACTER CLASSES ~~~~~~~~~~~~~~~~~ A character must belong to at least one character class. Non-human characters can have more than one class at the same time. A non-human character with multiple classes has more playing options, but he increases in level more slowly because his experience points are divided evenly among all his classes. CLERICS have spells bestowed on them by their deities and can fight wearing armor and using crushing (not edged or pointed) weapons. Clerics must memorize their spells just as magic users, but they do not use spell books. When Clerics gain a new spell level, they can automatically use any of the available spells for the new level. The prime requisite for clerics is wisdom. FIGHTERS can fight with any armor or weapons but they cannot cast magic spells. The prime requisite for fighters is strength. RANGERS can fight with any armor or weapons. They do additional damage when fighting giant-class creatures, but must be of good alignment and have ability scores of at least 13 in strength and intelligence and at least 14 in wisdom and constitution. The prime requisites for rangers are strength intelligence and wisdom. PALADINS can fight with any armor or weapons. They are resistant to spells and poison, and can turn undead creatures as if they were a cleric two levels below their current level. Paladins are also always surrounded by the equivalent of a Protection from Evil spell. A Paladin may heal two HP of damage per level once a day and may Cure Disease once a week at 1st-5th levels and twice a week a 6th-8th levels. Paladins will not adventure with any evil characters. Paladins must be of lawful good alignment and have ability scores of at least 9 in intelligence and constitution, at least 12 in strength, at least 13 in wisdom and at least 17 in charisma. The prime requisites for paladins are strength and wisdom. MAGIC-USERS have powerful spells, but can use no armor and few weapons. They can only memorize those spells available in their magical spell books or use scrolls. Magic-users may add spells into their spell books whenever they go up in level or find scrolls with spells they can scribe. The prime requisite for magic-users is intelligence. THIEVES can fight with swords and slings, but are limited to leather armor. In combat they do additional damage 'back stabbing', which is described in the Combat section. Thieves also have special skills for opening locks and removing traps. The prime requisite for thieves is dexterity. MULTI-CLASS are non-human characters who belong to two or more classes at the same time. The character's experience points are divided among Darkman From Ocean Software Full Documentation! Typed By MEGADRIVE/CRYSTAL 31-07-91 From the collection of DR.J SCENARIO ~~~~~~~~ A once pround man now lives a noghtmare. The explosion. They may have removed his face, but they couldn't remove his anger. Durant.Strack. These are the men of greed. They have taken his manhood, they have even taken his beloved Julie. Now it is Darkman who will take - the lives of Durant, Strack and all who follow them! The time for mercy has passed. Now is the time for Darkman. The time for REVENGE!! LOADING ~~~~~~~ Insert the disk into drive and turn on the computer. The program will then load automatically and run. CONTROLS ~~~~~~~~ PHOTO SESSIONS Use Either the joystick or mouse to move the cursor and press fire to take a picture. COMBAT SECTIONS - LEVELS 1,2,3,4 & 6 JOYSTICK UP - JUMP JOYSTICK DOWN - CROUCH JOYSTICK LEFT  - MOVE LEFT JOYSTICK RIGHT - MOVE RIGHT JOYSTICK LEFT & FIRE - LEFT KICK JOYSTICK RIGHT & FIRE - RIGHT KICK FIRE BUTTON ONLY - PUNCH ROOFTOP SECTIONS - LEVEL 3 JOYSTICK UP & FIRE BUTTON - JUMP JOYSTICK LEFT - MOVE LEFT JOYSTICK RIGHT - MOVE RIGHT 3D HELICOPTER SECTION - LEVEL 5 JOYSTICK LEFT - SWING LEFT JOYSTICK RIGHT - SWING RIGHT FIRE BUTTON ONLY - JUMP GAMEPLAY ~~~~~~~~ PHOTO SESSIONS Darkman has designed the advanced technology required to disguise himself as anyone he chooses. All he needs is a collection of photographs to feed into his computer. As Darkman you must attempt to take pictures of your adversaries in order to aid your quest with disguises. Your camera film may contain shots but your time is limited. When you have taken all of the required photographs the computer will analyze the pictures to extract the necessary information. You need at least 70% of the required data to obtain a disguise. The more data you supply the longer the disguise will last. LEVEL 1 - CHINATOWN You are Darkman, hideously disfigured in a explosion manufactured by the notorious mobster - Robert G. Durant. You seek revenge but you will need money to finace this. Whilst spying on Durant you hear of an impending pickup of illicit drug money in Chinatown. After attempting to disguise yourself as Durant you set off for Chinatown. You must get the briefcase of money from Durant and eliminate the other gangsters whilst seizing any money they hold. Afterwards, you must escape to your hideaway. Many gangsters will stand in your way - show no mercy! LEVEL 2 - THE FACTORY Trapped! You are trapped within the factory by Durant and his henchmen. Escape is paramount but the only way is up to the roof. However, Durant has supplied power to the ageing factory equipment making every move hazardous. You must fight your way up to the roof collecting your revitalising energy pack on the way. LEVEL 3 - THE ROOFTOPS Finally, you escape onto the rooftops but Durant is waiting for you - and he is packing a helicopter armed with a grenade launcher. You must leap across the rooftops to your lab and destroy it. LEVEL 4 - THE WAREHOUSE LABORATORY Descending to your lab you prime a set of gas cylinders with a nodding bird-timer - a potentially devastating bobm. However, your exit is surroundind so you must fight your way back to the roof battling the increasingly ferocious gangsters. LEVEL 5 - THE FREEWAY Just as the warehouse explodes, you manage to leap up and grab a rope hanging from Durant's helicopter. Swooping down to the busy freeway below Durant lowers you into the line of traffic. You must Stay alive long enough and you will enter an automatic sequence where you scramble aboard an oil tanker. Here, you will tie the rope, connected to the helcopter, onto the tanker. LEVEL 6 - THE SKYSCRAPER Durant has been terminated. Now turn your attention to the mastermind - the evil Strack. He is the man responsible for your disfigurment and the kidnapper of your true love Julie. Strack has retreated into a skyscraper, still under construction. The skyscraper is teeming with Strack's henchmen and riddled with traps. Fight and climb your way to the top for a final confrontation with Strack. If you defeat and throw him from the skyscraper - you will be free at last. STATUS AND SCORING ~~~~~~~~~~~~~~~~~~ The status panel displays from left to right:- Disguise State Indicator, Lives remaining, Score, Power and Time remaining. Points are awarded as follows:- Killing gagsters 100 points Collecting stolen money 1,000 points End of level bonus 10,000 points Leaping each rooftop (level3) 1,000 points Avoiding cars and trucks (level 5) 1,000 points HINTS AND TIPS ~~~~~~~~~~~~~~ 1. On the photo sessions use the mouse and try to take two or three shots each time the subject appears. 2. Keep your back to the wall, dont get surrounded. 3. Use the boxes and the ladders - the gangsters are easily confused. 4. On level 3 take your time, wait untill the moment is right before you jump.  THE SECRET OF MONKEY ISLAND! AMIGA REFERENCE CARD Getting Started Note: If you are playing from floppy disks, we recommend that you first make backup copies of all disks and put the originals in a safe place. The disks are also not copy-protected, so to copy them, just follow the instructions that came with your computer. You can play either a hard drive or a floppy drive: From a floppy drive, insert the Secret of Monkey Island Disk 1 in DF0: and boot off of this disk. Open the disk icon and double-click on the Monkey Island icon. If your Amiga has more than one floppy drive, you can play the Secret of Monkey Island by swapping disks in the drives when prompted. To install the Secret of Monkey Island on a hard disk, double-click on the Install Monkey icon on the Secret of Monkey Island Disk 1. From the list of options, select the hard drive partition on which you want to install the game. Insert subsequent disks as prompted on-screen. To load the game from your hard drive, open the Monkey Island hard drive drawer, and double-click on the Monkey Island icon. KEYBOARD CONTROLS All of the verbs used in the game can also be selected by using keyboard commands. Each key corresponds to one verb. Pressing the appropriate key once is equivalent to moving the mouse pointer over the verb on-screen and pressing the left mouse button. The keys are mapped as follows: O W U Open Walk to Use C P L Close Pick up Look at S T N Push Talk to Turn on Y G F Pull Give Turn off Q - scrolls the inventory up A - scrolls the inventory down #1-6 - selects from inventory objects shown on the screen AND dialog choices in a conversation. SAVE/LOAD INSTRUCTIONS If you are playing from floppy disks, you will need to prepare a blank, formatted disk BEFORE you start play. This disk will become your SAVE/LOAD disk, Hard disk players will have their games saved in the directory with the game files. Press F5 when you want to save or load a game. If you are playing from floppy disks, you should insert your save/load disk when prompted. Note: be sure to wait until the drive light turns on- then off- before selecting LOAD or SAVE. Once the save/load screen is displayed, you can move the mouse pointer and click on SAVE, LOAD, PLAY, or QUIT. The save/load option will not be available during the opeing sequence or the closing credits. TO SAVE: Click on the SAVE option. The current list of save games will be displayed in slots along the left side of the screen. Select a slot by moving the mouse pointer over to it and clicking. Now type a new name for that slot or use the backspace key to change the existing name. Pressing ENTER will reactivate the mouse pointer. Click on OK to save the game, or CANCEL if you have changed your mind and do not wish to save it. WARNING: If you save to a slot that has been used before, the previously saved game will be overwritten by the new one. TO LOAD: Click on the LOAD option. The current list of saved games will be displayed in the slots along the left side of the screen. Select a slot by moving the mouse pointer over to it and clicking. Click on OK to load the game, or CANCEL if you have changed your mind and do not wish to load it. WARNING: loading a previously saved game will cause you to lose the game that you are currently playing. FUNCTION AND COMMAND KEYS Save or Load a Game F5 Bypass a Cut-Scene ESC or press both mouse buttons at once Restart the Game F8 Pause the Game SPACE BAR Message Line Speed Faster + Slower - Reposition Instantly CTRL r (use instant repositioning if you find scrolling too slow) Exit Game CTRL c or ALT x WIN THE GAME (!?!)  CTRL w ok, that was the reference card...now on to the incredibly HUGE manual! NO SCANNING WAS DONE TODAY, RYGAR!! MONKEY ISLAND USER MANUAL READ THIS FIRST...IT'S IMPORTANT! Although you may have played other Lucasfilm games, there are a few differences in The Secret of Monkey Island that you should be aware of. The interface you use to play the game now has an "auto-highlight" feature that highlights an appropriate verb when the cursor touches and interesting or useful object on the screen. For example, when the cursor touches a door that can be opened, the verb OPEN is highlighted on the screen. By pressing the right mouse button or equivalent key, you can automatically perform the highlighted action-in this case, opening a door. Don't worry, though, this won't give away solutions to any puzzles! Also, you do not need to double-click on objects (or ANYTHING) to use or activate them. A single click of the controller button should be used consistently through the game. ABOUT THE SECRET OF MONKEY ISLAND In the Secret of Monkey Island, you play the role of Guybrush Threepweed, a young man who has just hit the shores of Melee Island (somewhere in the Caribbean). Our naive hero's travels have lead him to Melee Island in a quest to fulfill his life's ambition...to become a fierce, swashbuckling, bloodthirsty PIRATE. Unbeknown to Guybrush, however, there have been some strange happenings in the area surrounding Melee Island and on the more mysterious Monkey Island. As he walks into this maelstrom of mystery, Guybrush will soon be very aware that things are not what they appear to be, that even bloodthirsty pirates can be scared, and that there's more to being a pirate than swinging a sword and drinking grog! Here's where you come in..You direct the actions of Guybrush as he first explores Melee Island and then ventures on to Monkey Island. On Melee Island, Guybrush will have to prove himself worthy of becoming a pirate by completing THE THREE TRIALS. Through the course of completing the trials, you and Guybrush will learn much about pirate life and local folklore. But don't be surprised if you find that some of the people that you meet seem rather anachronistic! If this is your first computer adventure, be prepared for an entertaining challenge. Be patient, even if it takes a while to figure out some of the puzzles. If you get stuck, you might need to solve another puzzle first or find and use an object. But hang in there and USE YOUR IMAGINATION, and you will guide Guybrush to discover..the Secret of Monkey Island! (irrelevant sections about COPY PROTECTION skipped!!!) PLAYING THE GAME After the opeing title sequence and introduction, Guybrush will meet the Official Lookout for Melee Island. When they have finished talking, Guybrush will walk down to the dock at one end of the town of Melee. You may begin directing his actions as soon as he gets to the dock. The screen is divided into the following sections: 1) THE ANIMATION WINDOW is the largest part of the screen and where the animated actions take place. It shows the "camera's-eye view" of the room or location that the main character is in. Dialog spoken by the characters, as well as game related messages, also appear here. 2) THE SENTENCE LINE is directly below the Animation Window. You use this line to construct sentences that tell Guybrush what to do. A sentence consists of a VERB (action word) and one or two NOUNS (objects). An example of a sentence you might construct on the Sentence Line is "Use shovel on dirt." Connecting words like "on" or "with" will automatically be inserted by the program. 3) VERBS must be selected from the words in the columns below the Sentence Line. To select a verb, position the cursor over the word and press the LEFT mouse button or the ENTER key. Verbs are highlighted in a bright color when an obvious use for them appears in the Animation Window. For example, when Guybrush is near a door that can be opened, position the pointer over the door will highlight the verb OPEN. Pressing the RIGHT mouse button or the TAB key will use the highlighted verb with the object, which in this case happens to be the door. But remember, although a verb is highlighted, that one verb may not be the only way to use an object. Try other verbs as well! 4) THE INVENTORY is the area to the right of the Verbs. At the beginning of the game the inventory is empty. When Guybrush picks up or is given an object to use during game play, the object is added to the Inventory. There is no limit to the number of objects that Guybrush can carry (after all, he's young and strong!). When there are more than six objects in the Inventory, arrows appear to the left of the list. Use them to move the list up or down. NOUNS (OBJECTS) can be selected in two ways. You may select a noun by placing the cursor over an object in the Animation Window. Many objects in the environment, and all usable inthe game, have names. If an object has a name, it will appear on the Sentence Line when you position the cursor over it. If no name appears for an object on the screen, you can be sure that it has no signifigance other than as part of the background. You may also select nouns by clicking on them in the Inventory. TO MOVE GUYBRUSH AROUND, simply point the cursor where you want to go, and click. Notice that WALK TO is the default verb in the Sentence Line-this is because moving around is what Guybrush will be doing most often. "CUT-SCENES" ARE SHORT, ANAIMATED SEQUENCES-like sequences from a movie-which can provide clues and information about the characters. They're also used to show special animated sequences, as when Guybrush gets himself into a fight while "exploring" a mansion. When you are viewing a cut-scene, you do not direct the action. THINGS TO TRY IN THE TOWN OF MELEE (stupid redundant instructions skipped) Look at the poster on the first house at the dock. Find the SCUMM BAR (off to the right) and go in. Talk to each of the pirates who pop up on the Sentence Line inside the bar...they'll provide useful information. Talk to the Important-looking Pirates seated in the adjoining room. They're full of good advice about how how to become a pirate. See if you can outwit the cook to get into the kitchen for a look around. Once in the kitchen, step out onto the dock...you might be able to have some fun with that bird! TALKING TO CHARACTERS There are plenty of "colorful" characters inthe game with whom you can converse. Each person Guybrush meets will have something to say, whether friendly or unfriendly...helpful, or unhelpful! Often, you can talk with someone at one point in the game, and then return to them later to get new information. To talk with a character, position the pointer on them and press the right mouse button or the TAB key to use the Talk to verb automatically. In a conversation, you will have to select what Guybrush says from among the possible phrases at the bottom of the screen. Just click on the phrase you want him to say. Of course, what Guybrush says will affect how other people respond. And, as conversation continues, you could be presented with a new array of dialog choices. Don't worry-we'll never punish you for selecting the wrong or "funny" dialog response. After all, you're playing the game to have fun. (more useless and redundant shit skipped) OUR GAME DESIGN PHILOSOPHY We believe that you buy games to be entertained, not to be whacked over the head every time you make a mistake. So we don't bring the game to a screeching halt when you poke your nose into a place you haven't visited before. We make it clear, however, when you are in a dangerous situation. We think you'd prefer to solve the game's mysteries by exploring and discovering, not by dying a thousand deaths. We also think you like to spend your time involved in the STORY, not typing in synonyms until you stumble upon the computer's word for a certain object. Unlike conventional computer adventures, you won't find yourself accidentally stepping off a path, or dying because you've picked up a sharp object. There are a few dangerous situations where Guybrush can die, but to anticipate them takes a little common sense, not excessive paranoia. Save the game when you think you may be entering a dangerous area, but don't assume that every wrong step will result in death. Usually you'll get another chance. A FEW HELPFUL HINTS Pick up everything you can. Odds are, at some point all those strange things will serve some purpose. If you get stuck and can't figure out how to proceed, try looking through all of the itmes you've found and about how each one might be used. Think about places you've gone and the people you've met. Chances are there will be a connection that'll put you back on track. There is more than one way to solve many of the puzzles. That concludes this doc file..... each of the classes, even after the character can no longer advance in one or more of those classes. The character's hit points per level are averaged among the classes. The multi-class character gains all the benefits of all their classes with regard to weapons and equipment. DUAL-CLASS are human characters who had one class for the first part of their career, and then changed to a new class for the remainder. Once a changes classes, he cannot advance in his old class. Dual-class characters do not gain hit points and cannot use the abilities of the old class while their new class level is less than or equal to the old class level. Once the character's level in his new class is greater than his level in his old class, he gains hit points according to his new class and may use abilities from both classes. Human dual-class magic-users may not cast magic-user spells while they are wearing armor. ALIGNMENT ~~~~~~~~~ Alignment is the philosophy a character lives by and can affect how NPCs and some magic items in the game react to the character. The possibilities range from believing strongly in society and altruism (lawful good) to being anarchistic and actively unpleasant (chaotic evil). Alignment is presented in two parts: World View and Ethics. WORLD VIEW: ~~~~~~~~~~ LAWFUL indicates that the character values the structure and rules of society NEUTRAL indicates that the character values both the individual and the society. CHAOTIC indicatesthat the character values the individual over the society. ETHICS: ~~~~~~ GOOD indicates that the character tries to act in moral and upstanding manner. NEUTRAL indicates that the character leans towards "situational ethics", evaluation each set of circumstances. EVIL indicates that the character acts without regard for others, or in an overtly malignant manner. OTHER ATTRIBUTES ~~~~~~~~~~~~~~~~ Each character also has three other important values that change as the game goes on: Hit Points, Experience Points and Levels. HIT POINTS (HP) represent the amount of damage a character can take before he goes unconscious. To calculate a character's maximum HP, the computer rolls the character's hit dice and adds any adjustments for level or constitution. NOTE: Dice (d) is the term used to describe the range for a randomly generated number. Dice are referred to by the range they represent. A d6 has a range from 1 through 6, a d10 has a range from 1 through 10. HIT DICE refers to the base range of hit points a character class may have. For example a 3rd level fighter has a base of 3 d10 hit dice, or 3-30 hit points. A character gains a HP bonus to each hit die if his constitution is over 14. When a character takes enough damage that his HP reach 0, he is unconscious. If the character's HP drop to anything from -1 to -9, he will lose 1 HP per turn from bleeding until he is bandaged or dies. A character is dead if he has -10 HP or less. When you view a character, his HP on the screen will never be displayed as less than 0. EXPERIENCE POINTS (EXP) are a measure of what the character has learned while adventuring. Characters receive experience points for action such as fighting monsters, finding treasures and successfully completing quests. The computer keeps tract of experience and when characters earn enough they may advance in levels. See the Level Advancement Tables for each class's experience requirements. All characters start the game with 3,000 experience points. This means that single-class characters start at 2nd or 3rd level. LEVELS are a measure of how much a character has advanced in his class. When they have enough experience, characters may go to a training hall and receive the training required to increase in level. Characters may only advance one level at a time. If a character has gained enough experience to go up two or more levels since the last time he has trained, he will go up one level and lose all experience in excess of one point below the next level Example: A 4th level thief enters a training hall with 20,521 experience points (enough for 6th-level). He will leave as a 5th-level thief with 20,000 experience points-- one point below 6th level. Characters cannot train for new levels once they have reached their maximum levels allowed in Gateway to the Savage Frontier BUILDING A SUCCESSFUL PARTY ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Forming a strong and adaptable party is a key to success in Gateway to the Savage Frontier. Up to six Player Characters (PC's) may be in a party - A party with fewer is less powerful and more likely to be eliminated by opponents. Include a variety of classes in a party to get a good mix of skills. Here are two sample parties as examples: Sample party 1 - Single Class Characters: 1 Elf Magic-User 1 Human Paladin 1 Dwarf Fighter/Thief 1 Half-elf Ranger 2 Human Clerics This party is balanced for combat, and will advance quickly because most characters are a single class. The magic-user can cast offensive spells and use wands. The Paladin has the benefit of Protection from Evin in a 10' radius. All characters in range of the effect get an AC improvement of two. The dwarv fighter/thief offers the advantages of a thief (lock picking and disarming traps) with the better armor and hit points of a fighter. Rangers do extra damage against giant type creatures and start with extra hit points. Clerics are absolutely essential for valuable healing spells. Sample party 2 - Multi-Class Characters: 2 Half-elf Cleric/Magic-users 2 Elf Fighter/Magic Users 1 Dwarf Fighter/Thief 1 Human Paladin This party is much more flexible than the first, but will advance much more slowly because of the multi-class characters. OUTFITTING THE PARTY ~~~~~~~~~~~~~~~~~~~~ The following are some suggestions for outfitting your party in Yartar: * Fighter Classes: Buy shields, splint mail, broad swords, long bows and arrows. * Magic-users: Buy quarterstaffs and darts. * Clerics: Buy splint mail, shields, staff slings, and maces. * Thieves: Buy leather armor, short swords, short bows, and arrows. PREPARATION TIPS ~~~~~~~~~~~~~~~~ Once your party has been outfitted, encamp at an Inn and ready your weapons, armor, and shields. Then have all spellcasters memorize spells. Finally save the game before continuing. COMBAT ~~~~~~ Adventurers must battle their way through many dangerous foes to complete the adventure. The following sections offer some more information and tips for combat. COMBAT MAP ~~~~~~~~~~ Battle takes place on a tactical combat map that is more detailed view of the terrain that the party was on when the combat began. This map is set up with an invisible square grid. INITIATIVE ~~~~~~~~~~ Each round of combat is divided into 10 segments. Every character and foe acts on a specific segment based on initiative. Initiative is generated at the start of each combat round, and is modified by dexterity and random factors such as surprise. Casting spells may take extra time to perform, so often a spell-caster will begin his spell on his segment and have it go off a few segments later. COMPUTER CONTROL ~~~~~~~~~~~~~~~~ In Combat, the players controls the actions of PCs. The computer controls the actions of monsters, NPCs and PCs set to computer control with the QUICK command. COMBAT ABILITY ~~~~~~~~~~~~~~ Each characters ability in combat is defined by his AC, THAC0 and Damage. AC ~~ A character or monster's difficulty to be hit is represented by his armor class or AC. The lower the AC, the harder it is to hit the target. AC is based on armor and a dexterity bonus. Some magic items such as some bracers also help improve a character's AC. THAC0 ~~~~~ The character's THAC0 represents his ability to hit enemies in melee or with missile fire. THAC0 stands for To Hit Armor Class 0. This is the number a character must 'roll' equal or greater than to do damage on a target with an AC of 0. The lower the THAC0, the better the chance to hit the target. Note: The generation of a random number is often referred to as a 'roll'. In determining if an attack hit, the number generated is from 1 through 20. An attack is successful if the random number is greater than or equal to the attacker's THAC0 minus the target's AC. THAC0 may be modified by range, attacking from the rear, magic weapons and magic spells among other things. DAMAGE ~~~~~~ When a hit is scored, the attacker does damage. Damage is the range of HP loss the attacker inflicts when he hits an opponent in combat and it depends on the attacker's strength and weapon type. The damage each weapon can do is summarized in the Weapon Table, refer to the tables. Some monsters take only partial or no damage from certain weapon types. Skeletons, e.g., take only half damage from sharp or edged weapons, while some other monsters only take damage from magical weapons. ATTACKING ~~~~~~~~~ There are two basic types of combat: Melee and Ranged (or Missle). The following describes each type and other rules governing combat: Melee Combat ~~~~~~~~~~~~ Melee combat is face-to-face fighting with weapons such as swords and maces. Only when using melee weapons can characters receive strength bonuses. During melee combat fighters can sometimes overpower several small foes, and thieves have opportunities to back stab. Ranged Combat ~~~~~~~~~~~~~ Ranged combat is firing at distant enemies with weapons such as bows or darts A character with a missile weapon (bow, sling, etc.) may not attack when adjacent to an enemy. Two arrows or three darts can be fired per turn. When opponents get too close for ranged combat, characters must switch to melee weapons. Multiple Attacks ~~~~~~~~~~~~~~~~ When fighting small creatuers, fighter-types (fighters, rangers and paladins) may 'sweep' through several weak opponents in one combat round. When a character sweeps, he automatically attacks all of the weak opponents. Back Stabbing ~~~~~~~~~~~~~ A thief back stabs if he attacks a target from exactly opposite the first character to attack the target. The thief may not back stab if he has readied armor heavier than leather. A back stab has a better chance of hitting the defender and does additional damage. Saving Throws ~~~~~~~~~~~~~ Attacks such as poison or spells do not automatically have their full effect on a target. Victims may get a Saving Throw to avoid some or all of the effect. If the saving throw is successful, generally the target suffers either no effect or only half damage. As characters gain levels, saving throws improve. Note: ~~~~ Some monsters have magical resistance which decreases their chance of being affected by spells. COMBAT MOVEMENT ~~~~~~~~~~~~~~~ The number of squares a character can move is affected by the weight he's carrying, his strength and the kind of armor he has readied. A character's movement range is displayed on the view screen and during the character's segment in combat. Combat movement is important for both closing quickly with opponents (and stopping missle fire) and fleeing from battles that are too tough. Running Away ~~~~~~~~~~~~ A character may flee from the battlefield if he can move faster than all enemies, but not if he moves slower than any enemies. A character has a 50% chance to move off the battlefield if he can move as fast as the fastest monster. Exception: if a monster or character can reach the edge of the combat map without any of his opponents being able to see him, he may then flee successfully even though he is slower than his opponents. Returning To The Party ~~~~~~~~~~~~~~~~~~~~~~ A character that moves off the battlefield returns to the party after the fight is over. If all active characters flee combat, any dead or unconscious characters are lost. If a whole party flees, it will not receive any experience points for monsters killed before retreating. COMBAT STRATEGIES ~~~~~~~~~~~~~~~~~ To succeed in combat, a skilled player deploys his party well, casts effective spells before and during combat, maneuvers his characters into advantageous positions and attacks using his most powerful characters and weapons. Deploying the Party ~~~~~~~~~~~~~~~~~~~ When a battle begins, your party is automatically positioned based on the order list of the characters. Characters near the top of the order will be in front lines and vulnerable to attack. To change the starting deployment, change the order from the Alter menu while encamped. Shift the heavily-armored fighters up the list and the vulnerable magic-users and thieves towards the bottom of the list. Party order cannot be changed while in combat, although they are free to move. When battle begins, your party may be placed in a bad position. Get an idea of the situation, and move characters into position. Sometimes the best strategy is offensive: Charginf with fighters to close ground and stop enemy missle fire. Other times the best strategy is defensive: Moving your characters to anchor their flanks on an obstacle such as a wall or tree. Setting up behind a doorway that your enemies have to move through makes for a very strong defensive position. Always keep magic-users and missle weapons safe behind the front line. Wounded Characters ~~~~~~~~~~~~~~~~~~ Characters who are seriously injured should be moved out of the front lines if possible. Remember: if you move away from an adjacent enemy, he gets a free attack at your back and has an improved chance to hit. Stopping Ranged Attacks ~~~~~~~~~~~~~~~~~~~~~~~ Missile weapons cannot be fired if there is an adjacent opponent. If you want to fire missiles, make sure you keep away from the enemy. To stop enemy missile fire, move someone next to the opponent. Exploiting Enemies Weaknesses ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Exploit your opponents' weaknesses by directing attacks against helpless, wounded or isolated foes. Concentrate your attacks to eliminate one opponent rather than injure many (Exception: enemy spell casters). A foe with one hit point remaining attacks as powerful as an uninjured one. Spell casters cannot fire spells after they have taken damage in a round and they will lose any spells they are in the process of casting when they are hit. Try to keep enemy spell casters under attack every round while protecting your own. AFTER COMBAT ~~~~~~~~~~~~ If one or more characters survive on the battlefield at the end of combat, the bodies of unconscious or dead party members stay with the party. If the entire party flees from combat, all unconscious and dead party members are permanently lost. If ALL the party members are slain, go back to your last Saved Game and try again from that point. MAGIC ~~~~~ Magic is integral to the survival of the party. Magic-users cast many powerful offensive and defensive spells. Clerics cast healing spells to revive wounded characters as well as both defensive and offensive spells. A spell can exist in one of four forms: in a character's memory, in a character's spell book, in a scroll or in a wand. A spell-caster with a memorized spell can cast it using the CAST command. Spells are memorized during rest while encamped. Spells in scrolls or wands are cast with the USE command. Memorizing a spell takes 15 minutes of game time per spell level, plus a minimum period of preparation of four hours, plus two hours for 3rd level spells. For example, first and second level spells take a minimum preparation of four hours, while third level spells take six hours. Example: To memorize (2) first-level spells, (1) second level spell and (1) third-level spell would take: (6 hours preparation) + (2*15min) + (1*30min) + (1*45min) = 7 hours 45 min. MAGIC-USERS ~~~~~~~~~~~ When a magic-user trains for a new level, he selects a new spell to add to his spell book. A magic-user can also scribe spells from identified scrolls if he is of high enough level to cast them. A magic-user must cast the Read Magic spell or have a scroll identified in a shop before he can scribe or cast from it. The scroll disappears after it has been scribed or cast. CLERICS ~~~~~~~ Clerical magic requires no spell books. All clerical spells of the appropriate level are always available to a cleric, the character need only memorize them. Unlike magic-users, clerics can cast spells from scrolls without any preparation, but clerical scrolls also disappear after being cast . TIPS ON MAGIC ~~~~~~~~~~~~~ Both clerics and magic-users may cast spells which assist the party in combat . Preparatory spells cast just before a battle can protect and strengthen characters. Spells can be cast to damage foes during combat or to protect or heal comrades. Healing spells can be cast either during or after combat to revive wounded comrades. Spells should be rememorized as soon as possible after they are used. This is most likely to happen after combat. When in camp, have your spell- casters memorize spells and select REST to allow them to imprint the spells for later use. Selecting REST without choosing new spells has the spell- casters rememorize the spells they have cast since last resting. Note: Before resting, it is a good idea to save your game. We recommend that you save your game after every tough combat and that you keep at least two separate saved games at all times and alternate between them. This will allow you to go back to a save before that fatal battle. MAGICAL TREASURES ~~~~~~~~~~~~~~~~~ As you travel about and encounter the monsters and puzzles that stand between you and finishing your various quests, you will also find magical items to help you on your way. You can find out if there is a magic item in a treasure by doing a Detect Magic spell using the DETECT command. To find out specifically what an item is, you must take it to a shop and have it identified. Some Magic items are in reality cursed and can do great harm. When a character readies a cursed item, a Remove Curse spell must be cast before the item can be dropped. Some magic items may only be used by certain classes. Others may not work at all if certain other magic items are also in use. Here are the descriptions of some items that you may find. Remember: Some items are very rare, and you may not find all of them in your adventure. Wands ~~~~~ Wands are the traditional objects of enchantment. Wands generally will cast a set number of a given spell (for example 10 Fire Balls or 15 Magic Missles). Only experimentation or paying to have them identified will tell what a wand does. The USE command allows a character to cast spells with a readied wand. Potions ~~~~~~~ Potions are the most common sort of magical treasure. Potions may heal wounded characters, cause them to become hastened or invisible or cause any number of other effects. The USE command allows a character to drink a readied potion. Scrolls ~~~~~~~ Scrolls carry either for clerical or magic-user spells. A magic-user may use SCRIBE to transfer a scroll into his spell book if the spell is of a level he can memorize. Magic-users and clerics can both cast spells directly from scrolls with USE command, even if they could not otherwise memorize the spells. Scrolls disappear after they have been used or scribed. Enchanted Armor and Shields ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sometimes you may run across armor or shields that have been created by skilled craftsmen and then enchanted with protective spells. The power of the magic on these items may vary a great deal. Enchanted armor has the great advantage of offering improved protection with less encumbrance than the same type of mundane armor. To use these items, ready them from the Items Menu. Enchanted Weapons ~~~~~~~~~~~~~~~~~ Enchanted weapons come in many sizes and shapes and potencies. Sometimes a weapon will add between one and four to your THAC0 and damage. Other weapons may have other magical properties including extra bonuses against specific types of creatures. Once a magic weapon has been readied from the Items Menu, the character will have it for all combats. Enchanted Adornments ~~~~~~~~~~~~~~~~~~~~ Bracers, necklaces, periapts and especially rings are favorite objects for magical enchantment. These items may have any number of magical properties. Some items will help you AC, others may fire Magic Missiles, or offer protection from fire-based attacks. Once one of these items has been readied from the Items Menu, a character will automatically gain all effects. The exception to this rule is that certain magical necklaces require the USE command to work. Enchanted Clothing ~~~~~~~~~~~~~~~~~~ Wizards will sometimes cast enchantments on commonplace items of clothing such as gauntlets or cloaks. A wide variety of these items are know to exist. To use these items, READY them from the Items Menu. CREATURES OF THE SAVAGE FRONTIER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The denizens of these regions are many and varied. Here is a list of monsters you may encounter in your adventures. Some of these creatures are extremely rare, and you may never cross pathes with them at all. ANKHEGS are burrowing monsters usually found in forests and farming areas. They resemble legged worms armed with wicked mandibles and sharply hooked limbs. BASILISKS are reptilian monsters whose very gaze can turn to stone any fleshy creature. BOARS (WILD) are a type of undomesticated swine with long tusks and mean dispositions. BUGBEARS are giant, hairy cousins of goblins. They stand about 7' tall and are powerful warriors. DISPLACER BEASTS resemble a six-legged puma with two ebony tentacles growing from behind its shoulders. These beasts have the magical ability to displace their image about three feet from their actual body, making them especially tricky opponents. DRAGONS are some of the most powerful and dangerous monsters a party can encounter. The older and larger the dragon, the more damage it can do and the harder it is to kill. EFREET are genies from the elemental plane of fire. These creatures are immune to all forms of fire, but can be hit by other magical attacks. ETTIN look like giant two-headed orcs. They have great strength and can wield two spiked clubs that inflict terrible damage in combat. FROG (GIANT) resemble their smaller kin in everything but size. Giant frogs have been known to swallow adventurers up whole. GHOULS are undead creatures who feed on the flesh of the still living. Their attack can paralyze all races of characters except elves. GIANTS vary greatly in power, intelligence, and tastes. Below are some of the types of giants you are likely to encounter. FIRE GIANTS are brutal and ruthless warriors who resemble huge dwarves and have flaming red or orange hair and coal black skin. HILL GIANTS are one of the smaller of the giant races, they are brutish hulks possessing low intelligence and tremendous strength. GNOLLS are large, evil, hyena-like humanoids that roam in loosely organized packs. They attack by overwhelming unwary victims with their numbers. GOBLINS are small, nasty humanoids -- they would be of little concern except for their great numbers. GOLEMS are magically created automations of great power. Golems can be constructed of flesh, clay, stone, or iron -- all are dangerous. GRIFFONS are half-lion, half-eagle avian carnivores. Their favorite prey is horses and their distant kin (hippogriffs, pegasi, and unicorns) HARPIES are wicked avian humanoids that prey upon nearly all creatures but prefer the flesh of humans and demihumans. HELL HOUNDS are other-planar creatures resembling wolves, but they can breathe fire and detect invisible enemies. HOBGOBLINS are fierce humanoid warriors. They are intelligent, organized, and aggressive. Many times lesser humanoids will band together under a hobgoblin leader. LIZARDS (GIANT) are similar to their smaller kin in appearance and habit, although instead of eating insects, they prefer something more man-sized. MANTICORES are a strange mix with lions' torso and legs, bats' wings, spike tipped tains, and human heads. They can fire volleys of spikes from their tails and have a great appetite for human flesh. MARGOYLES are stoney monsters that are immune to normal weapons and can attack many times with their sharp claws and spikes. MEDUSAE are hideous women-creatures with coiling masses of snakes for hair. They can turn a person to stone with their gaze. MUMMIES are a powerful form of undead. They are driven by an unholy hatred of natural life. OGRES are large, ugly, foul-tempered humanoids. Ogres generally attack with a spiked club. ORCS are one of the most common, and disliked, of the demihumand races. They are aggressive and warlike. OTYUGH are scavengers armed with long tentacles that they use to scoop trash into their cavernous mouths. OWLBEARS are thought to be a hybrid created by some long-forgotten wizard. They have the body of a large bear, and the head and slashing beak of a giant owl. Owlbears are vicious, evil tempered, and ravenous. SALAMANDERS are natives of the elemental plane of Fire and so are immune to all fire-based attacks. They are dangerous foes because of their evil nature and the fact that they can only be hit by magical weapons. SCRAGS also called river trolls, live in waterways and are related to trolls. They perhaps are the most feared of all troll-kind. SKELETAL WARRIORS are a more powerful type of skeleton. SKELETONS are one of the weaker types of undead. These creatures are animated by evil wizards or clerics and are often used as guardians or warriors. SLUGS (GIANT) are huge, omnivorous mutations of the common garden pest. They attack by biting and can spit a highly corrosive acid. SNAKES (GIANT) are similar to their smaller kin and slay their prey with deadly venom. Neutralize poison counters snake bites. SPIDERS (GIANT) are giant cousins of the small predator. They attack with a poisonous bite. SQUIDS (LARGE) are dangerous varieties of the smaller sea creature. They are known to attack travellers on the Trackless Sea. STIRGES are bird-like creatures that drink the blood of their victims. They are not terribly dangerous except in large numbers. TIGERS are carnivorours predators that are sometimes trained for combat. TROLLS are ravenous horrors found in almost all climates and locales. They attack with their dirty, clawed hands and must be killed quickly because they regenerate hit points. WYVERN are distant relatives of dragons. They attack by biting and using the poisonous sting in their tail. ZOMBIES are mindless, animated undead controlled by evil wizards or clerics. While more dangerous than skeletons, they move very slowly and can be damaged by holy water. SPELL DESCRIPTIONS ~~~~~~~~~~~~~~~~~~ First Level Clerical Spells ~~~~~~~~~~~~~~~~~~~~~~~~~~~ BLESS improves the THAC0 of friendly characters by 1. The bless spell does not affect characters who are adjacent to monsters when the spell is cast. This is a good spell to cast before going into combat. CURSE impairs the THAC0 of targets by 1. The target cannot be adjacent to a party character or NPC. CURE LIGHT WOUNDS heals 1-8 HP (up to the target's normal maximum HP). CAUSE LIGHT WOUNDS inflicts 1-8 HP of damage on the target. DETECT MAGIC indicates which equipment or treasure is magical. After casting the spell, view a character's items or Take treasure items. Equipment or treasure preceded by an '*' or a '+' is magical. PROTECTION FROM EVIL improves the AC and saving throws of the target by 2 against evil attackers. PROTECTION FROM GOOD improves the AC and saving throws of the targer by 2 against good attackers. RESIST COLD halves the damage and improves saving throws vs. cold attacks by 3. Second Level Clerical Spells ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FIND TRAPS indicates the presence of traps in the character's path. HOLD PERSON may paralyze targets of character type (human, dwarf, etc.) You may aim a hold person spell at up to 3 targets. (Use the EXIT command to target fewer). RESIST FIRE halves the damage and improves saving throws vs. fire attacks by 3. SILENCE 15' RADIUS must be cast on a character or a monster. That character or monster and all adjacent to him, cannot cast spells for the duration of the spell. SLOW POISON revives a poisoned person for the duration of the spell. SNAKE CHARM paralyzes as many HP of snakes as the cleric has HP. SPIRITUAL HAMMER creates a temporary magic hammer that is automatically readied. It can strike at range and does normal hammer damage. Spiritual hammers can hit monsters that may only be struck with magic weapons. Third Level Clerical Spells ~~~~~~~~~~~~~~~~~~~~~~~~~~~ BESTOW CURSE reduces the target's THAC0 and saving throws by 4. CAUSE BLINDNESS will blind one target. This can only be cured by a Cure Blindness Spell. CURE BLINDNESS removes the effect of the Cause Blindness spell. CAUSE DISEASE infects the target with a debilitating ailment that saps strength and hit points. CURE DISEASE removes the effects of disease caused by some monsters or by a Cause Disease spell. DISPEL MAGIC removes the effects of spells that do not have specific counter spells. This is a recuperation spell for nay of the party that has been held, slowed or made nauseous. PRAYER improves the THAC0 and saving throws of friendly characters by one and reduces the THAC0 and saving throw of monsters by one. This is a good spell to cast before going into combat. Prayer is not cumulative with Bless or other Prayer spells. REMOVE CURSE removes the effects of a Bestow Curse spell and allows the target to unready cursed magic items. First Level Magic-User Spells ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BURNING HANDS causes one HP of fire damage per level of the caster. There is no saving throw. CHARM PERSON changes the target's allegiance in a combat so that an opponent will fight for the caster's side. It only affects character types (human, dwarf, etc.) DETECT MAGIC indicates which equipment or treasure is magical. View a character's items or Take treasure items. Equipment or treasure preceded by an '*' or a'+' are magical. ENLARGE makes the target larger and stronger. The higher the caster's level, the larger and stronger the target gets. FRIENDS raises the caster's charisma 2-8 points. It is often cast just before dealing with NPCs. MAGIC MISSILE does 2-5 HP per missile with no saving throw. A magic-user throws one missile at first-second level, two missiles at third-fourth level, three missiles at fifth-sixth level and four missiles at seventh- eighth level. This spell will damage any target within its range unless the target is magic resistant or has certain magical protection. Casts instantaneously. PROTECTION FROM EVIL improves the AC and saving throws of the target by two against evil attackers. READ MAGIC allows a magic-user to ready a scroll and read it. For scrolls, this works as if they have been identified. A magic-user may scribe the spells from a scroll if appropriate for his class and level. SHIELD negates the magic missile spell, improves the magic-users saving throw and may increase his AC. SHOCKING GRASP does electrical damage of 1-8 HP, +1 HP per level of caster. SLEEP puts 1-16 targets (depending on hit dice of the targets) to sleep with no saving throw. Gor example, up to sixteen 1 hit-die targets can be affected, while only one 4 hit-die target can be affected. Targets of 5 or more hit-dice are unaffected. Second Level Magic-user Spells ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DETECT INVISIBILITY allows the target to spot invisible targets. INVISIBILITY makes the target invisible. The THAC0 of melee attacks against invisible targets is reduced by four. It is impossible to aim ranged attacks at invisible targets. Invisibility is dispelled when the target attacks or casts a spell. KNOCK is used to open locks. It can be cast from the door-opening menu if the active character has a memorized knock spell. MIRROR IMAGE creates a 1-4 illusionary duplicates of the magic-user. A duplicate disappears when it is attacked. RAY OF ENFEEBLEMENT reduces the target's damage by 25% + 2% per level of the caster. STINKING CLOUD paralyzes those in its area for 2-5 rounds. If the target saves, it is not paralyzed, but is nauseous and has its AC reduced for two rounds. STRENGTH raises the strength of the recipient one to eight points depending on the class of the target. Third Level Magic-user Spells ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BLINK protects the magic-user. The magic-user 'blinks out' after he acts each round. Although the magic-user may be physically attacked before he acts each round, he may not be physically attacked after he acts. DISPEL MAGIC removes the effects of spells that do not have specific counter spells. This is a recuperation spell for any of the party that has been held, slowed, or made nauseous. FIREBALL does 1-6 HP of damage per level of the caster to all targets within its area. If the target makes its saving throw, damage is halved. Fireball is a slow-casting spell and the spell's power demands that you target carefully. Use the CENTER command to determine who will be in the area of effect. HASTE double the target's movement and number of melee attacks per round. Haste has a short duration and you should wait until a fight is imminent to cast it. WARNING: each time a haste spell is cast on a character, that character ages one year. HOLD PERSON may paralyze targets of character type (human, dwarf, etc.) You may aim a hold person spell at up to four targets (Use the EXIT command to target fewer). INVISIBILITY, 10' RADIUS makes all targets adjacent to the caster invisible. The THAC0 of melee attacks against invisible targets is reduced by four. It is impossible to aim ranged attacks at invisible targets. Use this spell to set up a battle line while your enemies seek you out. Characters lose invisibility if they do anything but move. Some monsters can see invisible creatures. LIGHTNING BOLT is a magical electrical attack that does 1-6 HP of damage per level of the caster to targets along its path. If the target makes its saving throw, the damage is halved. A lightning bolt is four or eight squares long in a line away from the caster. For best results, send the bolt down a row of opponents. Lightning bolts also reflect off walls back towards the spell caster. Targets adjacent or close to a wall may be hit twice by the same bolt. PROTECTION FROM EVIL, 10' RADIUS protects the target and all characters adjacent to the target. The spell improves the AC and saving throws of those it protects by two against attackers of evil alignment. PROTECTION FROM GOOD, 10' RADIUS protects the target and all characters adjacent to the target. The spell improves the AC and saving throws of those it protects by 2 against attackers of good alignment. PROTECTION FROM NORMAL MISSLES makes the target immune to non-magical missles. SLOW affects one target per level of caster and halves the target's movement and number of melee attacks per round. Slow can be used to negate a haste spell and only affects the side opposing the spell caster. Gateway To The Savage Frontier Rule Book / Tables / Data Card INTRODUCTION ~~~~~~~~~~~~ Welcome to the official ADVANCED DUNGEONS & DRAGONS computer product, Gateway to the Savage Frontier, a FORGOTTEN REALMS fantasy role-playing epic. This game is based on the rules and background created by TSR, Inc. and a story line created especially for this game. Your party of adventurers has just finished a commision escorting a heavily laden caravan from Citadel Abdar to the town of Yartar. With purses full of conspiciously clinking gold, your characters spend their first night in town feasting, listening to golden-voiced bards, and revelling. Unfortunately the characters in your party made one too many acquaintences that night... In the morning the characters wake up in their room and look around in dismay. Everything is gone except spell books and a bag of coins that had been hidden in the room under a pillow. Armor, equipment, everything stolen! There is no time left for pointless anger or grumbling. The party must purchase new equipment, and find work. Find a shop and buy each character weapons and armor. After your characters are equipped, the party is ready to begin adventuring. GETTING STARTED QUICKLY ~~~~~~~~~~~~~~~~~~~~~~~ GATEWAY TO THE SAVAGE FRONTIER comes with a ready-made party that allows you to begin adventuring immediately. Use the instructions on the Data Card to load the saved game that has been provided and being playing. Use these rules to answer any questions during play. USING MENUS ~~~~~~~~~~~ All commands are menu based, and the concept of the active character is central to the game. Outside of combat the active character's name is highlighted on the display. During combat the active character is surrounded with a cursor at the start of his combat segment. Generally you make a character active by selecting him from a vertical party list. During combat the computer selects the active character (or foe). If a command affects the whole party, just select the command. If the command affects one character, make that character active and then choose the command. Example: ~~~~~~~~ To look at a character's items: Select the character, and select the VIEW then ITEMS commands. To have the entire party camp, simply select the ENCAMP command. Menus are displayed either vertically or horizontally. Vertical menus select the character, item, or spell to be acted upon. If there are more choices than will fit on the screen at one time, use the NEXT and PREV commands to view the additional selections. Example: ~~~~~~~~ When purchasing items, selections are made from a vertical list of equipment. Horizontal menus list available icons. In the rules, menus are shown with all of their options, although in some cases, options will not be available every time a menu appears. Example: ~~~~~~~~ TREASURE MENU ~~~~~~~~~~~~~ VIEW TAKE POOL SHARE DETECT EXIT The options TAKE and SHARE will only appear if there is treasure to take. The option DETECT will only appear if there is a treasure and the active character has a Detect Magic spell available. The rule book only shows the general game menus. Special menus appear with many encounters that indicate available options. BEGINNING TO PLAY ~~~~~~~~~~~~~~~~~ To begin playing the game you must load a saved game or generate characters and band them together into a party. This first menu gives you the initial options: CREATE NEW CHARACTER ADD CHARACTER TO PARTY LOAD SAVED GAME INITIALIZE MOUSE/JOYSTICK (Some Computer Systems) EXIT TO DOS (Some Computer Systems) CREATE NEW CHARACTER is used to build a character. Detailed information about characters, races, classes and so on is available in the Journal under Characters and Parties. This command displays the following menus to define the character. * PICK RACE lists the six races you can choose for a player-character. * PICK GENDER lists the sex the character can be. Gender affects the character's maximum strength. * PICK CLASS lists the class or classes the character is qualified for based on race. * PICK ALIGNMENT lists all the possible alignments for the character based on character class. The computer randomly generates the character's ability scores after you choose alignment. If you are not happy with the character's scores you may roll them again. Remember that you can use the MODIFY CHARACTER command on the Party Creation/Hall Menu to change the character's ability scores and hit points (HP) after the character has been generated. * NAME CHARACTER provides a 15 letter space to type in the character's name. This name will be automatically saved to disk. On some computer systems the character is named after the abilities scores are generated, on others the name is entered after the combat icon is selected. * SELECT COMBAT ICON allows you to design the shape that will represent the character in combat. Customize this icon to represent the character's favorite weapon, armor and colors. Different computers and graphic adapters have different capabilities; experiment to create the best icon for each character. The combat icon may be altered during the game using the ALTER command from the Encamp Menu. * EXIT from any of the character creation menus returns you to the Party Creation/Training Hall Menu. ADD CHARACTER TO PARTY allows you to add individual characters to the party from the saved game disk or directory. A party is a group of characters composed of up to six player characters (called PCs) and up to two non-player characters (called NPCs). A party should have a balanced mix of characters with different classes. For more information about building parties see Characters and Parties Section in the Journal. LOAD SAVED GAME permits you to resume a previously saved game. The saved game provided with GATEWAY TO THE SAVAGE FRONTIER can also be loaded. MODIFYING CHARACTERS AND PARTIES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Party Creation/Training Hall Menu shows the characters currently in your party and lists the commands for creating and modifying the party. Not all of the options are available at all times. Party Creation/Training Hall Menu CREAT NEW CHARACTER DROP CHARACTER MODIFY CHARACTER TRAIN CHARACTER (Training Hall Only) HUMAN CHANGE CLASS (Training Hall Only) VIEW CHARACTER ADD CHARACTER TO PARTY REMOVE CHARACTER FROM PARTY LOAD SAVED GAME SAVE CURRENT GAME BEGIN ADVENTURING EXIT TO DOS (Some Computer Systems) DROP CHARACTER eliminates a character from the party and erases him from the saved game disk. A dropped character CANNOT be recovered. MODIFY CHARACTER allows you to change ability scores and HP. Use to change a character generated in GATEWAY TO THE SAVAGE EMPIRE to match the ability scores of a favorite AD&D game character. A character cannot be modified once he has begun adventuring TRAIN CHARACTER (Hall only) increases a character's level when he has gained enough experience points. Choose the character to train and if he has sufficient XP he will be able to advance one level. If a character has gained enough XP to advance more than one level, he will advance only one level and lose all XP in excess of one point below that required for advancement to the next level. See the section on Experience Points  in the Journal for an example. Training takes no game time. When magic-users advance, they may add a spell to their spell books. See the Maximum Level Limits by Race, Class and Prime Requisite chart in the journal for level limits. HUMAN CHANGE CLASS allows a human character to become a dual-class character. Dual class characters lose the advantages of their first class until they exceed that level in the new class. For more information about dual class characters, look under Character Classes in the journal. VIEW CHARACTER displays a character. For more information see the Viewing Characters section ADD CHARACTER TO PARTY self explanatory, and note transferring characters presented earlier in this documentation. REMOVE CHARACTER FROM PARTY transfers a character from the party to the saved game disk. LOAD SAVED GAME self explanatory SAVE CURRENT GAME self explanatory BEGIN ADVENTURING starts the game EXIT TO DOS (Some computer systems) NON-PLAYER CHARACTERS (NPCs) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ During the game the party will encounter non-player (NPCs). They may talk to the party, attack or even offer to join. There are two kinds of NPCs: those who volunteer to join the party and those who will only give information or fight. NPCs that join the party are treated like player characters with a few differences. The computer commands NPCs in battle, and they have morale. If things are going badly for the party, NPCs may run. Items can be traded to some NPCs, but they cannot be traded from concious NPCs to other characters. If an NPC dies or is unconscious you can use the TRADE command on the Items Menu to take his items. Only two NPCs at a time may join the party and they may take a share of all treasures found. VIEWING CHARACTERS ~~~~~~~~~~~~~~~~~~ The VIEW command displays the character summary screen. Characters have little money after being robbed at the start of the adventure. They accumulate wealth, in the form of gems, jewelry, and coins as they go. The values of gems and jewelry varies and can only be determined by having the items appraised in a shop. Coins always have the same values. Platinum coins are the most valuable while gold and copper are more common. The relative value of each kind of coin is as follows: 1 platinum piece (pp) = 5 gold pieces (gp) = 10 electrum pieces (ep) = 100 silver pieces (sp) = 1000 copper pieces (cp). Encumbrance is the total weight (in gp) the character is carrying. Combat movement is how many squares a character can move during a combat segment. This is based on his readied armor, strength and total encumbrance. CHARACTER STATUS ~~~~~~~~~~~~~~~~ OKAY status means that the character has positive HP and can move and fight normally. UNCONSCIOUS status means that the character has exactly 0 HP. He cannot move or fight but is in no danger of dying. DEAD status means that the character has died. Non-elf characters have a chance of being resurrected with magic. The character's chance of being resurrected is influenced by his constitution. See the Constitution Table. FLED status means that the character fled from the battle. After the battle he will rejoin the party. STONE status means that the character has been turned to stone. The character can be returned to normal with a Stone to Flesh spell which is available at any temple. GONE status means that the character has been killed and the body lost. Nothing can bring the character back to life. From the View Menu several options are available to inspect the active character. Not all of these commands are available at all times. VIEW MENU ~~~~~~~~~ ITEMS SPELLS TRADE DROP HEAL CURE EXIT ITEMS shows all the equipment the character is carrying. Items preceded by a YES are ready for use. Not all commands in the Items Menu are always available. ITEMS MENU ~~~~~~~~~~ READY USE TRADE DROP HALVE JOIN SELL ID EXIT * READY changes the status of a weapon, armor or other item. Only readied items can be used in combat. Arrows are assumed to be in a quiver and can be readied at all times. Some items will take both hands when readied (bows, quarter staffs, etc.) some take only one (long swords, wands, etc.) and others take no hands (rings, armor, etc). On some systems there are items that can only be readied or unreadied while in either camp or combat. * USE activates an item. If you are using an item in combat, the Aim Menu will appear if the item can be targeted. See the Combat section for details about the Aim Menu. * TRADE transfers an item from the active character to another. Choose the character to trade to and then item or items to trade. Remember that a conscious NPC will not give up items. * DROP permanently removes items from a character. Dropped items cannot be recovered. * HALVE divides a bundle of some item into two bundles. For example, HALVE would turn one bundle of 42 arrows into two bundles of 21 arrows each. This is handy for dividing items to distribute among party members. * JOIN combines all similar items into one line. No more than 255 similar can be joined on one line. Many items, such as potions, cannot be joined. * SELL is described under the Shop Menu. * ID is described under the Shop Menu. SPELLS lists all of the spells a character has memorized and can cast. TRADE is used to transfer money, gems and jewelry from one character to another. Indicate which character is to receive, and then indicate what and how much is traded to the other character. DROP permanently removes money from a character. Dropped money my not be recovered. HEAL (Paladin only) is an ability of paladins. Paladins may heal two HP (per level) of damage each day. Select the HEAL command, then the character to be healed. This command is only displayed when a paladin has healing available. CURE (Paladin Only) is another ability of the paladins identical to the clerical spell Cure Disease. A paladin may cure once per week at levels 1-5, twice 6-8. This option is only displayed if the paladin has a cure available. ADVENTURING ~~~~~~~~~~~ After setting up your party and reading the background information in the Adventurer's Journal, it is time to head for adventure, fame, and glory. Your adventuring party will engage in fierce battles and find treasures. Sometimes they have to stop, heal wounds and memorize spells for future use. Display Screens and Points of View ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gateway to the Savage Frontier uses four different points of view: 3-D, Area, Wilderness and Combat. 3-D appears in towns and underground. The view appears at the top left of your screen and shows the surrounding area from the partie's perspec- tive. Rotate the party's facing and move using the directional controls. The direction controlls are described on the data card. Area provides an overhead view of the party's surroundings, replacing the 3-D view. Choose the AREA command from the Adventure Menu. This view is not available in all regions. In the area display a cursor shows the party's position. On some computer systems the cursor is an arrow that indicates current party facing. On some computer systems you may move around while in the area view, on others this view is only to help you get your bearings. To the right of the point of the view window, in either 3-D or Area, are the map coordinates, current time, facing direction (N,S,W,E) and what the party is doing (searching, camping, etc.) Wilderness view displays a map in the view window with a cursor indicating that party's current location. You get to view this when you leave a town or other developed area. Use the cursor keys to move around on the map and go from location to location. Combat view occurs automatically whenever the party engages in battle. The combat screen is a detailed view of the are the party is in when the encounter begins. ADVENTURING OPTIONS ~~~~~~~~~~~~~~~~~~~ The following menus control most adventuring options: Adventure Menu ~~~~~~~~~~~~~~ MOVE AREA CAST VIEW ENCAMP SEARCH LOOK MOVE places you in a mode where you use the direction controls to move and turn your party. Normally, each move forward takes one minute of game time. If the party has Search on, each move takes ten minutes. Select the EXIT to return to the Adventure Menu from movement. AREA toggles between the area and 3-D view. In many regions this command is not available. CAST displays the Cast Menu if the active character is a spell-caster. See the Magic section for more information. Some spells only have an effect in combat. VIEW displays the Character Summary Screen and the View Menu. ENCAMP displays the Encamp Menu. See the Encamp section for a description of the available commands. SEARCH toggles searching on and off. A party moving with search off is moving at a normal rate of one minute per move. With search on the party takes 10 minutes per move because they are checking for secret doors, traps, etc. When a party has Search on, SEARCH will be displayed on the screen to the right of the point of view window. Because the party is moving very slowly with search on, the chance for random encounters is greatly increased. LOOK is used to search an individual square and takes ten minutes of game time (like moving while searching). ENCAMPING ~~~~~~~~~ The Encamp Menu includes options such as saving the game, resting to heal and memorize spells and altering items such as game speed or party order. Encamp Menu ~~~~~~~~~~~ SAVE VIEW MAGIC REST ALTER FIX EXIT SAVE stores the characters and current game to the saved game disk or directory. Save often - especially after surviving really tough encounters. VIEW displays Character Summary Screen for the active character. MAGIC is a very important part of GATEWAY TO THE SAVAGE FRONTIER and is described under its own heading. REST allows characters to memorize spells and to heal naturally. Characters catch their normal sleep without having to encamp. Spell- casters can automatically re-memorize any spells they have cast simply by selecting REST. To choose new spells for memorizing, or make initial selections, use the MAGIC and the MEMORIZE options. When spells are being memorized, the initial rest time is established by the number and level of spells selected to memorize. For every 24 uninterrupted hours of rest in camp, each wounded character regains one HP. Rest can be interrupted by encounters. If possible, find safe places to take long rests, such as an inn or places that you are told are safe during the game. Rest Menu ~~~~~~~~~ REST DAYS HOURS MINUTES ADD SUBTRACT EXIT * REST begins resting process. Unless interrupted, the party will rest for the indicated time. * DAYS/HOURS/MINUTES selects the unit of time to be changed by ADD and SUBTRACT options. Not available on all computer systems * ADD/SUBTRACT increases or decreases the time that the party will attempt to rest. Decreasing the time may not allow spellcasters to memorize all of their spells. ALTER is used to change the characters in the party and the parameters of the game. Alter Menu ~~~~~~~~~~ ORDER DROP SPEED ICON LEVEL EXIT * ORDER changes how the characters are listed on the screen and how they are deployed in combat. Characters at the top of the list tend to be at the front line in combat. * DROP eliminates a character from the party and erases him from the saved game disk. A dropped character is gone forever and cannot be recovered. * SPEED controls the rate at which messages are printed non the screen. If the game messages are displayed to slow, use the FASTER command and vice versa. * ICON is used to change a character's combat icon. * LEVEL permits you to adjust combat difficulty. After choosing LEVEL, you will see the following menu. Level Menu ~~~~~~~~~~ NOVICE SQUIRE VETERAN ADEPT CHAMPION EXIT The game is preset at the Veteran level. This is the level at which we consider the game to be "balanced." To make the combat encounters easier, choose either the Novice (easiest) or Squire level. To make the combat more difficult, choose either the Adept or Champion(hardest) level. When you choose to make the game more difficult, you are rewarded by receiving more experience points from you combat encounters. When you choose to make the game easier, you are penalized by receiving fewer experience points from your combat encounters. Receiving fewer experience points will slow the rate at which your characters advance levels. Advancing at a slower rate will give you less powerful characters which, in the long run, may more than offset the benefits of playing at an "easy" level. FIX is used to heal many wounded characters with a single command. All characters with the cure spells will memorize as many as they can, cast them on the party and then rememorize their previous spells automatically. FIX takes game time and may be interrupted by an encounter. FIX will not return HP to diseased characters; a Cure Disease spell must first be cast upon them. [That concludes part 1... Now load part 2!]d or party order. Encamp Menu ~~~~~~~~~~~ SAVE VIEW MAGIC REST ALTER FIX EXIT SAVE stores the characters and current game to the saved game disk or directory. Save often - especially after surviving really tough encounters. VIEW displays Character Summary Screen for the active character. MAGIC is a very important part of GATEWAY TO THE SAVAGE FRONTIER and is described under its own heading. REST allows characters to memorize spells and to heal naturally. Characters catch their normal sleep without having to encamp. Spell- caste [Part 2 of the Gateway to the Savage Frontier docs...] MAGIC ~~~~~ To get the Magic Menu options, the active character must be able to cast spells. Spellcasters can get a list of their memorized spells from the CAST option of the Magic Menu or from the SPELLS option of the View Menu. They can get a list of their spells on scrolls from the SCRIBE option of the Magic Menu. Spells are defined by who can cast them (cleric or magic-user), when they can be cast, and their range, duration, area of effect, and, of course, their actual effect. The Spell Parameters List in the journal summarizes all of the available spells. When using spells from the Encamp Menu or the Adventure Menu (such as Find Traps), remember that one round equals one minute of game time (one normal move), and one turn equals ten minutes of game time (ten normal moves). For more information about magic and the effects of spells look in the journal. Magic Menu ~~~~~~~~~~ CAST MEMORIZE SCRIBE DISPLAY REST EXIT CAST displays the Cast Menu and the character's list of memorized spells. Select the spell to cast and then indicate the target of the spell. Once a spell is cast it is gone from memory until it is memorized again. Some spells only work during combat and others only while encamped. MEMORIZE displays the Memorize Menu, the character's book of spells or clerical spell list and how many spells of each level the spell-caster may memorize. Once all characters have selected the spells they want to memorize, choose the REST command to actually memorize the spells. Remember that a spell-caster can have the same spell memorized multiple times and can automatically re-memorize any spells they have cast simply by selecting the REST or FIX command. Memorize Menu ~~~~~~~~~~~~~ MEMORIZE NEXT PREV EXIT * MEMORIZE selects a spell to be memorized. A spell is not actually memorized until the character has rested long enough to imprint the spell on his mind. The computer will ask to verify your choices when you are done. * NEXT/PREV cycles through available spells if they do not fit one screen. SCRIBE displays the Scribe Menu and a list of all of the spells available on magic-user scrolls. Before spells can be scribed, they must either be identified in a shop or temple, or the magic-user must have cast Read Magic on them. Select any spells to be scribed into the character's spell book. Once all characters have indicated the spells they want to scribe, choose the REST command to actually scribe the spells. Scribing a spell takes the same amount of time as memorizing the same spell. Scribe Menu ~~~~~~~~~~~ SCRIBE NEXT PREV EXIT * SCRIBE selects a spell to scribe from a scroll to a spell book. * NEXT/PREV cycles trough available spells if they do not fit on one screen. DISPLAY lists the magic that currently affects the party. This includes spells like Bless or Invisibility plus effects like disease. This is an important command because diseased characters will not regain HP until they have a Cure Disease spell cast on them. Also if the party is carrying certain magical items they will be displayed here - these items are needed to complete the game. REST displays the Rest Menu referred to in the Encamp section. Remember: A character's spells are not memorized until he has rested the necessary time. CIVILIZATION ~~~~~~~~~~~~ Towns provide many valuable services and supplies for the adventurer. In these places you will find inns, shops, training halls, temples, and taverns. Go to town not only to adventure, but also to purchase new equipment and magic items, hire healing services, and rest to regain spells and hit points. Inns are safe resting places where party members can recuperate and regain spells and hit points. Shops are places to buy and sell equipment using the Shop Menu. Shop Menu ~~~~~~~~~ BUY ITEM VIEW TAKE POOL SHARE APPRAISE EXIT BUY displays the items available in the shop. Select the item that the active character will buy. ITEM is a shortcut that is identical to selecing VIEA and then ITEM. VIEW displays the Character Summary Screen with the SELL and ID commands available in the Items Menu. * Sell indicates you wish the shopkeeper to make an offer on the highlighted item. Sold items may not be recovered. * ID is used to identify an item. Shops charge 100 steel pieces for the service. TAKE is used to pick up coins, gems or jewelry from the party's money pool. Indicate what and how much the character will take. POOL places all of the party member's steel pieces, gems and jewelry into a pool from which any member may make purchases. Use the TAKE or SHARE commands to pick up the pool. SHARE picks up everything from the pool and distributes even shares among the party. APPRAISE is available in temples or shops to find the monetary value of gems or jewelry. Choose a gem or item of jewelry and an appraisal and purchase offer will be made. Accept the offer and the item is sold. Reject the offer and the gem or piece or jewelry becomes an item on the character's item list. Temples offer healing spells and perform other clerical services. The commands on the Temple Menu are the same as those on the Shop Menu with the addition of the HEAL command. Temple Menu ~~~~~~~~~~~ HEAL VIEW TAKE POOL SHARE APPRAISE EXIT HEAL displays a list of the temple's healing spells. Select the character on whom to cast the spell and then the spell to be cast. There are costs for the temple services. The tavern is a rowdy place full of gossip, stories and information. Buy a round of drinks and listen to the stories. Vaults store money and equipment for you. There are vaults in Yartar, Silverymoon and Neverwinter, although only the one in Yartar is open at the start of the game. See your data card for details. Many towns in the Savage Frontier are built where rivers cross important overland trade routes. These towns all have Boat Rental Shops where you can rent a boat that will take you to another town. Upon arrival in a new town you will land in another rental shop where they will refund your deposit. When travelling through the wilderness on a boat, you must stay on the river. The computer will ask if you want to abandon your boat if you try to move off the river. Uattended boats are quickly stolen and lost forever. TRAVELLING ON THE TRACKLESS SEA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The company of the Brazen Pennant offers passenger service between Luskan and islands in the Trackless Sea, including Gunderlun and Tuern. Their dock is located in the northwest area of Luskan and they charge for their services. On some of the islands, you may also be able to find other boats that will take the party to different destinations in the Trackless Sea. ENCOUNTERS ~~~~~~~~~~  When a party comes across monsters or NPCs, an encounter occurs. If the party attacks immediately, it may receive a bonus to its initiative in combat. If foes surprise the party they can attack immediately and get a bonus to their initiative. If the foes do no attack immediately, the party can react by choosing from an Encounter Menu. Encounter menus vary and list options for each situation. Sample Encounter Menu ~~~~~~~~~~~~~~~~~~~~~ COMBAT WAIT FLEE ADVANCE In this sample menu you have opportunities to fight immediately, wait and see, run away or move forward. COMBAT ~~~~~~ In combat the computer chooses the active character. Characters with higher dexterity will tend to go before characters with lower dexterity. A character may hold his action until later with the DELAY command. There is more information about combat in the Journal. The active character is centered on the screen at the start of his combat segment. The active character's name, HP, AC and readied weapon is displayed. The Combat Menu lists the character's options. Combat Menu ~~~~~~~~~~~ MOVE AIM USE CAST TURN GUARD QUICK DELAY BANDAGE VIEW SPEED END MOVE allows a character to move. Attack by moving the character into an enemy's square. If the character moves away from an adjacent enemy, the enemy gets a free attack at the character's back. AIM allows weapons or spells to be targeted. When aiming a ranged weapon, the range to the target will be displayed above the menu bar on some systems. If a character moves adjacent to an enemy, and has no more movement remaining, the AIM command can be used to attack with a melee weapon (sword, mace, etc.) The AIM command can also be used to survey the condition of your party and enemies. As you move the aim cursor over a character or foe, information about him will be displayed on the right of your screen. Aim Menu ~~~~~~~~ NEXT PREV MANUAL TARGET CENTER EXIT * NEXT is used to look at all possible targets, starting with the closest target then going to the next farthest and so on. NEXT and PREV only indicates targets in the character's line of sight. * PREV (Previous) is the opposite of the NEXT command. Use this command to look at the possible targets with the farthest target and working back toward the character. This command is often used to select a target for a missile or magic attack. * MANUAL permits the player to aim anywhere on the map. Only targets in the character's line of sight can actually be fired at. * TARGET is used to fire a missile or spell at the cursor square. This command can also be used to attack an adjacent enemy with a melee weapon (sword, mace, etc). This option is not displayed if the target is out of range, not in line of sight, or invisible. * CENTER centers the screen around the cursor. This is helpful when targeting manually. This option is not available on all computer systems. * USE allows a character to activate an item without having to go through the View Menu. Items such as scrolls and wands may then be targeted with the Aim Menu. * CAST is only available to spell-casters with spells available. The spell-caster selects from the list of available spells and then targets with the Aim Menu. If the character has been hit, his concentration may be broken and the CAST option will not appear. TURN is a clerical power that attempts to destroy undead monsters or drive them away from the party. This will not affect the more powerful undead types and has no effect on any other kind of monster. GUARD sets a character to stand and attack the first enemy that moves adjacent. GUARD is only an option if a character is armed with a melee weapon. QUICK turns control of the character over to the computer. Under computer control, a fighting character with a readied missile weapon will tend to hang back and attack from a distance. If the character has not readied missile weapon, he will ready a melee weapon and charge. Single class mages will fire missile weapons and cast spells if magic is turned on. They will never rush into close combat, even if all of their missile attacks are expended. Characters remain under the computer control for all subsequent combats until manual control is again selected. When a spell-caster is on quick, you may toggle his spell casting on and off. DELAY causes the character to hold his turn until after the other characters and monsters have acted. BANDAGE only appears if a party member is bleeding to death. Use this option to stop the bleeding and keep the character from dying. VIEW displays the Character Summary Screen for the active character. The USE command appears on the Items Menu to use magic items such as wands in combat. SPEED changes the game speed and is described under the ALTER command in the Encamp Menu. END quits a character's turn. After Combat ~~~~~~~~~~~~ When combat is over you will see how many experience points each character receives and then the Treasure Menu is displayed if the foes had treasure. Most of the Treasure Menu commands work like the commands in the Temple and Shops Menus. Treasure Menu ~~~~~~~~~~~~~ VIEW TAKE POOL SHARE DETECT EXIT VIEW displays the Character Summary Screen and View Menu. TAKE permits the active character to pick up treasure from defeated opponents. This will only appear if the foes had a treasure or the party pooled its funds. Remember: a character carrying a large number of steel pieces and heavy equipment can be slowed in combat. Take Menu ~~~~~~~~~ ITEMS MONEY EXIT * ITEMS lists the equipment in the treasure. Frequently, the weapons and armor used by monsters are not listed because they are poor quality and not worth taking. * MONEY displays the number and type of coins, gems and jewelry in the treasure. Indicate the type then amount of money the active character takes. POOL drops all of the party members' coins, gems, and jewelry into the treasure. Use the TAKE or SHARE command to pick up the pooled money. SHARE picks up everything from the treasure pool and distributes even shares among the party. DETECT casts a Detect Magic spell from the current active character. Magic items in the treasure will be marked with a '+' or an '*'. This option will only appear if the active character has a Detect Magic spell available. EXIT leaves the scene of the battle. If any treasure remains, the option to return to the Treasure Menu is displayed. TABLES ~~~~~~ MAXIMUM LEVEL LIMITS BY RACE, CLASS AND PRIME REQUISITE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Class Ability Dwarf Elf Gnome Half-Elf Halfling Human ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cleric Any no no no 5 no 6* Fighter STR 16- 7 5 5 6 4 8* STR 17 8* 6 5 7 5 8* STR 18+ 8* 7 6 8* no 8* Paladin Any no no no no no 8* Ranger STR 16- no no no 6 no 7* STR 17 no no no 7* no 7* STR 18+ no no no 7* no 7* Magic-user INT 16- no 6* no 6* no 6* INT 17 no 6* no 6* no 6* INT 18 no 6* no 6* no 6* Thief Any 8* 8* 8* 8* 8* 8* NO: Characters of this race cannot be of this class. *: Highest Level Available in Gateway to the Savage Frontier. RANGE OF ABILITY SCORES BY RACE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ability Dwarf Elf Gnome Half-Elf Halfling Human ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Strength M/F M/F M/F M/F M/F M/F Min. 8/8 3/3 6/6 3/3 6/6 3/3 Max. 18/17 18/16 18/15 18/17 17/14 18/18 Intelligence Min. 3/3 8/8 7/7 4/4 6/6 3/3 Max. 18/18  18/18 18/18 18/18 18/18 18/18 Wisdom Min. 3/3 3/3 3/3 3/3 3/3 3/3 Max. 18/18 18/18 18/18 18/18 17/17 18/18 Dexterity Min. 3/3 7/7 3/3 6/6 8/8 3/3 Max. 17/17 19/19 18/18 18/18 18/18 18/18 Constitution Min. 12/12 6/6 8/8 6/6 10/10 3/3 Max. 19/19 18/18 18/18 18/18 19/19 18/18 Charisma Min. 3/3 8/8 3/3 3/3 3/3 3/3 Max. 16/16 18/18 18/18 18/18 18/18 18/18 M/F=Male/Female ABILITY SCORE MODIFIERS BY RACE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Race Modifiers ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dwarf Constitution +1, Charisma -1 Elf Dexterity +1, Constitution -1 Gnome none Half-elf none Halfling Dexterity +1, Strength -1 Humans none DEXTERITY TABLE ~~~~~~~~~~~~~~~~~ Ability Reaction/Missle AC Score Bonus Bonus ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3 -3 +4 4 -2 +3 5 -1 +2 6 0 +1 7 0 0 8 0 0 9 0 0 10 0 0 11 0 0 12 0 0 13 0 0 14 0 0 15 0 -1 16 +1 -2 17 +2 -3 18 +3 -4 CONSTITUTION TABLE ~~~~~~~~~~~~~~~~~~~~ Ability Hit Point Resurrection Score Adjustment Survival ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3 -2 40% 4 -1 45% 5 -1 50% 6 -1 55% 7 0 60% 8 0 65% 9 0 70% 10 0 75% 11 0 80% 12 0 85% 13 0 90% 14 0 92% 15 +1 94% 16 +2 96% 17 +2(+3)* 98% 18 +2(+4)* 100% * These bonuses available to fighter classes only (Fighter, Paladin, Ranger) STRENGTH TABLE ~~~~~~~~~~~~~~ Ability THAC0 Damage Weight Allowance Score Bonus Adjustment (In Gold Pieces) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3 -3 -1 -350 4-5 -2 -1 -250 6-7 -1 none -150 8-9 normal none normal 10-11 normal none normal 12-13 normal none +100 14-15 normal none +200 16 normal +1 +350 17 +1 +1 +500 18 +1 +2 +750 18/01-50* +1 +3 +1,000 18/51-75* +2 +3 +1,250 18/76-90* +2 +4 +1,500 18/91-99* +2 +5 +2,000 18/00* +3 +6 +3,000 * These bonuses available to fighter classes only (Fighter, Paladin, Ranger) MULTIPLE ATTACKS FOR FIGHTER-TYPE CHARACTERS MONEY CONVERSIONS ~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~ Class Attacks Coin Gold Level Per Round Type Equivalent ~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~ Fighter 1-6 1/1 Copper 200cp = 1gp Paladin 1-6 1/1 Silver 20sp = 1gp Ranger 1-7 1/1 Electrum 2ep = 1gp Fighter 7+ 3/2 Gold 1gp = 1gp Paladin 7+ 3/2 Platinum 1/5pp = 1gp ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Class Max Armor Shield Weapons ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cleric any any club, flail, hammer mace, staff, staff sling Fighter any any any Paladin any any any Ranger any any any Magic-user none none dagger, dart, staff Thief leather none club, dagger, dart sing, one-handed swords, short bow ARMOR TABLE ~~~~~~~~~~~ Maximum Armor Type Weight in GP AC Movement ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ None 0 10 - Shield# 50 9 - Leather 150 8 12 Squares Padded 100 8 9 Squares Studded 200 7 9 Squares Ring Mail 250 7 9 Squares Scale Mail 400 6 6 Squares Chain Mail 300 5 9 Squares Banded 350 4 9 Squares Splint Mail 400 4 6 Squares Plate 450 3 6 Squares * A character carrying many objects, including a large number of coins, can be limited in movement to a maximum of 3 squares per turn. # A shield subtracts 1 AC from any armor it's used with. WEAPONS TABLE ~~~~~~~~~~~~~ Damage Vs. Damage Vs. Larger Number Name Man Sized Than Man Sized Of Hands Class ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ Axe, Hand 1-6 1-4 1 f Bastard Sword 2-8 2-16 2 f Battleaxe 1-8 1-8 1 f Broad Sword 2-8 2-7 1 f,th Club 1-6 1-3 1 f,cl,th Composite Long Bow* 1-6 1-6 2 f Composite Short Bow* 1-6 1-6 2 f Dagger 1-4 1-3 1 f,mu,th Dart 1-3 1-2 1 f,mu,th Flail 2-7 2-8 1 f,cl Halberd 1-10 2-12 2 f Hammer 2-5 1-4 1 f,cl Javelin 1-6 1-6 1 f Light Crossbow# 1-4 1-4 2 f Long Bow* 1-6 1-6 2 f Long Sword 1-8 1-12 1 f,th Mace 2-7 1-6 1 f,cl Morning Star 2-8 2-7 1 f Scimitar 1-8 1-8 1 f,th Short Bow* 1-6 1-6 2 f,th Short Sword 1-6 1-8 1 f,th Sling 2-5 2-7 1 f,th Staff 1-6 1-6 2 f,cl,mu Staff Sling 2-5 2-7 2 f,cl Spear 1-6 1-8 1 f Trident 2-7 3-12 1 f Two-Handed Sword 1-10 3-18 2 f * Must have ready arrows to fire. Two attacks per round. # Must have ready quarrels to fire. One attack per round. f=fighter, cl=cleric, th=thief, mu=magic-user SPELL PARAMETERS LIST ~~~~~~~~~~~~~~~~~~~~~ This is a listing of spells available to player characters as they gain in level. Following are abbreviations used in the list: Cmbt=Combat only spell All=All characters in combat Camp=Camp only spell r=combat rounds Both=Camp or Combat spell t=turns T=Touch Range /lvl=per level of caster dia=diameter targets=aim at each target rad=radius FIRST LEVEL CLERICAL SPELLS ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Spell Name When Rng Area Duration ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bless Both 6 5 dia 6r Curse Cmbt 6 5 dia 6r Cure Light Wounds Both T 1 - Cause Light Wounds Cmbt T 1 - Detect Magic Both 0 All 1t Protection From Evil Both T 1 3r/lvl Protection From Good Both T 1 3r/lvl Resist Cold Both T 1 1t/lvl SECOND LEVEL CLERICAL SPELLS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Spell Name When Rng Area Duration ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Find Traps Camp 3 1 3t Hold Person Cmbt 6 1-3targets 4r+1/lvl Resist Fire Both T 1 1t/lvl Silence 15' Radius Cmbt 12 3dia 2r/lvl Slow Poison Both T 1 1 hour/lvl Snake Charm Cmbt 3 All 5-8r Spiritual Hammer Cmbt 3 1 1r/lvl THIRD LEVEL CLERICAL SPELLS ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Spell Name When Rng Area Duration ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cure Blindness Both T 1 - Cause Blindness Cmbt T 1 - Cure Disease Camp T 1 - Cause Disease Cmbt T 1 - Dispel Magic Both 6 3x3 - Prayer Both 0 All 1t/lvl Remove Curse Both T 1 - Bestow Curse Cmbt T 1 1t/lvl  FIRST LEVEL MAGIC-USER SPELLS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Spell Name When Rng Area Duration ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Burning Hands Cmbt T 3squares - Charm Person Cmbt 12 1 - Detect Magic Both 0 All 2r/lvl Enlarge Both .5/lvl 1 1t/lvl Reduce Both .5/lvl 1 - Friends Camp 0 All 1r/lvl Magic Missle Cmbt 6+lvl 1 - Protection From Evil Both T 1 2r/lvl Protection From Good Both T 1 2r/lvl Read Magic Camp 0 1 2r/lvl Shield Both 0 1 5r/lvl Shocking Grasp Cmbt T 1 - Sleep Cmbt 3+lvl 1-16 5r/lvl SECOND LEVEL MAGIC-USER SPELLS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Spell Name When Rng Area Duration ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Detect Invisibility Both 0 All 5r/lvl Invisibility Both T 1 - Knock Camp 6 1/lvl - Mirror Image Both 0 1 2r/lvl Ray Of Enfeeblement Cmbt 1+.25/lvl 1 1r/lvl Stinking Cloud Cmbt 3 2x2 1r/lvl Strength Both T 1 6t/lvl THIRD LEVEL MAGIC-USER SPELLS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Spell Name When Rng Area Duration ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Blink Both 0 1 1r/lvl Dispel Magic Both 12 3x3 - Fireball Cmbt 10+lvl 2/3 rad - Haste Both 6 5 dia 3r+1/lvl Hold Person Cmbt 12 1-4 2r/lvl Invisibility 10' Radius Both T 2 dia - Lightning Bolt Cmbt 4+lvl 4,8 - Protection From Evil 10' Both T 2 dia 2r/lvl Protection From Good 10' Both T 2 dia 2r/lvl Protection From Normal Missle Both T 1 1t/lvl Slow Cmbt 9+lvl 5 dia 3r+1/lvl LEVEL ADVANCEMENT TABLES ~~~~~~~~~~~~~~~~~~~~~~~~ The following charts show the amount of experience a character must earn in order to gain a level in his character class. The charts also list the number of spells that a character can have memorized at one time. Fighters and Thieves can never memorize spells. Remember that all experience earned by a non-human, multi-class character is divided by the number of classes the character has. The experience is divided even after the character has reached his maximum level in a particular class. A Human dual-class character only earns experience in his second class. The character cannot use the abilities of his first class until his level in his second class exceeds his level in his first class. CLERIC ~~~~~~ Number of Clerical Hit Spells Per Level Level Experience Dice 1 2 3 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1 0-1,500 1d8 1 2 1,501-3,000 2d8 2 3 3,001-6,000 3d8 2 1 4 6,001-13,000 4d8 3 2 5 13,001-27,500 5d8 3 3 1 6 27,501+ 6d8 3 3 2 CLERIC'S BONUS SPELLS ~~~~~~~~~~~~~~~~~~~~~  Wisdom 1 2 3 ~~~~~~~~~~~~~~~~~~~~~~~ 9-12 - - - 13 +1 - - 14 +2 - - 15 +2 +1 - 16 +2 +2 - 17 +2 +2 +1 18 +2 +2 +1 Note: These bonus spells are only available when the Cleric is entitled to spells of the applicable level. Thus a 4th level cleric with a Wisdom of 18 can memorize the following spells: Number Of Spells ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1 2 3 4th level Cleric with 18 Wisdom 5 4 - MAGIC-USER ~~~~~~~~~~ Number of Magic-User Hit Spells Per Level Level Experience Dice 1 2 3 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1 0-2,500 1d4 1 2 2,501-5,000 2d4 2 3 5,001-10,000 3d4 2 1 4 10,001-22,500 4d4 3 2 5 22,501-40,000 5d4 4 2 1 6 40,001+ 6d4 4 2 2 FIGHTER ~~~~~~~ Hit Level Experience Dice ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1 0-2,000 1d10 2 2,001-4,000 2d10 3 4,001-8,000 3d10 4 8,001-18,000 4d10 5 18,001-35,000 5d10 6 35,001-70,000 6d10 7 70,001-125,000 7d10 8 125,001+ 8d10 PALADIN ~~~~~~~ Hit Level Experience Dice ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1 0-2,750 1d10 2 2,751-5,500 2d10 3 5,501-12,000 3d10 4 12,001-24,000 4d10 5 24,001-45,000 5d10 6 45,001-95,000 6d10 7 95,001-175,000 7d10 8 175,001+ 8d10 THIEF ~~~~~ Hit Level Experience Dice ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1 0-1,250 1d6 2 1,251-2,500 2d6 3 2,501-5,000 3d6 4 5,001-10,000 4d6 5 10,001-20,000 5d6 6 20,001-42,500 6d6 7 42,501-70,000 7d6 8 70,001+ 8d6 RANGER ~~~~~~ Hit Level Experience Dice ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1 0-2,250 2d8 2 2,251-4,500 3d8 3 4,501-10,000 4d8 4 10,001-20,000 5d8 5 20,001-40,000 6d8 6 40,001-90,000 7d8 7 90,001+ 8d8 Gateway To The Savage Frontier Complete Journal Entries JOURNAL ENTRY 1 A Mirror Map From The High Wall JOURNAL ENTRY 2 The Black-Robed Riders We backed up against the stone buttress at the end of the bridge, waiting to see what frightened everyone so badly. A momemnt later they appeared, two riders in long, black robes with hoods that hid their faces. The came around the corner behind the temple of Tymora, crossed the town square and ponded past us at the gallop. We turned and watche d the guards stand back as the two raced through the gates and out of the city. Slowly, the people in the square resumed their activities. Only now, they were all in a hurry to be somewhere else. JOURNAL ENTRY 3 The Boat Repairman's Story: "Well funny you should ask. See these three boats over here? I found them just last week, one by one, washed up on the sand bar outside town." "See those holes in the sides? I patched 'em up. There were arrows in them, lots of 'em. Plenty of blood on the floorboards, too, but I cleaned that all up." "Haven't found any boats like that north of town, but I've been looking. Maybe going north on the river's safer than going east." "I'll fix 'em up and sell 'em. It gives me the shivers thinking about what happened to the people that were in 'em, but... The people who buy 'em will never know. What they don't know won't hurt 'em." JOURNAL ENTRY 4 The Fisherman's Story: The large fish market was almost empty, although the lingering smell of the place told of better days. "How'd you like my sign?" the fisherman asked us, proudly. "Carved it m'self, y'know! 'Course, could do it better. Maybe now'd be a good time t'try. What with all the talk o'trolls and orcs and all, fisherman ain't goin' far up river. Ain't bringin' back much, neither" "Good time for wood carvin'," he sighed sadly. "Bad time for sellin' fish." JOURNAL ENTRY 5 The Stolen Rewards: A curse upon their filthy heads! They've taken all we had, stolen everything save the clothes on our backs! "More! More for everyone!: the waitress cried out at the tavern last night. We looked at eachother, shame-faced at having fallen for so old a trick. Someone slipped a little something in our food and we slept like contented babies while the bandits stole us blind! All the gold earned on our last mission is gone. We endured those dangers, did our jobs and now are left with empty pockets! Our heads could have festooned the end of an orcsish pike... all for nothing! They even took my fine magical sword with the gold braided handle, the one I used to slay the griffon at Longsaddle last winter. What I would give to have it one more time, if only to skewer the slime who committed this atrocity! We still have the tiny purse of coins I kept beneath my pillow. There isn't much, but it will be enough to buy new weapons and a few supplies. We need to find a new sponser or a new mission quickly, to earn the money we need to live. Whatever mission we next accept, we will have a second quest to complete as well: to catch these thieves and exact payment for last night! JOURNAL ENTRY 6 The Guards At Yartar: "We've been ordered that no one be allowed to leave the city for the rest of the day. Travellers from the north report that many bands of trolls have been seen there, and some have been observed close to Yartar." "These alerts normallt don't last very long. If there's anything you need to buy at any of the stores here in town, this is a good time to do it." JOURNAL ENTRY 7 Map Of The Island Fortress: JOURNAL ENTRY 8 The Story Of The Priestess Of Waukeen: "I never knew that a secret door led into the back of the temple like this! I'm only glad that you are friends instead of enemies!" "I'm sure the people who attacked you in the outer room were going to use the secret door to enter the temple and kill us all! As sure as the market hawkers gather in the morning, they were sent here by the barbarians, and Longtresses hereself. All she wants is control of the city, and she doesn't care with whom she allies herself to get it!" JOURNAL ENTRY 9 The Waterbaron's Welcome: "Welcome adventurers! I regret that all of your treasure and possessions have been stolen. If the City Guards should recover any of your items they will be returned to you." "I also understand that you are in need of a commission, but I have nothing for you at this time. However, Yartar is a busy town filled with many people from all corners of the Realms. Perhaps in the streets you will find someone in need of help during these troubled times." JOURNAL ENTRY 10 Mielikki's Festival: All around us there was activity, with music of many lutes and the snap of a hundred banners flapping in the breeze. In the heart of the glade a chorus of young girls sang a blessing of the trees, and the birds seemed to echo back a happy, chirping refrain. People everywhere were walking hand in hand, talking softly and revelling in the beauty around them. It was almost enough to make us forget the worries and dangers that had brought us here to Silverymoon. JOURNAL ENTRY 11 The Bargebuilder's Story: "I hope this panic about armies of orcs and trolls ends soon. We usually build two barges a month here. Now no one wants to send goods up river unless they have to, and we have no new orders. "The river going east was always dangerous, but now going south is bad, too. Of course, the high forest is still far more dangerous than any other place in this part of the Realms. JOURNAL ENTRY 12 The Council Member's Story: "You may not care to listen to our sad tales, with your own horrid stories of orcish armies on the march, but here in Everlund strange things have been happening as well. "Many undead have appeared in the old part of the city to the north, livestock have been disappearing from the pens near the river, and even stirges have been so bold as to attack people in the streets. "What has our peaceful little town done to deserve such misery?" JOURNAL ENTRY 13 The Harbormaster's Story: "I tell ye, young 'uns, the only reason that the Gallant Prince still be anchored here in Port Llast Harbor is we ain't got no one who's darned fool enough t'board'er and tow'er out t'sea. "We'd all heard she wa' missin', then Simon Hempwright the fisherman says he spied 'er adrift a mile off the coast, worm eat'n like she'd been a' sea a hundred years. The young idiot towed 'er in an' tied 'er up, an' then he goes traipsing down below decks like she wa' some pleasure barge out o' Waterdeep. "Course we never seen 'um no more after that, 'cept some say you can hear 'is screams a' night way back in town." JOURNAL ENTRY 14 Longtresses Alaraun's Story: "Please let me welcome you to Nesme. We have just completed a very unhappy task. I had to seize the city by force of arms to save it from the corrupt priests of Waukeen. "By necessity, I enlisted the aid of some of the local... well, barbarians. And I do admit that now some of them are out of control. Take care as you travel through our streets, for my comrades are dangerous and love to fight." JOURNAL ENTRY 15 The Search Of The Mage's Bedroom: In the debris you find a scrap of paper with the inscription: ENWNWN. Go Straight between turns until you must turn again. Use the knock on hidden door to the right. JOURNAL ENTRY 16 The Mage Librarian's Story: "Oh my, oh my, it's good to see you! Yes, Amanitas and his assistant were indeed here, but look! Their room has been torn to pieces, and look at all this blood on the floor! Oh my, oh my! "I fear something terrible has befallen them. May Mystra guide you to his aid!" JOURNAL ENTRY 17 Lord Nasher's Story: "I'm afraid you've come to Neverwinter in a time of great troubles. Many people were moving to the outskirts of the city to escape the troubles. The older, inner areas were becoming havens for criminals and all forms of monsters. "We converted several blocks of the old city to indoor gardens to help bring people back to Neverwinter. But now monsters have invaded the indoor gardens. Instead of bringing people in and helping the city, the gardens are scaring them away!" JOURNAL ENTRY 18 The Nesme Harbormaster's Story: "It's not my fault! The story's the same in many towns on the river, not just here in Nesme! They can't blame me for this no, no, they can't!" "The warehouses on the eastern side of the river have been beset by a plague of giant frogs, and lizard men have been feasting on the herds in the stock pens to the west of shore. Now the shipping companies won't stop here because of the danger!" JOURNAL ENTRY 19 A Portion of the Hosttower Dungeon: JOURNAL ENTRY 20 A Map Found In Silverymoon: JOURNAL ENTRY 21 Krevish's Story: "You know, I'd sure love to do something for you guys! If you're looking for work I have some friends here in Yartar who hire adventures all the time and maybe they have something you could do and that way you could get back on your feet again and I would've helped you and I would've repaid you for saving my life and we'd be friends and wouldn't that be great?!" JOURNAL ENTRY 22 Vaalgamon's Taunts: "You pathetic little simpletons! Did you think that a puny group of snivelling would-be-heroes like yourselves could change one iota of my plan?!" "Vaalgamon does not deal with your kind! Hah! I can snuff out your lives with the heel of my boot as I would the tiniest of carrion-crawling insects! I will leave the trivial task of killing you to my Kraken hosts." He turned and swept out of the room, as the heavy door slammed shut behind him. JOURNAL ENTRY 23 The Sailor Turned To Stone: Beside the statue we found a crumpled note: "They wanted the sea lanes clear between Luskan and the Purple rocks, and any ship they found there they took over or destroyed. We were the only one of the sad vessels in their path. "One bye one the undead the commanded have killed our crew, transforming them into lonely wanderers themselves. Soon it will be my turn. I only hope that the tall one turns me to stone, as he did the Captain, so I may be spared such eternal torture. "Some are Krakens, but the magic-user is from a great tower somewhere to the north. He kept taunting the Krakens, saying they needed to go to all this trouble because they were not clever. He said that the wizards of the tower had great power, but that they were clever too. He said their treasure was hidden in the opposite direction from where anyone would ever look." JOURNAL ENTRY 24 Into The Hidden Complex: We followed Krevish around several corners and down an alley, where he pressed a hidden panel in a wall. A door swung open, and after some hesitation we let him lead us into a dark corridor. Our weapons and armor clanked loudly as we walked cautiously down the passageway, finally arriving before a heavy wooden door. Krevish knocked on the wood in complex patterns of beats with both knuckles and palm, and in a moment it was opened by and angry looking man in well-crafted armor. JOURNAL ENTRY 25 The Meeting Beneath Yartar: The man looked us over for a momemnt, not at all sure whether he liked the idea that Krevish had brought our party to his secret lair. "It's all right, Captain!" Krevish piped up enthusiastically. "They saved my life! They didn't have to do i, they could have just kept walking, but they stopped and risked their lives to save mine and that was really nice of them and that's why you really ought to give them a chance to carry out a mission for us because they've really earned a chance I think, don't you?" The Captain rolled his eyes. "All right Krevish, all right," he sighed. "If you'll just be quiet I'll give them a chance." "As you know," he told us, "the Temples of Bane are dedicated to the advancement of the Evin in the Realms. Once cleric of Bane in the town of Nesme, up the river to the North of here, has been causing great disruptions in that city. "We believe that to save Nesme from civil war he must be stopped. If you can find the Banite Cleric, and carry out this mission, you will have proven yourselves to be as valuable as Krevish here says you are. Well... almost as valuable, anyway." JOURNAL ENTRY 26 The College Dean's Story: "It's really been quite terrible, quite awful here. The areas near the docks on the north bank of the river are full of lizard men and other monsters. Here! In Silverymoon! It's unheard of!" "It's as if someone was trying to keep the good law-abiding folk away from the river. Perhaps the orcs plan a great offensive and are trying to deprive us of supplies. "What will become of us? Silverymoon was such a peaceful town. I just don't know..." JOURNAL ENTRY 27 The Captain of the Riders of Nesme's Story: "Yes, we too have heard the stories of the trolls gathering in a great army to the east in the Trollmoors, and now small groups of them have been seen in the ruins to the east of the city. "We should be going out to drive them back! We should be scouting the moors to see what's going on! But are we? No! We're confined to barracks because Longtresses Alarun has taken over. If we go near the city now, the crazy barbarians will start a full-scale ware!" JOURNAL ENTRY 28 Erek's Story: "Don't just stand there! Amelior Amanitas, the brilliant magic user for whom I work, is in great danger! They said they were taking him up the river to Everlund, and from there overland to Llorkh and on to Zhentil Keep! They were furious that he'd discovered their plan, and there's no telling what they'll do to him once he's there!" "If we don't find him before they leave Everlund we'll never have a chance -- there are so many routes they could take towards Llorkh... we have to find him quickly!" JOURNAL ENTRY 29 The Challenge Of Amanitas: We quickly summarized for Amanitas what we had learned thus far. We also told how some Banites believed that only he could stop the forces of Zhentil Keep from conquering the lands of the Savage Frontier. "What was revealed to you by the Banites is correct," he said when we'd finished. "I learned much of the tale from an escaped slave who had been a servant to the Zhentarim general Vaalgamon, and my investigators since have only served to confirm how great the danger truly is. "Although most of their story has been lost in time, I know now that four statuettes were created in ancient Ascore. They were powerful magical items used in the defense of the city, although precisely how they worked is still a mystery. One was crafted to focus on each direction of the compass, protecting Ascore from the enemies to the North, East, West and South. "When the city fell into ruins the statuettes passed from owner to owner throughout the Savage Frontier for many centuries. They travelled in directions very different from their names. For example the stauette of the East has for many years been hidden somewhere in the west. "Now the Zhentarium have dispatched Vaalgamon to collect the statuettes. They believe that by returning the statuettes to Ascore they can open a safe path through the great desert. Throught that path they intend to send armies to conquer the entire Savage Fronteir. "We must find and seize the statuettes before Vaalgamon can collect them, or a pall of darkness will fall across the north. "My magical investigations cannot tell me exactly where they are located, but I have a sense of the place where each statuette now lies. To find them you cannot follow a map of the road beneath your feet -- I can lead you to your goals only by revealing the pathways you must trace within your own souls. "First you must lift your eyes with hope, even if the vision which fills them is one of evil. The statuette of the east is located in a great tower, and when you look up at its many spires you shall know that you have found it. "Next you must seek the small truths within the large, unfathomable world, for these are the only truths you will ever truly know. The stauette of the west lies in a small chest carved from the pearl of a great oyster, in a small room carved from the rock of a great mountain, which is itself made small by the greatness of the sea. "You must then travel to the place to which people do not wish to go, because we never truly covet that which we can easily attain. The Statuette of the North lies nowhere close by, but on the long way that many travellers nonetheless must pass. "Then you must soar where even the birds cannot fly, and have faith that even without wings you can reach great heights. The Statuette of the South lies both high and above and far below the surface of the land. "If you gain the four statuettes, take them to Ascore. I have created one more special item, which when combined withe the four ancient images, will turn the Zhentarim's planned triumph into total and irreversible defeat. But this can only be accomplished in the ancient plaza at Ascore." He reached into his robes and drew out a small, square card that looked like it was made of a thin layer of metal. Runes were embossed upon it. "This isn't it!" He exclaimed, annoyed. "But I suppose you should take it anyway. It's one of my latest inventions. I call it the Card of Counting. If you carry it to the vaults in Yartar, Neverwinter and silverymoon will all save and exchange your valuables as if they were really just one place. Could be quite handy, yes quite handy. Don't leave here without it." "Well that's it! Good luck to you, ans may you find the path easy to follow. You can come and visit me any time at my house in Secomber, and if I've learned more about any of the statuettes, I'll be happy to share the information with you. Good bye!" "The magic item?" we asked. "There was an important magic item you were going to give us?" "Oh yes, yes, yes. Musn't forget it. Very important." He searched through his robes once more... JOURNAL ENTRY 30 Brinshaar's Story: "My name is Brinshaar, and I am a magic-user from Neverwinter. They kidnapped me there and were torturing me to learn of Lord Nashar's magical defenses. Thanks to you they learned nothing, and Neverwinter remains safe!" "As it turns out, I can repay you for your kindness without delay. I have seen this statuette you tell me that you seek. It is not secreted in the Hosttower, but somewhere in the dungeouns where we now stand." JOURNAL ENTRY 31 The Banite Cleric's Letter Fragment: "... that you found the explanation for the gatherings of trolls and orcish armies in the north. I had suspected it was the work of the Zhentarium, and if we had not discovered it in time they might have conquered this entire region." "The fools believe that it is their cunning and their might that brings them such awesome power. Have they forgotten so quickly about the temples of Bane, and the power that even our own leaders cannot abdicate? That we, the clerics who carry out Bane's will, are the ones who have made the name of the Zhentarium feared throughout the Realms? "I agree with your letter, and although we have never met I feel closely bound to you. By destroying this plan before it starts we shall ensure that never again will the Banite clerics be taken for granted in Zhentil Keep!" "I will meet you during the festival of Mielikki in the hidden temple behind your shop in Silverymoon. We shall find the magic-user from the south who cal turn the power of the Zhentarim against itself. Then we shall see how brilliant the Zhentarim prove to be!" "We must not think that because we know about their plans to cross the desert it will be simple to stop them. I am confident we will be successful within days only because... " The remainder of the letter was destroyed, and the ashes crumble to nothingness in my hands. JOURNAL ENTRY 32 The Waterbaron's Warning: "I must ask you to leave this place immediately! Great forces here seek your destruction. I will not help them but neither can I stand in their way. Go now!" JOURNAL ENTRY 33 Broadhand's Story: Broadhand led us into a small, hidden room decorated with images and statues of Bane. He obviously believed us to be fellow Banites from the temple at Nesme. "I was worried when I sent my letter and no messenger came bearing a reply. I'm glad to see you've arrived during the Festival as I suggested." "Once the Zhentarim would have been content with having found a way to open this safe caravan route through the Great Desert. They would have let time pass, allowing towns and villages to become dependent on a supply route that only the Zhentarim controlled. Then, quietly but inexorably, the hidden reins of power would be pulled into their grasp." "Now their greed to seize the northern Realms is unbounded and impatient. Sending armies across the Great Desert! Who would ever have believed it?! They have forgotten that a single dagger at midnight may sow a greater terror than 10,000 swords at dawn!" "Even now they are completing their complex on the eastern edge of the desert, and are reclaiming the dead city of Ascore on the Western edge as well. They have forged alliances with the Krakens and with other forces in the north. I also hear tales that something big is going on in Llorkh. Magic items of great power are being collected for the task, and I have been assured that they do indeed have the power to allow the safe crossing of the desert!" "We must strike now! Controlling the Realms from the Moonsea to the Sea of Swords will greatly strengthen the Zhentarim and the Banites will be lost!" "Visiting here in Silverymoon at the Vault of the Sages is the wizard I wrote you about, Amelior Amanitas from Secomber. He learned much of this plot from a slave who had escaped from a Zhentarium caravan, and is convinced he can stop it with his magical powers." "He sent a message to a fellow wizard here in Silverymoon, but one of my acolytes waylaid the courier and we learned the plan. Since Amanitas has now come here himself, he must have received word of the messenger's death and is willing to take great risks to defeat the Zhentarim." "You must find Amanitas quickly, help him on his task, but do not tell him you are Banites or he will never listen to you. For all his brilliance he refuses to accept the beauty of pure Evil, and will never know the joy we find in Bane." "Hurry now! As we speak our enemies make progress on their path!" He slipped out of the room, motioning for us the wait a short time before leaving to complete our "mission". JOURNAL ENTRY 34 The Escape Of The Prisoners: Three men rushed from the tiny cell, their clothes in tatters, eyes drawn from lack of food and sleep. One stopped to look down at the dead Banite, and a broad smile spread across his hollow face. "Looks like you've done the job we were sent to do!" he said laughing unnaturally. "Now we can go home and take the credit!" We of the Zhentarim salute you!" His companions blanched as he said the forbidden word -- only others dare to use that name, never the Zhentarim themselvers. They cursed in hushed voices, pulled him from the room, and were instantly out of sight. We looked at each other helplessly. Because we knew the Banite to be evilm we had slain him -- the one man who could stop Zhentarim's plan for the conquest of the Savage Frontier. There was no choice. We had been searching for a mission. Now, by accident, we had found one. We would have to save the Northern Realms ourselves. JOURNAL ENTRY 35 The Kraken Stronghold: The castle that rose above us was so great in size that it dominated the entire island, as if it were a statue and the whole of Trisk were only its base. The front of the building was carved in the image of a massive squid that rose a hundred feet above the island, its huge eyes glowing from some frightful, hidden light. Behind it the building had gradually transformed into a heavily fortified castle, with high parapets that seemed to go on and on and on until they merged into the cliffsides of the coast. JOURNAL ENTRY 36 The Odd Message Of The Kraken: css al a i gad. csl te o cre suhet te t i tk wl gad te traee i. dc te t dw do suh te truh vut is fo tkn b wl sau te. JOURNAL ENTRY 37 The Arena Beneath Llorkh: The arena in which we stood was broad and spacious, surrounded by seats for several thousand spectators. Most of those seats were already filled. Several hundred black-robed men sat in one section, beside and equal number of other humans and a few strange- looking beings in the shadows -- they may have been drow elves. Seperated from the humans by a respectfully wide zone of empty seats, the remainder of the arena was filled by orcsm with a scattering of goblens and even bugbears. The great bowl was filled with the din of a thousand conversations, but every voice was silenced at once when a guard called out, "All rise for Lord Vaalgamon!" The familiar figure of the Zhentarim general strode onto a dais on the western side of the arena and motioned for his followers to be seated. "Well my friends!" he told us, a hideous smile distorting his already twisted features, "I see we have the pleasure of meeting again!" "I must say that I admire the courage and cunning that have brought you this far. You have defeated forces that should have defeated you. Their deaths at your hands are appropriate punishment for their failure." "As a reward for your achievements, I will give you all a chance. Defeat three sets of opponents in my arena and I shall let you live." "Let the combat begin!" Across the arena a stell grating opened, and we turned to face our first opponent... JOURNAL ENTRY 38 King Threlked Ironfist's Story: "Ever since the reports of the meteorite strike on the north end of the island, many adventurers have come here seeking ore for magical swords. However, no one on this island can craft such fine weapons. "I warn all adventurers, but few listen. There are many canyons that cut across the island, and some have networks of great volcanic caves filled with fearsome monsters. Only parties of veteran adventureres should dare to enter them." JOURNAL ENTRY 39 A Map Found In The Otyugh's Lair: JOURNAL ENTRY 40 The Utheraal Villager's Story: "The headquarters of the Kraken Society is on Trisk, the other island just accross the strait. They also have fortresses here on Utheraal, on the western coast, where they force us to pay tribute. "They take almost everything we have, but if we don't pay they will take us away as slaves. I don't know if you can defeat them, but whatever you do can only make our lives better." JOURNAL ENTRY 41 The Zhentarim Ship Arrives: Rounding a rocky point far below us was a ship with a single, huge, red sail. A large black "M" filled its billowing expanse, which we could only speculate was the symbol of Lord Manshoon, the leader of the Zhentil Keep. A single man stood at the railing near the bow, his black cape flowing behind him in the stiff sea breeze. could it be Vaalgamon himself? The ship swung to the northwest, its sail dropping as it entered the lee of the island and started to approach a large dock. Men ran accross the decks and scrambled up the rigging as they prepared for their arrival. If this ship was coming for the statuette, our time was running out! JOURNAL ENTRY 42 The Story Of Phintarn Redblade: The flowers were left in beautifully woven baskets beside the street, and had delicate hand-embroidered ribbons on them. One said simply "In memory of Phintarn Redblade, Last Ruler of Llorkh." Another read: "Tonight thy killers sit within thy keep, But soon they'll lien beneath it... six feet deep." A guard wandered by and saw us looking at the flowers. Drawing his sword, he knocked them from hy hand and crushed them with his boot. "If you're a dwarf- lover," he warned us, "Llorkh is no place for you!" JOURNAL ENTRY 43 Muthtur's Story: As if he'd read our thoughts, the creature said, "Yess I'm a half-orc and to you I'm ugly as an otyugh. I'm also the hideous inhuman thing that saved your lives." We all looked at each other, embarrassed and several of us murmured our thanks. "I lived with a small colony of other outcasts in the High Forest, until raiding parties from Llorkh captured me and brought me here. They call me a 'novelty fighter' and said it'd be fun to watch something different in the arena for a change. "I'm no novelty, I'm a person. And I killed the man who said it. My name is Muthtur and all I want to do is go home." "When they brought me here I saw them use a secret door in the north alcove of the arena. I don't know where it leads, but it may help us all get out of here." JOURNAL ENTRY 44 The Potter's Story: "I overheard our captors saying that fire giants have been preying on any adventurers who were lucky enough to find meteorites. The giants sell the stolen ore to pirates in exchange for gems, grain or even some of us as slaves." She shivered visibly and thanked us once again for saving them. JOURNAL ENTRY 45 The Dying Zhentarim's Defiance: "You may have gotten this far, but even if you could get all the statuettes you'd never make it to Ascore... Vaalgamon is far too clever for you, and our power is too great... "Enjoy your triumph for tonight, for it will rot into disaster by tomorrow!" JOURNAL ENTRY 46 The Story Of The Hidden Dwarves: "We have been prisoners in our own city ever since Lord Redblade was killed. They say it was an accident, but we all know it was the Zhentarim that killed him, and that it is they who control Llorkh. Geildarr is only a puppet, an outsider brought here by them to control the town. "Just a few days ago a Zhentarim column came through Llorkh, and they murdered any dwarf they could find. That's why we're now in hiding -- this is the lair of a medusa, but even with her hell hound guards we are safer here than on the city's streets.: JOURNAL ENTRY 47 Kestutis' Story: "My name is Kestutis, and I was once a knight who served the kings of Tuern and Gundarlun. In those days the two islands were friends, not the tense rivals they have come to be." "Here on Tuern I dared to enter the hottest volcanic vents in search of evil fire giants who terrorized Uttersea, and the old King gave me this ancient fortress as a reward for my service." "I am impressed by your valor and your skill in taking on the mission you have described. Just as I risked my life in service to the people of the north, so you are risking yours. Take this, the Armor of the Glacier that I wore during my service -- it will give you the protection against fire and against the monsters which it spawns." JOURNAL ENTRY 48 The Signs At Secomber: "The road and river to the east have become very dangerous. Go only if you need to, and try to travel with a strong group of experienced adventurers." - Selarn JOURNAL ENTRY 49 The Kraken's Coded Message: ot l t t ur. ate h f onr otws h o t ae il urs h hetnd f. ok h o on or ot h hog al t rm ae e il tte h. JOURNAL ENTRY 50 The Aarakocra's Story: "High atop the Star Mounts the birds cannot go. Our homes are there, and only we and the dragons can brave the fierce winds that blow through the mountain tops. We have seen black dragons fly to an aerie on one of the highest peaks, and saw it to be that a human female rode upon the back of one such dragon. "We have heard that the chambers within the mountain be crafted as a maze. It has been told that the corridors be in the form of the first initial of their owner in three different runic alphabets, each superimposed upon the other and on their own inverses, so that the letters are entwined in many layers." JOURNAL ENTRY 51 The Guilty Citizen's Story: "I didn't want to help them, really I didn't. I haven't taken a share of pirate booty in years. They said if I didn't report on Jagaerda's movements they'd turn me over to the King!" "I don't know where they have her! I took my reports to a house hidden away among the cliffs on the southern coast. Please spare me! I've told you everything I know!" JOURNAL ENTRY 52 The Kraken's Coded Message: etuw lek msu rgt u rwtt k. ite edea leto e uw to eot se. gria a s. JOURNAL ENTRY 53 An Ounce Of Justice: Several weapons were stacked in one corner of the room, and suddenly cried out in delight. My magical long sword, the gold braid on its handle tarnished but undamaged, lay amidst the pile of crudely crafted weapons! I ran over, pulled it from its sheath and examined the blade -- still sharp and true as any arrow fired from Helm's bow! Whatever evils might stalk the Realms, I knew that for this one moment justice had been done. The gold they'd stolen from us at the Inn was gone forever, but with this sword our honor was restored! JOURNAL ENTRY 54 Ceptienne's Welcome: "Welcome to my home", the image said, smiling. "My name is Ceptienne, and I know that you are here to steal the Statuette of the South from me." She waited for the effect of this proclamation to take hold. "You have proven yourselves worthy adversaries to have gotten this far, and I enjoy the challenge of a clever enemy. I shall kill you... yes, that much is certain. But I shall give you a chance to find the object you seek." A great crystal globe beside here flickered to life, and the statuette appeared within it. "My fortress here has many portals. Twelve now stand between you and your objective. I shall follow your movements with interest." She smiled once more and the image faded from view. JOURNAL ENTRY 55 King Redaxe Tells Of The Purple Rocks: "The Purple Rocks may be the isles you seek," said the King. "They have become a sad place. Their people were like other island folk, hardworking, many of them seafarers. A few generations ago something strange occurred, and many gathered in a secret cult which has become very powerful, called the Kraken Society. They worship the symbol of the Kraken, a huge squid that can easily destroy great ships." "There are two islands in the Purple Rocks, Utheraal and Trisk. The people of Utheraal are impoverished, but continue to live as before. The people of Trisk however, have been completely consumed by the Krakens and are controlled by them." "I know you have been to Tuern already, but it is there that you have the best chance of finding someone who will take you to the Purple Rocks. May Selune guide you on your journey." JOURNAL ENTRY 56 The Man Of Mirrors' Story: "I search and research... I fing the hidden... I solve the unsolvable. I find reason within chaos and harmony from the stars." "Vaalgamon has entrusted to me the riddle of the mirror-maps and they shall not defeat me! Already I have confirmed much of what they tell, and soon I shall give the general everything he seeks and more!" JOURNAL ENTRY 57 The Magic Mouth's Story: "You have done well, adventurers," the stone face said. Its voice was deep and its features expressionless, but the tone of its words was warm, almost friendly." "It is time for you to reap your reward. Look within the waters of my fountain and discern what riches can await you!" Everyone looked at the spraying wather as an image began to form there. The vision showed a pool filled not with water, but with gold. Each member of the party was swimming in it, leaping about and laughing and tossing coins in the air. The image faded. "That was a dream, my friends, but it is a dream that you can make real. Drop the statuettes in my warm waters and this ocean of gold shall be yours!" JOURNAL ENTRY 58 A Mirror Map From The High Wall: JOURNAL ENTRY 59 The Old Thief's Story: "I was once an adventurer like you, in service to the Lords' Alliance, and a fine pickpocket when it came to relieving our enemies of their documents... and perhaps an occasional jewel to compensate me for my trouble!" "He was a contemptuous buffoon, Vaalgamon was, pushed me down in the street as he passed by, for no good reason. I may be an old man, but I still have the touch! I saw to it that Vaalgamon didn't leave Sundbar with everything he'd brough!" He held out an aged but steady hand, presenting an envelope with a broken wax seal. We opened the envelope and removed what seemed to be a hastily scribbled note: "Fool! You allow me one tiny band of mongrels to threaten everything our legions now pursue!" Get to the pyramids at Ascore without delay! Let no one pass through the stronghold! Guard every pathway -- I care not to hear tour tales of how many there are. If the Road fails you will pay for your carelessness!" The note was signed with a large, scrawled letter "M". JOURNAL ENTRY 60 Notes From A Prison Cell: As I sit and write my journal the unrelenting cold spreads deep within my bones. The stone floor and thick walls of my cell here in Zhentil Keep drain every last ounce of warmth from my body. We never understood the significance of the statuettes, nor their power. With all four in his possession, Vaalgamon achieved his goals, and all the northern Realms fell under the Zhentarim shadow. Our riches have availed us nothing. We were hunted down, captured, and brought to this prison, where they keep us alive only out of a desire for revenge. If only we had the chance to live the past over once again... JOURNAL ENTRY 61 JOURNAL ENTRY 62 A Lonely Lament: I hear the sounds of many footsteps approaching. I'm sure that they will find us soon. If we had known of Ceptienne's true role as an opponent of the Zhentarim, the real statuettes would have been ours instead of the false ones we now hold. We must assume that Vaalgamon's boastful speech was correct, and that the High Forrest holds the spot where the magical path across the desert ends. But to know this now is useless. We have fallen into his trap and we are his to play with, as a cat plays with the mouse it is about to devour. Perhaps others will follow us on this path and find that victory awaits them instead of death. --- THE END ---thing he seeks and more!" JOURNAL . ).. )DOC32 PRGySupplied by Jason Elite of Evil Force Typed by Flux/Crystal CYBERCON III - PART 1 OF 2 GAME CONTROLS INTRODUCTION This booklet provides a basic guide on how to play Cybercon III. More information can be discovered by reading the Mission Briefing section, which expands the Game Control instructions. SAVING A GAME To save a game you must first enter a save game room - these can easily be identified by the code wheel logo on the door. Once in the room you will see a communications console - walk up to this console and it will self activate requesting a disk on which to save the game. (This disk need not be formatted as this is done automatically). Once you have inserted the disk, use the sonic key to interrogate and then operate the console - this will actually save the game. (Only one saved game per disk). RESTORING A SAVED GAME There are two ways to restore a saved game: After you boot the game, or hit ESC during the game, a menu will appear allowing the user to either start a fresh game, continue the game (if relevant) or restore a saved game. Before selecting the restore option make sure your saved game disk is in the drive. If you die during play and a saved game disk is in the drive, you will automatically be restored to the position of that saved game. CONTROLLING THE POWER ARMOUR Movement of the Power Armour (PA) is controlled by the joystick. Push forward to move forward, pull back to move back. Pushing the joystick left or right turns the PA clockwise or Anticlockwise. By pressing the FIRE button and moving the joystick left or right simultaneously, the PA can be made to `shuffle' to the side. Finally, simultaneously press the FIRE button and operate the joystick to tilt the PA's head. Press forward to look down, pull back to look up. If the PA's sensors are on-line, the Pitch indicator shows the altitude of the helmet, and the compass shows the orientation of the Armour. Pressing F10 (or a sustained press of the FIRE button whilst moving) causes the PA to Jump (if Power-assist is on-line). The longer F10 is held down, the more power is transferred to the Jump (the maximum depends on the number of Energy Banks on-line and other systems energised). The Ring Indicator shows the power build-up. Some lateral movement (using the joystick) is possible through automatic manoeuvring jets. Note: the Power-Assisted Landing function is used automatically if the PA `falls', provided that Power-Assist is on-line. ENERGY BANK INDICATORS/CONTROL The Energy Bank indicators show the current reserves in the PA's integral matrix and any supplemental Energy Banks. If the bar is red, the Bank has a finite energy reserve, drained from Fuel Cells. If green, the Bank is powered by a small fusion reactor which has effectively limitless power, although it takes time to recharge. __ _____ _______ __ / \ _____ ______/\ _______ / ___ \/ __ \/ \ / /\// ___ \/ __ __// __ \ /\ \ \ \/\// /_/ /\/\ \/ / / /__ \/\/ / / \// /_/ / / / \ \ \ __/ \ / \___ \ / / / __ / / / \ \ \ \ / / / / / / / / / / / / \ \___/\\ \/\ / //\/\___/ / / //\ /\/ / / //\/ /___/\ \_____/ \__/ \___/\_____/ \___/ \__/ \___/\______/ -Andy- --*-- PRESENTS --*-- --*-- HEROQUEST FROM GREMLIN GRAPHICS --*-- Typed by FLUX of CRYSTAL. From the collection of DR.J CHRONICLES OF LORETOME ---------------------- Heed well the words of Mentor, Guardian of Loretome, and I will tell you of times past, of darker days when the empire was saved against all hope. For I fear the darkness is about to return. The fell legions of Morcar, Lord of Chaos, had swept all before them. At the sight of the Black Banner and the massed hordes of Chaos, even the bravest warriors of the Emperor had turned tail and fled, the land was laid waste and all men despaired. But then there came a mighty warrior Prince from the Borderlands named Rodgar the Barbarian. He bore a glittering diamond in his brow, the Star of the West, as worn by the ancient kings of legend. Hope returned and men flocked to his standard, leaving thier hiding places in the hills and forests. Other great heroes joined him. Durgin the fearless Dwarven warrior from the Worlds Edge Mountains. Ladril the Elven fighter mage from distant Athelorn and Telor the Wizard whose sorcery was to save Rodgar on many occasions. For many years Rodgar trained his army, being careful to avoid open battle with Morcar's General until all was ready, but ever harrying thier supply lines, wiping out many orcs and goblins. Then came the day for which Rodgar had waited. His army had grown strong and was well practised. Camping on the high passes, Ladril saw the Black hosts from afar and bade Durgin blow the call to arms on his mighty horn. The armies of Rodgar poured down upon the enemy from two sides, and battle was joined. Many foul creatures and good men perished that day. Yet, as the light of day faded it was Darkness that fled the field. But the victory was not absolute. Morcar and his general escaped beyond the sea of Claws, and even now they plot thier revenge. Soon thier plots wil be ready and the Empire will have need of a new Rodgar. But where are the heroes to equal him? You have much to learn if you are to become as great as Rodgar and his companions. I will help all I can. This book I carry, Loretome, was written when time began. All that ever was and all that ever will be is recoeded in its countless pages. Through Loretome I  may guide you, but I may not intervene, least a greater evil befall the World, and Chaos triumphs forever. PLAYING HEROQUEST ----------------- BRIEFLY ------- Hero Quest is a fantasy role playing game, in which you can represent either a Wizard, an Elf, a Barbarian or a Dwarf. Each has their own charrcteristics, thier strengths and weaknesses. The Barbarian and Dwarf, for example, can't cast spells, and the Magician can't utilise certain weapons. The board game can be played by up to five players, with one having to play the part of the Evil Wizard Morcar. In this version, however, the Evil Wizard is 'played' by the computer. The computer controls all the movements and actions of the Evil Wizard, and thus saves you the trouble. THE DICE -------- Throughout the game instructions, 'rolling the dice' is referred to. On the screen, the dice is represented by a spinning coin. The coin is automaticaly 'moderated'. So when you have bought a piece of equipment that will increase the number of dice that you roll, the computer will automatically incorparate this into the dice. How to 'roll the dice' will be indicated later. ON LOADING ---------- Following the loading sequence of Hero Quest you will be presented with an icons menu which will offer you the following choices, the icons are, from left to right: Enter the Quest, Buy Equipment, Create a Character, and Load Other. For the moment concentrate on the 'Create a Character' option. When you are to play a new game of Hero Quest it's important that you go to this menu first. to choose any particular option, move the mouse pointer over the option illustrated, and then click on the mouse button. CREATE A CHARACTER ------------------ Having chosen this menu, a new menu will present itself, allowing you to tailor your game. Each of four characters you can play are represented, and for each one a number of actions can be carried out from this menu. Each action is carried out by moving the mouse pointer over the particular option and then clicking the left mouse button. The options availible are, from left to right. ACTIVE/INACTIVE (above character illustration) --------------- Clicking on this option will toggle between the two choices, and will decide whether that particular character will take part in the next quest. Obviously, if four players are taking part, then all four characters will be active. If there are only two players, then they could either choose one character each, or may choose to represent two each. If there is only one player, then that player can choose whether to go it alone as one character, or to involve up to four characters in the quest. RENAME ------ This will obviously allow you to rename your character. So, if you feel that the name allocated to your character isn't quite right, choose this option. You will then be presented with an alphabet. As you move the pointer over each letter, each will become highlighted in turn. Clicking the left mouse button the pointer will add that letter to your name. Click on 'END' once you are happy with the new name you have given your character. FRESH ----- This will restore any body and mind points lost during a quest. LOAD/SAVE --------- LOAD - This option will load a character previously saved to a disk. If you choose this option, the previously saved characters will be presented on the screen. Highlighting one and clicking the left mouse button will load that character. SAVE - Obviously, this will save a character as he or she currently is, and will allow that character to be recalled later for further quests. When you choose this option, you will be presented with a menu which will allow you to save the character at eight points on the disk. The eight points will be shown, and clicking on any of them will save your character to that point. All four characters can be saved onto one data disk up to eight times each. FORMAT DATA DISK ---------------- This will allow you to create a data disk onto which you can save your characters. If you choose this option, simply follow the on-screen instructions, taking care not to format your game disk. EXIT ---- This will take you back to the main menu. ENTER THE QUEST --------------- This option will allow you to begin the new quest, and should therefore be the last option that you choose. If you choose this option, you will be presented with a list of the quests, which are best played in order. Clicking on any of them will present the scenario on-screen. Underneath is a pannel reading 'I understand Mentor'. Click on this once you have read the scenerio and feel ready to begin your quest. BUY EQUIPMENT ------------- As you play the game, you will find gold and jewels which will increase your wealth. This can be spent on better armour or new weapons that will affect what you can achieve in the game. This option will take you to the 'shop', where the new equipment can be bought. Once you are in the shop, buying anything is pretty straightforward. Each of the four player characters is illustrated at the top. Clicking the mouse pointer on any of them will make that character the current 'shopper'. The name will appear to the left on the screen, whilst their current money ststus will be shown on the right. Underneath is a list of all the weapons and armour, along with thier price which is shown to the right. To buy any particular item just click on it. Providing you have enough money, that item and the benefits it carries, will now be yours. Descriptions of all the items available, and their effect upon the attributes of your character are included in the spell book at the end of the instructions. Once you have finished buying your equipment, the next player clicks on his character, buys what he wishes, and so on. Once all players have finished, clicking on 'Exit' will take you back to the main menu. LOAD OTHER ---------- This menu will be used to load the Scenario and Data Disks which Gremlin will be issuing over the next few months. When you choose this option, make sure you have inserted the expansion disk first, and then just follow the on screen instructions. HEROQUEST - THE RULES OF PLAY ----------------------------- The following rules are primarily the rules of the board game. Veterans of the board game should read this section, however, as some of the rules have been slightly altered to enhance gameplay in the computer version. PLAYING HERO QUEST ------------------ To play the first quest, choose 'The Trial' from the Quest Menu. The scenario will be presented on the screen. The scenarios are also recorded at the end of this manual should you need to refer to them whilst you are playing (are they bollocks i've done enough typing for one day). Before you start to play, read through the following rules. ORDER OF PLAY ------------- In each game, the Evil Wizard is represented by the computer. Each player moves in turn, starting with the player nominated by the Evil Wizard. The character nominated will be shown in the top left hand corner of the screen. Each character begins the game in a square next to the stairway, which is also the exit at the end of any game. When it is your turn, you are allowed to carry out two actions. You are allowed to move, and either fight, search or cast a spell. You may move first, then carry out the other action, or act first and then move. You may not move, then carry out an action, then continue to move. You aren't obliged to carry out any action on your turn, and you may choose to just move. When it is the Evil Wizards turn to play, which will happen after every player has taken his turn, the Wizard may move some or all of his characters. He moves each monster in turn. The movements and actions of the Evil Wizard will be displayed on screen. MOVEMENT -------- The squares in the playing area are divided into two types: rooms and passages. Which is which is pretty self evident. Each character will use the mouse, as instructed later, to determine the number of squares they may move on their turn. A player does not have to move the full distance indicated by the dice total, and may move any number of squares not exceeding the dice total. Monsters have a predetermined maximum number of squares without needing to roll the dice, and again the Evil Wizard can move them any number within the maximum. When moving characters and monsters may not: 1. Move diagonally 2. Move onto an occupied square. Character players and monsters may, however, pass through an occupied square, provided that the player controlling the obstructing character allows you to pass. Otherwise your move must take another route or stop. Once a player has completed their move, it will move onto the next player. How to effect movement on the computer is instructed later. OPENING DOORS ------------- Character players and monsters can only enter and leave rooms through open doors. Monsters cannot open doors. Character players may open doors by moving onto the square in front of it, and clicking on the 'Keys' icon, as indicated later. Character players do not have to open a door if they do not wish to. Opening a door does not count as a move. Having opened a door, a character player may keep moving if he has any movement left on his turn. Once opened, a door remains open for the remainder of the game. Door opening can be done manually, by using the 'Keys' option, or automatically: If you use the pointer to indicate that you wish to reach a square beyond a doorway, then the computer will automatically 'open' the door for you. COMBAT ------ Combat is split into two stages: attack and defence, but both are moderated by the computer. The attacker rolls his dice once to score as many skulls as he can. The defender then rolls his dice once to cancel the skulls out by rolling shields. ATTACKING --------- To attack a monster or a character player, you must be either in front of, behind or directly to the side of that monster or character player. You cannot attack diagonally, except in special instances indicated in the Spell Book at the end of the instructions. Once you are in position to attack another character, click on the combat icon, and the screen will now flip to the map screen. You must indicate the character that you wish to engage in combat by clicking the pointer over the representation of that character. Once this is done, the screen will flip to the combat screen. Although from this point on the battle is moderated by the computer, what will happen is this: You will roll a number of special combat dice (with shields and skulls). The number of dice you roll is dependant upon which character you are representing, and are as follows: Wizard 1 Dwarf 2 Barbarian 3 Elf 2 For each skull you roll your opponant will lose one body point, unless he can successfully defend himself. If you fail to roll any skulls, the attack is wasted and your opponent need not defend. The number of attack skulls rolled are indicated in the bottom left hand corner of the combat screen, and the number of defence shields rolled by the other character are shown in the top right hand corner of the combat screen. DEFENDING --------- To defend, a player rolls the number of special combat dice allowed for his character in the defend category. The character players and the monsters must try to roll shields to defend. Each shield rolled cancels one skull rolled by the attacker. Once the result of the defence has been determined, the computer will update the various scores for the player and the monster he was fighting. When a characters body points reaches zero, the character is eliminated by any roll of a skull for which they fail to roll a shield. Eliminated characters and monsters are immediately removed from play. When a player is eliminated, all the gold and weaponary that the eliminated character was carrying will be returned to the place of origin. In the instance of some special weaponary, this will mean that the players left alive may have to retrace thier steps to an earlier quest and capture that weapon again. If an attacker has successfully defeated the combatant at the start of his turn, he can now continue to move. MAGIC ----- There are two characters in the game who may use magic, the Elf and the Wizard. No other character can use magic. There are four sets of spells, each consisting of three different types. The sets are Earth Magic, Water Magic, Air Magic, and Fire Magic. At the start of each game the Wizard will choose three sets of spells, and the Elf one. The Wizard chooses on set, then the Elf chooses his set, and the Wizard gets the two remaining sets. If either the Elf or Wizard is not playing, then the other character able to use magic will be able to choose which of the spells he wants to use. Again, the Elf is limited to one set of spells, and the Wizard to three. CASTING A SPELL --------------- When it is their turn, the Wizard and the Elf characters will have the option of casting a spell instead of attacking. A spell may be cast either before or after moving. You cannot use part of your move, cast a spell and then move again. Spells can be cast at monsters or characters players providing they are visible to the spell caster, unless the spell indicates otherwise. Characters in the same room are always visible, whilst figures in passages or in different rooms are only visible if an unobstructed straight line can be traced between the caster and his target. If the line passes through a closed door, wall or another character, then the line is obstructed and the spell cannot be cast. The spell caster can always cast a spell on himself. Each spell may be cast just once during the course of each quest. Once cast, the spell card is discarded By now, you will be familiar with enough rules to be able to take part in the first quest. Once you are in the quest, all of the players that are taking part in the game will seen in a room on the screen, on a playing area surrounded by a number of icons, each of which has a particular function, their functions are as follows: (starting at the top, and working anticlockwise around the playing area). 1. Current Character Attributes 2. Current Character 3. Next Character 4. Combat 5. Unlock 6. Search for Traps or Hidden Doors 7. Search for Treasure 8. Inventory 9. Map 10. Move 11. Spinning Coin CURRENT CHARACTER ----------------- The current character. To his right the four numbers indicate, from top to bottom, Cash, Body points, Movement allowed this turn and Mind points. NEXT CHARACTER -------------- This will end the turn of the current character, and move onto the next character. SEARCH FOR TRAPS/HIDDEN DOORS ----------------------------- This will search the location of the current character for any traps or hidden doors. COMBAT ------ This will allow you to fight another character. UNLOCK ------ This will unlock a door provided the current player is in the square directly in front of it. SEARCH FOR TREASURE ------------------- This will search the current player location for any treasure. The result of the search will be presented on the screen. INVENTORY --------- Will provide an inventory of everything the current player has, or is carrying. You can carry out certain actions from the inventory. To the right on the inventory screen are four icons, representing from top to bottom: Potions carrried, Weapons carried, Armour carried, Tool Kit, and underneath these four the 'EXIT' icon. In order to drink any potion, or use the tool kit, for example, click the pointer onto the icon, and follow the on-screen information prompts. MAP --- A map will be shown indicating the current location of all players, and all areas of the map that have been explored. MOVE ---- The four direction keys indicate the four directions that the player can move in. Each direction that the current player can move is highlighted. An alternative way of moving is, once you know how many squares you can move, click on the square you wish to reach, and provided that you have enough movement points, your player will automatically move to that square. SPINNING COIN ------------- At the start of each turn, the dice, represented by the spinning coin will be seen at the bottom of the screen. Clicking on the left mouse button will freeze the coin, indicating the number of squares you will be allowed to move this turn. SEARCHING --------- Characters may also search instead of making an attack or casting a spell. The search can be made either before or after moving. Characters may not search if they are adjacent to a monster or if there is a monster in the same room or passage. Monsters never search. When a player searches he searches the whole room or passage in which he is standing. Players must identify what they are searching for, and will be prompted by the Evil Wizard to identify it on the screen. They may search for either secret doors and traps, or treasure. SECRET DOORS AND TRAPS ---------------------- Secret door tiles are only shown in the dungeon if a character player finds them by searching. Trap tiles are only placed if found by a search or if triggered by a character moving onto the trapped square. Pit traps and falling block traps are shown when found. Spear traps are rendered harmless when found, so they are not represented graphically, but a message will tell you when one is triggered. Trap tiles may be removed from the board if any character who has the tool kit equipment is adjacent to the trap. The Dwarf may automatically remove any trap tile he is adjacent to. He may only remove one trap per turn. Secret doors may be found by searching on either side of the wall in which they are placed. Once found, secret doors remain visible and open for the rest of the game. TRAPS ----- Traps are not shown in the dungeon until a character player either searches for traps or moves into a square containing a trap. Once a player has set off a trap, he can do nothing more until his next turn. Monsters do not set off traps. They may move freely through squares that contain hidden traps. Once a trap has been discovered, the monsters must obey the same rules as the players. PITS ---- Once a pit trap has been triggered, it remains on the board as an obstacle. Any character who stumbles into a pit trap will automatically lose on body point. He will then climb out of the pit but his turn will be over. JUMPING A PIT ------------- Characters and monsters may attempt to jump across a pit trap. They must have enough movement to get across the pit, counting the pit square as one space. There must be an unoccupied space adjacent to the pit for the character to jump onto. In order to attempt a jump, a player simply clicks on the square beyond the trap as the square he wishes to reach. There is a chance, however, that in attempting to jump a pit, a player may stumble and fall. Again, in this instance, the player will lose one body point and his turn will be over. FALLING BLOCK ------------- When a character player moves through a square containing a falling block trap, a block will fall. It will land into the adjacent square, blocking the way. Any character or monster in the square into which the block falls must roll three combat dice. The victim will lose one body point for each skull rolled. SPEAR TRAP ---------- Any player who triggers a spear trap will lose one body point if he rolls a skull on a combat dice. The spear trap will only effect the first character to enter the square. Subsequent characters who move through this square will be unaffected, as the trap can only be triggered once. TREASURE CHEST TRAPS -------------------- Some of the treasure chests contain traps. The effects od these traps will be displayed on your screen. If a player searches for traps in a room that contains a treasure chest the trap is found and rendered harmless. TREASURE -------- Some of the Quests provide details about specific treasures which can be found by searching. If a character searches for treasure in the appropiate room the treasure will be revealed. Monsters may not move treasure chests. Whenever a character collects some treasure, generally in the form of gold or jewels, it's value will be automatically recorded on their inventory. Some of the treasure is not treasure at all. Instead, it could be a ferocious wondering monster. If there is no square adjacent to the character who found the treasure, the monster will appear on any other square in the room or corridor. In this case the monster may not, however, attack other characters. You are now ready to take part in the first quest. You are acquainted with all the rules. Keep these rules by you whilst you find your way around the first quest. Once you have completed one quest, you should be able to find your way aroud the game without the rules to hand. THE QUESTS ---------- Once you have played through 'The Trial', you are ready to undertake the other quests. These should be played in the order they are presented. COMPLETING A QUEST ------------------ The character players complete a quest successfully if they achieve the objectives described in the quest introduction. If they fail to do so, a quest may be attempted again. The Wizard always begins each game with a full complement of monsters. Characters escape the dungeons by stepping onto a stairway tile, which is also the starting point of every quest except the first one. BETWEEN QUESTS -------------- If your character survives, you may keep him and use him again in subsequant quests. In this case, you may keep any Quest treasure you may have found, and you may spend any treasure recorded on your character inventory to purchase better equipment. You may not keep ordinary Treasure cards. The character players may restore their characters body and mind points to their starting value before beginning a new Quest by using the 'Fresh' option. BUYING EQUIPMENT ---------------- The Book Of Magic indicates the spells, and a description of the equipment available for purchase, plus some of the unique weapons and equipment you might find throughout your quests. Buying equipment is fully explained above, and once bought, any advantage that the equipment might have is automatically attributed to the character who bought it. The spear and staff, for example, allow characters to attack diagonally. A character may not buy equipment if he does not have enough money to do so, but money can be accumulated and kept from quest to quest. MISSILE FIRE ------------ Some weapons may be thrown, whilst the crossbow may be fired. When firing the crossbow or throwing a weapon the procedure for rolling combat dice in an attack and defence remains the same. Your opponent must be visible, as with casting a spell. There is no maximum range for firing the crossbow or throwing a weapon. However, you may not use the crossbow or throw a weapon if you are adjacent to your opponent. HEROQUEST - BOOK OF MAGIC ========================= AIR SPELLS ---------- SWIFT WIND ---------- This spell can be cast on any one player. That player will then have the equivalent of twice as many dice the next time he throws. The spell is then disgarded. TEMPEST ------- A small tempest is created which envelops one monster or player of your choice. That monster or player will then miss their next turn. The spell is then disgarded. FIRE SPELLS ----------- BALL OF FLAME ------------- This spell may be cast at any one monster or player. It will inflict two points of Body damage. The victim may roll two defence dice, and for each shield he may reduce the damage by one. The spell is then disgarded. COURAGE ------- This spell may be cast on any one player. That player may then throw two extra dice each time he attacks, until the spell is broken. The spell is broken when there are no more monsters visible to that player. The spell is then disgarded. FIRE OF WRATH ------------- This spell may be cast on any one player or monster, anywhere on the board. It will seek out your enemy and inflict one Body point of damage, unless your opponent can roll a shield on one combat dice. The spell is then disgarded. EARTH SPELLS ------------ HEAL BODY --------- This spell may be cast on any one player. It will restore up to four Body points that have been lost. The spell is then disgarded. PASS THROUGH ROCK ----------------- This spell may be cast on any one player. That player may then move through walls when he next moves. The player may move through as many walls as his movement will allow. The spell is then disgarded. ROCK SKIN --------- This spell may be cast on any one player. That player may then roll two extra combat dice in defence, until the spell is broken. The spell is broken when that player is wounded. The spell is then disgarded. WATER SPELLS ------------ WATER OF HEALING ---------------- This spell may be cast on any one player. It will restore up to four Body points that have been lost. The spell is then disgarded. SLEEP ----- This spell will put one monster or player to sleep. He may try to defend himself by rolling one dice per Mind point. If he rolls a shield he is unaffected. Once asleep he may not defend if attacked. He will awake if he rolls a six at the start of the turn, or if attacked. VEIL OF MIST ------------ This spell may be cast on any one player. That player may then move unseen through spaces that are occupied by other players or monsters the next time he moves. The spell is then disgarded. WEAPONS ------- BROADSWORD ---------- The Broadsword allows you to roll three combat dice in attack. May not be used by the Wizard. BATTLE AXE ---------- The Battle Axe allows you to roll four combat dice in attack. You may not use a shield when using the Battle Axe. May not be used by the Wizard. CROSSBOW -------- The Crossbow allows you to roll three combat dice in attack. You may not use the crossbow against an opponent who is adjacent to you. May not be used by the Wizard. STAFF ----- The Staff allows you to roll two combat dice in attack. The staff may be used to attack diagonally. SHORT SWORD ----------- The Short Sword allows you to roll two combat dice in attack. The Short Sword may be used to attack diagonally. This weapon may not be used by the Wizard. SPEAR ----- The Spear allows you to roll two combat dice in attack. The Spear can be used to attack diagonally. You may throw the Spear, but if you do so you lose it. This weapon may not be used by the Wizard. HAND AXE -------- The Hand Axe allows you to roll two combat dice in attack. You may also throw the Hand Axe, but if you do so you lose it. The Wizard may not use this weapon. ARMOUR ------ PLATE ARMOUR ------------ Plate Armour allows you to roll four combat dice in defense, but you may only roll one dice for movement whilst wearing the Plate Armour. May not be used by the Wizard. CHAIN MAIL ---------- Chain Mail armour allows you to roll three combat dice in defence. May not be used by the Wizard. CLOAK OF PROTECTION ------------------- The Cloak allows you to roll one extra dice in defence. May only be used by the Wizard. BRACERS ------- The Bracers allow you to roll one extra combat dice in defence. May only be used by the Wizard. THE SHIELD ---------- The Shield gives you one extra combat dice in defence. May not be used by the Wizard. THE HELMET ---------- The Helmet gives you one extra combat dice in defence. May not be used by the Wizard. TOOL KIT -------- The Tool Kit enables you to remove any trap that you find. Roll one combat dice. On the roll of a skull, the trap goes off and you lose one Body point. Once you have rolled the dice the trap is removed. SPECIAL EQUIPMENT ----------------- ORCS BANE --------- The sword, Orcs Bane, allows you to roll two combat dice in attack. You may attack twice if you are fighting Orcs. SPIRIT BLADE ------------ Spirit Blade allows you to roll three combat dice in attack or four dice in attack against undead creatures, Skeletons, Zombies and Mummies. BORIN'S ARMOUR -------------- Borin's Armour allows you to roll four combat dice in defence. WAND OF RECALL -------------- The Wand of Recall allows you to cast two spells instead of one during your turn. TALISMAN OF LOVE ---------------- The Talisman of Love allows you to increase your Mind points by two as long as you have the Talisman in your possesion. The Adventures of Quik and Silva The complete manual typed out by John Panic "The Modem man". From the collection of DR.J Once upon a time not long ago in a far off land:- Every Monday she went to aerobics. Tuesdays was the self- discovery group and from the middle of the week it was always the beginners cookery course at the local night school. Princess Leila was certainly a really active girl; she did, after all,want to inherit the throne and sceptre of funnyland some day and rule the small island kingdom with a wise hand."Under my rule",she used to say to her friends at coffee,"there will never be any scandals!". The inhabitants of funnyland remembered last summer with horror, as a horde of mutated biscuits suddenly attacked the local McMac branch. (Fortunately, the amount of colourings and preservatives didn't agree with the fast lollies!)"No,no, such a catastrophe will not occur under my control!",exclaimed the little princess. To clearly underline the importance of her words, she poked holes in the air with her well-manicured finger nails. (A crying shame, for it really wasn't her fault!). Now it came to be that the old king had no more interest in ruling Funnyland. "At 63, I've really worked enough. I want to enjoy my life at last like everyone else; go fishing, watch Sesame Street on the telly and grow peas in the castle garden!". "Great, Daddy "thought Leila to herself, "then I can take over the reins at last!". The deserving King Walter abdicated in a magnificent ceremony in the castle's hall of mirrors and the ambitous princess took over the crown. "The first task is to paint the royal carriage pink and light blue!". Just on that very evening - how could it be any different in a computer game - a few sloppy workers (HAL and DEREK MD) had left the microwave open for reasons unknown (a pre- war model without a fuse!). It happened as a rhino fly decided to take a rest on the main switch: the thing started up and dozens of fluffy and plastic creatures lying around received a megadose of microwaves! and as these things happen, the once cute little beasts mutate to become destructive blood-thirsty monsters. Nothing and no one was safe from them. Comment from the monarchy: "Hee-elllp! Why doesn`t someone help?. "So, Leila,"thought the angry people of Funnyland,"now you have your industrial scandal! And what now?". It must be admitted that Princess Leila had real problems and no solutions! But then came the face-saving idea: "What about these two metal boys I invited to my last birthday party. "She rummaged through her handbag: "Where`s this cursed visiting card? "She discovered the card under tons of of rouge and lipstick in the record time of nearly half an hour: "QUICK & SILVA Computer Games Heroes Inc. - we crack any nut without cheating!" Leila grabbed the cordless telephone: "Hello, hello! Can I speak to QUICK & SILVA, the robot heroes? Please come as fast as you can! I have an awful problem here!". Now it's all up to you! Must Leila abdicate? Will the toy factory be nationalised? Is Funnyland doomed? ... Question after question! Only you know the answers! May the joystick be with you - you can bank on Princess Leila's thanks and a high score! THE OBJECT OF THE GAME. is to guide the small robots through all the levels of the game without losing all their lives. The little metal chaps have the unbelievable ability to fire plasma torpedoes (FIRING BUTTON) to defend their skin - sorry armour! The spreading power of the light shells (max.5 shots) is increased by collecting "P" symbols. Whoever prefers to collect "B" bullets receives bonus points, and "X" symbols give an extra life. Some of the stones hide interesting secrets! So examine them all as accurately as possible by jumping at the blocks from below with the robot heroes (JOYSTICK forwards + direction). Touching the enemy or the peaks or falling into deep (water) trenches is fatal! Such actions automatically lose a valuable life. This is prevented by avoiding all the dangers in good time! note the extremely good jumping ability of the two heroes - practice also makes perfect with QUICK & SILVA!. You can accurately check the effect of the individual special blocks again by using the graphics. One last hint: some tasks seem impossible at first sight! But they aren't - almost every problem can be mastered by skilful practice. For example, look exactly where your shots are richocheting. You could in fact always stand there. But enough for now - the NEW BITS team wish you happy puzzling! P.. key activates "pause" M.. key activates "music on/off" All the above is typed word for word from my manual have fun with this game Guys! These Docs were typed by John Panic "The Modem Man" (A Real Nice Guy). B.A.T. by UBISOFT Dox by Repo Man & Genesis -+-+-+- -= An SCD Production =- The documentation you are about to read was painstakingly copied from the original game manual, typed, editted and packaged, all by hand. > > DOCS FIXED BY [RYGAR] < < > > ALL IBM CRAP REMOVED!!! < < (Bastards!!!) SCD Staff & Members ------------------------------ President : Atz Vice President : Hawk Programmer : fIREHOSE! Musician : MIDIman Eastern Manager : Dark Magic ! Dox Coordinator : Genesis Members --------- Repo Man Fistandantilus The Dark Overlord A. Pyro Space Ace Ford Prefect Mystic Lord Satan Lord Dan Skylord B. A. T. Complete Documentation First, here is a quick summary of what this games about...... You're a secret agent that has been assigned to go to Terrapolis and elim- inate a character named Vrangor who planted 16 nucturobiogenic bombs... He said that he would blow up Terrapolis unless an act of property is drawn up in his name, so there you go.... You have 10 days to find this guy and blow his brains out, hope the following technical manual helps you in your attempt to play this game. Happy hunting!!! Actual docs from the B.A.T. manual follow: ============================================================================== 1) The World of B.A.T. * The Universe: The B.A.T. is an ultrasecret organization, originally earth-based, of which you are an agent. The action takes place at the beginning of the XXIInd century. Earth, disrupted by various events, reformed a world government, the C.F.G (Confederation of the Galaxies), directed by nine savants. The known Universe is scattered with worlds having no, or virtually no, topoligical concentration. This phenomenon, essentially due to the type of propulsion used for very long distance voyages (artificial black holes), resulted in the extreme political development of the independent worlds, despite themselves. Spatial colonization currently extends to the solar system and its suburbs (less than twenty light years away, like Alpha of Centaur) belonging to the Terrian district and the hundreds of other worlds colonized by the millionaires (or aliens!) scattered in space and linked uniquely by temporal bridges. To coordinate the actions of the hundreds of different worlds, an organ- ization has been created, the U.M.R. (Union of Worlds for Assembly). However, significant problems remain and the measures taken by the U.M.R. are often stifled by the veto of one government or another... That's why the C.F.G. prefers to use its personal action organization, the B.A.T., to resolve problems in utter secrecy... As a B.A.T. agent, you will travel around various worlds, all different from each other, meeting strange or frightening characters. You will have to achieve perilous missions but you will have the fabulous chance to visit an integral world and to discover mysteries throughout the adventures that we offer you. At the beginning of the game, you create your own character. Don't neglect this task, as your character will evolve during your adventures. Whether this is for better or for worse, it is a reflection of you... Your adventure will take place on Selenia, a very cosmopolitan planet, a crossroads of civilization... ------------------- 2) The World of Selenia: The climatic conditions of this planet are very severe. No flora or fauna exist (you may get the chance to fly over the plateaus and dunes of the desert in a DRAG!). A terrian colony has been set up in a town protected by an enormous dome: TERRAPOLIS. The very industrial nature of this city has made it extremely lively. A large number of different beings meet night and day (Appendix I describes the main creatures). You will notice the heavy atmosphere, resulting from this world which influences its inhabitants and where violence is common. We'd advise you to blend in with the surroundings and not to disturb the equilibrium that makes the city tick, as aggressiveness is not always the best solution... Don't forget that this is a real world in which you'll evolve. Don't hesitate to go for a drink or have some fun; adventure isn't the only attraction of the game, and you'll rarely be at a dead end. Once you've reached your goal, you can still carry on playing. -------------------- 3) The Dynorama: So that the players feels free, so that he can totally immerse himself in the adventure w/o any restrictions, we have conceived a system where appearance interaction and even the very framework of the game have been rethought. The structure of the game is based on what we call a "distributed adven- ture". The player can reach a solution in various ways, enabling him to be blocked only rarely in the adventure. The adventure is therefore resumed by a "main backbone" composed of branches and knots. The branches can be parallel or concurrent, they converge towards the knots which lead to the next step in the adventure by logical relations. Moreover, we need an interactive system of high quality to communicate with the player. As far as the graphics were concerned, we opted for a complete- ly free screen where images take shape and follow each other freely. In consequence, some screens are entirely graphical, in a "cartoon" style, designed to make the game come alive. Interaction also occurs through the "dynamic icons," by using the mouse to move around on the image and change depending on the possible action. Thus the information circulates in a direct, immediate manner, w/o interfering with the player's concentration. So there you are, you now know the essentials about B.A.T.'s world. ============================================================================== APPENDIX I: THE CHARACTERS IN B.A.T. ------------------------------------ * SKUNKS: Totally antisocial, aggressive, rebellious. They like to attack people and steal from them. They gather together very easily. * TERRANEAN GUARDS: These are the police of Terrapolis. They walk numerous beats in the town and will seek you out if you break the law. You will then be imprisoned and judged. These over trained, heavily armed guards will attack you w/o warning if you have been condemned to death. * GLOKMUPS: Travelers native to MIGA, not very intelligent but very proud. They are often destined to carry out dirty jobs and are reduced to being robbers or assassins. They measure around 9 ft. and are generally extremely skilled robbers. Don't place too much con- fidence in them. * KRADOKIDS: One of the races populating the planet Sabellius. They resemble lizards and their distinctive feature is that they are Cyclops'. Dressed like monks, these are very intelligent creatures, some- times even wise men. They never let anyone take advantage of them and are linked by a powerful sense of fraternity. They are very numerous and never mix with other races. Another race of kradokids exist who are much less intelligent, but they are not present on Selenia. * STICKROBS: These are ultra-perfected robots, slightly less intelligent than the human race. Theoretically used to perform various services, they sometimes wander around, when out of order, in the streets. They can be dangerous and are very well-armed. * KILLERS: Giant mercenaries, they have no feelings. You will never meet them in Terrapolis because they are used by Vrangor as his bodyguards. They think they are invisible and are kamikazes. They count on the element of surprise when they fight. * VRANGOR'S GUARDS: They are extra-terrestials grouped together in a para- military organization. Of human size, they are very well trained and only serve to kill. * MERIGO: A petty crook arrested while trying to traffic magnetic cards, he escaped with Vrangor during their transfer to Zorg. Since then, it seems that Vrangor has been exerting a strange sort of influence over him. * VRANGOR: A veritable evil genius, he has been arrested 14 times for various crimes. Escaped or freed due to lack of evidence, he doesn't hesitate to kill if his position is threatened. His cruelty and total lack of pity make him a fearsome man. It's because of him that the B.A.T. has sent you to Selenia. ============================================================================== II) CREATING A CHARACTER: To play B.A.T., you can choose a predefined character by clicking on the left mouse button, or you can define the characteristics of you personage yourself by pressing the right one. A) GENERAL OPTIONS: * Information, Main Menu, Save, Agent's Name all self explanatory. B) COMPETENCES: 1) Basic Competences: --------------------- Basic Competences CANNOT BE MODIFIED. They don't appear on the creation screen, but nevertheless form part of your character. These competences are: - Life potential: (99-0%) General state, from 99% at beginning, it should never reach 0% or you'll be dead. - Level: (1-99) This level is your degree of knowledge, your experience. The higher it is, the easier it will be to resolve certain problems or even avoid them. - Experience: (0-99pts) helps change level at 100 goes back to 0 but level goes up by 1. - Calorie Level: (kcal) It is calculated in function of the competences sel- ected. Your consumption is also controlled during your adventure. Eat or you will die. - Hydration level: (%) same idea as calorie level, except DRINK!! - Credits: (Cdts.) Start w/1000 credits. In Terrapolis, you can change this virtual money (you only have one card) into small change, the Krell. The rate of exchange differs. In general, one credit is around 2 Krells. ---------------- 2) Modifiable Competences: -------------------------- You have 78 pts to spread out. Here is the detailed list of the modifiable competences: - Force: (0-20) physical potential. Number here is max level during the game. minimum of 15 is advised. - Intelligence: (0-20) Reflects your mental capacities. Enables to resolve complex problems, or eg. to take the lead in a conversation with a less intelligent individual. Attaining 20 is classed as genius, while minimum is fatal (clinically dead). - Charisma: (0-20) Constitutes main attractive power, whether physical or mental. Useful in bargaining, etc.... - Perception: (0-20) Principle senses (smell, taste, etc.) high level enables avoidance of surprise, help anticipate attack.... and so on.... - Energy: (0-20) Vitality also includes your willpower. Energy potential reflecting your vivacity and speed of your intervention when faced with an action. - Reflexes: (0-20) Capacity to react to an event without letting your deduc- tive competences intervene... Self explanatory. ------------------------ 3) Aptitudes: ------------- Calculated depending on your competences and other parameters too numerous to describe. Reflect capacity to carry out certain actions. Resulting from personal talents but also from training you've received, help to make actions easier. Determines your disposition (scientific, manual, calcula- tive, instinctive, etc..) Expressed in percentage (0-100%). * Here are the necessary characteristics for this adventure - Chatter: Useful for confusing or convincing a seller or obtaining info from an indicator. Found in resourceful, vicious individuals.... - Pick locks, Steal: Self explanatory... - Detection: Detect traps, find invisible clue that uncovers the workings of a Machiavellian plan. An essential aptitude of all detectives. - Electronics: 70% considered very good electrician. Could help you out in tricky situations. - Climbing: To cross all heights without equipment. If low %, don't attempt the impossible, find the nearest elevator. - Evaluate: Enable to avoid buying a replica of a Kar-had vase at the same price as an original. Do you have a realistic attitude? - Mechanics: Avoid having to take public transport. Below 10%, advise not to touch any machine. - Track: Davey Crockett mentality. Helps follow prey and even react in same way he does. - Locate: Enables you to discover hidden objects. - Vigilance: Be on guard. High % will keep you from finding yourself without a credit card, whereas low %, you will be ideal prey for all bandits and robbers. - Firing: In case of attack. With a high % you can send a band of vicious skunks packing without even aiming. If below 20%, you should ask all those around you to go several miles away before firing (if you have a Nova, we're not responsible for holes in the disk...). - Psychology: To carefully apprehend a fragile creature (and not rush at him wildly, we advise you not to neglect this aptitude. It could be useful to know about certain civilizations and not to pro- voke them. Below 10% you're a brute... 4) Choosing Weapons: -------------------- Before setting out on the adventure, it would be advisable to stock up on one or two weapons. In fact, the number of weapons is a function of your constitution. You can take two small or one large weapon. ============================================================================== APPENDIX II: THE DIFFERENT WEAPONS: ----------------------------------- * The choice of a weapon is crucial for the rest of the game. Weapons List as follows: ------------------------ - Voktrasof: Light weapon, like a pen which you keep in you pocket. Not very powerful but easy to hide. - Beckman: Classic photonic beam of medium power. weighing around 2 kg, it's the preferred weapon of the Skunks. - Hacker 30: The butcher's weapon, projects several thousand needles simul- taneously. You can regulate the dispersion level of the needles as well as the pressure of the propulsion gas. Beautiful weapon for you acupuncture experts!!! - Haas 10: It consists of a type of pistol launch-missile. Two types of missiles can be used: 1) - N 29: Missile w/o non-controllable trajectory 2) - T 02: Missile tele-guided by body wave - MOZ: Powerful and devastating infrasonic cannon, extremely useful for com- pletely destroying any type of conventional engine. Terranean police possess a weapon of this kind. - NOVA: Most powerful, it's cannon is in fact a genuine photon accelerator. It is carried on the shoulder and is equipped with multiple shock absorption systems. In short, it's not to be used in a very busy public place.. Weapons have several characteristics as follows: ------------------------------------------------ - Perforation Coefficient (CP): (0-9). In contrast with the equipment coef- ^^^^^^^^^^ ficient (built-in resistance factory of your  \. ./ DOCS FIXED clothing, also from 0-9). Ammo pierces { /\ } BY [RYGAR] through any clothing with an equipment coef- ________ ^^^^^^^^^^ ficient lower than it's CP (the NOVA cuts / V V \ straight through virtually everything). - Amunition: Remember to buy the right one that corresponds with your weapon. - Price: Contained in the Feature Table below: TABLE OF FEATURES FOR EACH WEAPON +==================================================================+ | NAME OF WEAPON PRICE PERF. COEF. AMMUNITION | |==================================================================| | VOKTRASOF 150 4 LP-12 | | BECKMANN 390 5 LP-57 | | HACKER 30 440 6 AG-10-80 | | HAAS 10 560 5 N 29 | | 7 T 02 | | MOZ 812 7 E-10 | | 8 E300 | | NOVA 995 9 NOVA BATTERY | +==================================================================+ ============================================================================== III) THE GAME -------------- A) THE DYNAMIC ICONS: --------------------- * The left button usually invokes the action presented by the icon: 1) B.A.T.'s logo (the eye of the falcon): This icon tells you that there is nothing in this part of the picture. However, if you click on the right button of the mouse, a main menu will appear. If you click on the left mouse button, you will access B.O.B. 2) Directions: Indicates in which direction you can go. 3) Bubble: (Looks like comic strip conversation bubble) tells you that you can engage in conversation with a stationary character or simply ask for information. 4) Bottle: (Icon of a bottle) This icon tells you that you can buy something to drink. WATCH OUT! The fact that you take a drink doesn't mean that you have consumed it! If you want to drink it, use the health option in the main menu. 5) Interpellation: (Icon of face profile speaking) Gives you the op- portunity of conversing with one or two active characters. When this icon appears, click on the left button and you can then con- verse with the selected character. 6) Question mark: (Looks like one of these: ?) This icon tells you that tells you that you're lacking in something or someone to accomplish the required action. 7) Target: (Icon of cross-hairs) appears during combat phases once you have chosen your weapon. 8) Purchase: (Icon of triangle on bottom and arrow on top of it) Appears when you can buy something, or for any action obliging you top pay another person. 9) Heart: (Heart-shaped Icon) You'll come across this icon in the red- light area of Terrapolis, when a charming young lady will offer to show you some smooth moves on the dance floor. 10) Usage Icon: (Big arrow pointing up) Appears when you have to use a a machine or accomplish a specific action (simulator, etc....). B) THE MENUS: ------------- 1. MAIN MENU: Access: you can gain access to the main menu each time you click on the right button of you mouse while the BAT logo icon is present on the screen. MENU SUB-MENU SUB/SUB MENU FUNCTION DESCRIPTION ============================================================================== INVENTORY................EXAMINE: Look at the appearance and contents of your possessions. VALUE : Give a value to this object (approximate) NEXT : Pass to next object in inventory. FINISH : Return to main menu. LOOK: Look at area where you are. If there's an object it will appear in the inventory window. SEARCH: Same action as looking except more precise. DROP.....................NEXT : See next item in inventory. DROP : Drop item in question. HIDE : Hide item in question. CONCEAL: Conceal item in question. FINISH : Return to main menu. HEALTH......EAT :......NEXT : See next food item. EAT : Eat the food. EXAMINE: Look at food. FINISH : Return to main menu. DRINK :......NEXT : See next beverage item. DRINK : Drink the beverage. EXAMINE: Look at the beverage. FINISH : Return to main menu. SLEEP : You immediately fall asleep, to wake up click left mouse button. FINISH: Return to main menu. CAREFUL! Don't let other characters steal from you or kill you while you're asleep. Also a risk of indigestion if there is no need to eat or drink. HELP.....................PAUSE : Pauses game. MUSIC ON/OFF : Turns music on or off. SAVE : Save Game 1 and so on up to 8. LOAD : Load Game 1 and so on up to 8. ABORT GAME : Abort game currently in progress. FINISH : Return to main menu. NOTE: When you save a game, the programs of B.O.B. are not saved. You must use the option SAVE B.O.B. (Program 4 function). 2. CONVERSATION MENU (static characters): The static characters are represented by the bubble icon. Click left mouse button when bubble icon appears on character. * Works the same as the Main Menu system. 3) INTERPELLATION MENU (mobile characters): The characters moving around in the game are located by the interpellation icon. Click left mouse button when interpellation icon appears on the character. * Works the same as Main Menu and Conversation Menu. 4) PURCHASE MENU * Same concept as previous menus... 5) FIGHTING There are two ways in which you might find yourself in the combat phase: * If you are the ASSAILANT, you have provoked the fight, you know your adversary, you must know what you're getting yourself into. * If you are ATTACKED for some reason by one or two enemies: You will find yourself on a full-screen image. You must then arm yourself by clicking the left button of the mouse in the square where the weapon is displayed. If you have a force field, you can connect it using the same method. Position the target icon on your adversary and click several times on the left button of the mouse to kill him. If you have no ammunition, you can only flee (so click on the escape icon at the top of the screen) and be better prepared next time.. NOTE: Your opponent could also take flight. The more aggressive you are towards the characters in the game, the more violent they'll be in return. Moreover, the death of on e character automatically results in the birth of another. IV) USING B.O.B (BIO-DIRECTIONAL ORGANIC BIOPUTER) -------------------------------------------------- A) GAINING ACCESS TO B.O.B.: Like any self-respecting member of B.A.T., you have a computer, the B.O.B., implanted in your arm. Based on electro-organic technology, it is an entirely separate organ of your body. Powered by 4 fibro-veins, it elec- tronically analyses and controls your blood flow in order to supply you with all kinds of info about your body. It's particular method of operating enables you to modify some of your physical and psychological characterist- ics. B.O.B. is therefore not a gadget but a work tool that will help you in your mission and could even save your life. It's up to you to put the 4 func- tions to their best possible use to profit from B.O.B.'s extraordinary cap- acities. B) B.O.B.'S DIFFERENT FUNCTIONS: -The main screen of B.O.B. gives you access to 4 functions: Programs 1 - 4. * PROGRAM 1: Reminder of your characteristics. - LEVEL: increases each time your experience reaches 99. - EXPERIENCE: Some of your actions during your mission will increase or reduce your experience. It varies from 0 to 99 between each level. --The others were defined earlier in the documents... * PROGRAM 2: This function indicates state of your health. - LIFE POTENTIAL: Informs you of your health. 99% great shape, but as you roam around, you most likely weaken due to illness, wounds, hunger, etc. at 0% your a corpse... - B.O.B. continuously analyzes your blood in order to detect any weakness likely to endanger your mission. - HYDRATION: B.O.B. keeps an eye on you dehydration level and indicates in its diagnosis if you need to drink. - CALORIES: Your body consumes energy in calories. You start with 2000 calories. Of course this diminishes as you play the game so a regular nutritious intake can conserve the balance between the energy consumed and the energy intake. B.O.B. will indicate in it's diagnosis if you need to eat, but watch out for indigestion.... - SILHOUETTE OF YOUR CHARACTER: Thanks to the diagram of a body, B.O.B. indicates the injured parts of your body after fighting. The injured part of the body is in red. * PROGRAM 3: Translate language and electrocardiogram: - LANGUAGE TRANSLATED: - B.O.B. controls your mental capacities, notably your ability to under- stand and speak a foreign language. - On Selenia, there are 3 main ethnic groups: robots, aliens, and humans. - To understand the aliens, click on Alien, the arrows ">.......<" position themselves and thus indicate the language being spoken. - CARDIOGRAM: This option enables you to control your heart beat. --------------------------------------------------------------- - NORMAL: Is in use unless you change it (the arrows ">.......<" are pos- itioned on either side of "NORMAL"). Your heart beats at a normal rate. - HIBERNATION: This option enables you to slow down your heart beat. Your reaction to an enemy will be slower, but if your injured, for example, you will become less tired and above all will lose less blood. - ACCELERATION: This option enables you to accelerate your heart beat. It is useful during fighting, for example, your vitality, foresight and speed are increased (all important physical efforts are increased by this function). - QUIT: Enable you to return to the main menu. * PROGRAM 4: Programming B.O.B.: In order to automate the preceding functions and to avoid repetitive manip- ulations, B.O.B. possesses original and revolutionary programming in the computer games field. - COMMANDS - ------------ - DIR : Displays the files available for B.O.B. to load. - LOAD : Loads the selected file in the memory. To select a file, click on it with the mouse. It will turn red. - SAVE : Saves the current program. Check that your disk is not write protected. - ERASE: Erases the selected file on the disk. - EDIT : Edits the programs. - RUN : Executes the program present in the memory. - QUIT : Quits the Program 4 function. - At the top of the screen is the zone where the names of files on the disk will be displayed. - At the bottom of the dialogue zone: for example, to enter the name of a file to save. C) PROGRAMMING B.O.B.: To program, a powerful editor has been specially conceived. You gain access to this editor by clicking on the left button of your mouse on the edit option. At the top left of the screen is the editing area. The cursor ">" indicates the line on which you are working. The two vertical arrows on the right enable you to move the cursor ">" up and down in your listing. At the bottom to the left, 4 functions can be found: - INSERT : A line is inserted where the cursor is positioned ">". - DELETE : Erases the line where the cursor ">" is positioned. - QUIT : Enables you to quit the edit mode. - NEW : Erases the program in the memory and clears the editing area. At the bottom to the right, you'll find the instructions and the necessary parameters for the programming. Two vertical arrows surround the zone for these commands and enable you to make them scroll before selecting them. To write a line of a program, click on one of the three types of infor- mation found below which should then appear in the listing zone. You gain access to 3 types of information: 1) COMMANDS: IF  END IF DISPLAY TRANSLATE RHYTHM WARN RESTART END 2) PARAMETERS: PURSUED ROBOT ALIEN MERIGO VRANGOR HUNGRY TIRED INJURED ILLNESS HIBERNATION NORMAL ACCELERATION 3) MESSAGES: MESSAGE 1 MESSAGE 2 MESSAGE 3 MESSAGE 4 MESSAGE 5 Certain commands need a parameter in order to complete a line of program, such as IF, DISPLAY, TRANSLATE, RHYTHM. * Example of IF parameters: ex. IF INJURED The command DISPLAY only accepts the MESSAGE parameter. In this case, the editor asks you to type this message on the keyboard. Type up to 10 letters then press RETURN. Watch out! The messages will appear on the B.O.B. screen once the program is launched by choosing Program 4. The command WARN does not need a parameter. This command emits a sonar signal during the game. If a parameter is not suitable for an instruction, B.O.B. will refuse it. IMPORTANT: Any program must finish with the RESTART command followed by END so that the program can re-loop. Therefore, if you link two or more program together from the examples below, use only one RESTART command and only one END command. RESTART and END will always be the last two commands of a program. EXAMPLE OF A PROGRAM: During the game, you can use B.O.B. for help. Below you will find some examples of B.O.B. Translate Program: This program will help you to discuss with everybody during the game (alien, robot, human - your first language is human). IF ROBOT TRANSLATE ROBOT END IF IF ALIEN TRANSLATE ALIEN END IF RESTART END To launch this program, click on "RUN". When "PROGRAM RUNNING" appears, the program is activated. To stop it, click on "STOP". To return to the game, click on "QUIT". Alarm Program: This program will ring an alarm if there is Stickrob near you. IF PURSUED WARN END IF RESTART END Health Program: This program will monitor your health. IF HUNGRY DISPLAY "STARVING" END IF IF THIRSTY DISPLAY "THIRSTY" END IF IF TIRED DISPLAY "TIRED" END IF RESTART END Pulse program: if there is a robot near you, B.O.B. will accelerate your pulse. If the robot tries to kill you during the combat mode you can kill him more easily. IF ROBOT RHYTHM ACCELERATION END IF IF ALIEN RHYTHM HIBERNATION END IF RESTART END V) THE MACHINES AND THEIR USE: ------------------------------ During your adventure in Terrapolis, you'll come across and have to use various machines. They will enable you to: - Change any existing credits to Krells. - Use telephone. - Sleep. - Eat. - Play games (see Bizzy Game). a) Use of the machines: When the Up arrow icon appears on the screen, click on the left button on the mouse. The machine will then appear in the center of the screen (for the explanations that follow, consult the diagram below). Insert your credit card into the machine and use it by clicking on the keys shown on the screen using the left button on the mouse. Once you have fin- ished, click on your card to quit. Don't forget to take your credit card with you after using a machine. * Change machine or telephone: - Enter the amount or telephone #. - Hit C to cancel or RETURN to enter. * Food Machine: - Enter choice by selecting the number; you can't cancel choice. * Sleep Machine: - NOTE: you must have the appropriate amount of credits. - Use plus or minus keys to adjust amount of sleep. - Press "V" key to start sleep. b) The Bizzy game: The most popular game on Terrapolis. Invented by Segmour BIZZY, it gives every player the chance to win money or lose it. This game has caused rivalry between the best players of the BIZZY game, who meet in the game rooms to compete against each other. The principle of the game is simple: After having made your bet, the BIZZY game shows you a series of geometric figures. To win your stake twice over, reproduce the sequence of figures in the r ight order, using the keys sit- uated to the right of the BIZZY screen game. To start the Bizzy Game: After inserting your credit card, start the game by pressing the square shape on the top row of keys. c) The Love Meter: The love meter is a machine that will test your romantic performance. It will calculate your capacities while you're on cloud nine. The success of your mission might depend on its verdict. How can you suc- ceed during this test? When you find yourself on the dance floor with the person destined to boogie down with you, look for the love meter on the right side of the screen. To dance, alternate between left and right buttons as quickly as possible. Attempt to reach the top of the meter. A graph will show your results.. Good luck !!!!!! VI) THE DRAG: ------------- 1) Presentation Extracted from an article published in "Life of the Planets" (literal tran- slation) The DRAG is a vehicle specially designed for the difficult climatic cond- itions on Selenia. Moreover, it has never been exported and is only used on this planet. The first model (Monopropulsor T1) was constructed in 2171 and in spite of the first catastrophic tests, was rapidly adopted by mining companies. Since then, five other models followed it. The last of these, the T4-B8 (biopropulsor), is the most frequently used at present. The DRAG does not have a very good reputation among Selenian pilots. In fact, piloting it is extremely difficult because of the imposing lateral stabilizers. Fitted to combat the immense atmospheric instability. Some would even go so far as to say that controlling them is like piloting those ancient contraptions, chariots. "A flying chariot, is perhaps the best definition that can be given of the DRAG." In this part of the game, you'll find yourself behind the controls of a flying machine named DRAG. In fact, you'll be using a genuine flight sim- ulator. It is shown in 3D, and you'll be able to get wherever you like and to see objects in all possible positions. You can thus fly over the entire planet surveying Terrapolis. 2) Piloting: a) Direction: By moving the mouse left or right you can change the dir- ection of the DRAG. The lateral movements of the mouse con- trol the left and right directions. b) Speed: Speed is controlled by pressing left and right buttons separately The left button is to speed up and the right button is to slow down. c) Radar: The radar helps you to find Vrangor's station. Your drag is the one always in the center of the radar screen. The other dots represent: Vrangor's Station : Red Dot Selenia : Green Dot If you want to go to Vragor's station, move your drag left or right, then move forward when the red dot is on top of the radar screen. When you see Vragor's station, fly into it. You will automatically land safely. You are now inside Vrangor's station!!!!!!!!!!! VII) THE MOBYTRACK ------------------ The Mobytrack is one of the numerous transport methods to be found on Terrapolis. You will come across it when you visit the underground city (it will be your only way of getting around). It is very simple to use and easy to understand. To get around in the underground, use the mouse and select one of the four directions by pressing the left button of the mouse. ============================================================================== Well that's it folks! Enjoy! Thanks for supporting SCD! -DOCS FIXED BY [RYGAR!]- An original ST doc!!! Bloody amazing! Sincere thanks go to Silver Ray for typing this up....good on ya mate!! S.P. GFA Artist Typed by Silver ray INTRODUCTION GFA Artist offers all the graphics and animation possibilities one could ever want! This program combines features from many other graphics and drawing packages. You can draw a picture, create complex forms of animation, and save your created animation in a film file( a run-only version that can be used without GFA Artist program). The program is written in GFA basic, yet combined with machine language where necessary for speed and for whiz tricks! Special Features The Function Selection Box: The Function Selection Box integrates low and medium resolution into one screen that is combined with multiple palettes. you have the advantage of using the 80-character mode(medium resolution) for function selection together with the low resolution mode for art work. this makes the use of pull down menus redundant. Colours: GFA Artist works with 2 different modes: LOW RES: The normal low resolution mode. LOW RES STATIC: This mode allows the display of up to 1021 colours at the same time on the low res work screen! These 1021 colours are divided into 68 palettes for the one screen. It is an ideal tool for making pictures with colour transitions for a rainbow effect. This mode can only display pictures - the other animation techniques described in the rest of this manual cannot be used. Screen Formats: GFA Artist is automatically compatible with all standard screen formats(Degas, Colourstar, Neochrome) - no selection is necessary! It is also compatible with Neo-colour Cycling. It can automatically convert a certain screen from one to another. Sprites: A sprite is a group of pixels that together form a part of the picture. They are drawn or created with the functions of the F2 Box. The size of the sprites created with GFA Artist is only limited by the size of the screen! The Control or Input Device: The mouse is used wherever possible instead of the keyboard. Requirements An Atari ST with minimum 1 MB of RAM,TOS in ROM,and a colour monitor is necessary to operate GFA Artist. If the program is run on a 2,3 or 4 MB ST, it will utilize all of the available memory for more space to create sprites,frames,etc. GETTING STARTED The main program on the System disk is GFAARTIST.PRG. If you ran another program before GFA ARTIST, reset your computer in case the other program reserved the memory(GFA ARTIST could then only use the memory not reserved by the other program). Start the program in medium resolution. The message Press Any Key To Continue will appear on the screen. Insert the data disk and press a key, and the program will automatically load and start the demo film(press the ESCAPE key or a mouse button to stop it at any time). If you don't want to see the demo, press a key without inserting the second disk.When the program starts without loading an auto-exec demo, the F2 Function Selection Box will appear on the screen. In GFA Artist, there are 2 main boxes that contain all of the functions that can be executed with the program. The F2 Function Selection Box is used to create the sprite, the F1 Selection Box is then used to make the film from these sprites(press F1 or F2 to move between the boxes. A film created with GFA Artist consists of a series of frames , and within each frame, one or more sprites, at one or more layers. By creating frames with the same sprites that move to different positions from frame to frame,the most complex forms of animation can be created with minimum effort. All of the necessary disk input-output operations can also be executed with the F1 and F2 Boxes. Move between the different functions of the Selection Box by holding down the left mouse button while moving the mouse. Select a function by clicking the right mouse button when the desired function is highlighted with the contrasting colour. The F1 or F2 Box can be moved horizontally across the screen by first holding down the left mouse button, then pressing the right mouse button, and moving the mouse up or down while keeping the two buttons depressed - the box will follow the mouse movements. The way to select a portion of your picture for animation effect is the same for all functions. Once a function is selected, two cross lines will appear on the screen. The point where the two lines intersect will mark any corner of the picture excision you desire. Click the left mouse button to define the corner. You can now define the other coordinates of the picture area with the mouse. When the dimensions are satisfactory, click the left mouse button a second time. To exit the GFA Artist program, it is necessary to reset your computer. GFA Artist changes so many system parameters due to the mixed resolution mode that a Quit option would be useless. THE F2 FUNCTION SELECTION BOX GENERAL: The F2 Function Selection Box contains the features necessary to create the sprites that will be used in the film. NOTE: To stop any animation effect created with a function of the F2 Box, press any key or mouse button. UNDO: When you have executed a function of the F2 Box that does not create a set of sprites, you can undo the result of your last command by pressing the UNDO key. Pressing the UNDO key a second time will recreate the effect of the work just cleared with the previous Undo. SINGLE SPRITES: After you have made a single sprite you can paint your picture with it by moving the mouse with the left mouse button pressed down. This feature will also place the sprite on different coordinates in the picture. OUT OF MEMORY ALERT: GFA Artist gives you about 280K(with two work screens defined) to create sprites. If you have more that 1 MB of RAM , add 90 percent of your extra RAM size to this number. When you reach the upper limit of the reserved space, the following warning will appear: SYSTEM REQUEST:FREE MEMORY IS TOO LOW! PLEASE SAVE YOUR WORK BEFORE PROCEEDING. THE LAST FUNCTION MAY HAVE FAILED. If this warning appears while you are creating a set of sprites, the set of sprites mat not be complete. Remove this warning by pressing any key, but unless some sprites are deleted to obtain extra free memory, the warning will return every few minutes. To avoid an Out of Memory alert when creating sprites, regularly check the number of bytes that are free with the ?? function in the F2 Box or the Info Function in the F1 Box. Fill Patterns: For all functions where a fill pattern is used, you can choose a standard GEM fill pattern or you can define your own custom fill pattern. The latter can be a pattern defined with the built-in pattern editor or with a selected part of a picture. To select a standard fill pattern, highlight the symbol for the filled object you want. When you press HELP key you will get a box with the first series of fill patterns. To view the second series, click on the arrow in the bottom right hand corner. When you click on a certain pattern, it will become the new fill pattern for all of the fill functions. To change the fill colour, click on the colour field and the RGB palette panel will appear. The fill colour is different from the colour selected for drawing. To define your own fill pattern, select the Custom Fill field, which will place you in the Fill Pattern Editor. The big raster (16x16) on the left is the magnified version of your fill pattern. Make a selection from the 16 colours of the current palette at the bottom of your screen by clicking on the desired colour. In this way, your fill pattern can consist of 16 different colours. To create your own fill pattern, click on the little squares in the raster that you wish to change to the selected colour. You can also cut out a part of the current picture by clicking on the Get field and then defining it as the current fill pattern. Other Features Of The Fill Pattern Editor: Clear the Current Fill Pattern: This clears the field. Move the Current Fill Pattern: This moves the pattern to the left right,up or down. If you are defining your own fill pattern, and you click, for example, on the left field, then the points of your fill pattern that are on the left side will disappear and reappear on the right hand side. If a part of the picture is used as a fill pattern, then the whole picture will scroll with the raster acting as a magnifying glass. HFlip and VFlip: These will flip your picture horizontally or vertically. To save your current fill pattern, select the Save function under the F1 Box and then select the GFF format. You can also select the Save option by clicking on the Input-output function under F2(disk symbol). Load a previously saved fill pattern with the Load/GFF option. Functions: Pencil: This function is used for free-hand drawing in a selected colour. Press the left mouse button while moving the mouse to draw. To change the current drawing colour, press the HELP key when the Pencil function is highlighted but BEFORE the function is actually selected by clicking the right mouse button. A second box will appear that displays the 16 colours of the current palette. The current drawing colour is the colour at the bottom of the box. Select a different colour by clicking on it with the mouse cursor; notice that the bottom colour changes also. When you have made your selection, click the right mouse button to exit it again to select the function. Eraser: This will erase part of the work. Select the form of your eraser by clicking the left mouse button. Determine what will be erased by moving the eraser with the mouse and click the left mouse button to delete what is inside of it. Click the right mouse button when ready to exit. Fonts: This function allows you to enter text in your picture. The text will be in the font loaded with the Load option. To enter text, select the function and enter your text on the keyboard. Click the left mouse button to place it or the right mouse button to undo it. You can change the parameters of the current font by pressing the HELP Key when the Font function is highlighted but not yet selected. A second box will appear that allows you to alter the size and angle of the current font. When clicking on the appropriate field(s), the changes will appear in the box: UP ARROW KEY: the letters will increase in height DOWN ARROW KEY: the letters will decrease in height LEFT ARROW KEY: the letters will narrow RIGHT ARROW KEY: the letters will widen + SIGN: the italic effect will increase - SIGN: the italic effect will decrease. If you are not satisfied with the changes you made, you can restore the default dimensions and angle by pressing the UNDO Key while still in the HELP Function. Normal Zoom: This will cause a magnification or diminution effect on a portion of your picture, depending on the source and object dimensions given. First, select the part of the picture you want to zoom and then define the limits of the area that will be affected by the Zoom operation. After the selections are made, the Zoom operation will take place. Polygon: The polygon function allows you to create a construction of interconnected lines. Click the left mouse button to select the starting and ending points of the first line. After this, you only have to select one point of the next line, because its starting point is the same as the ending point of the previous line. When you have completed the polygon, click the right mouse button to exit. If you want to change the line colour of the polygon, press the HELP Key when the function is highlighted but not yet selected. If you do not close the polygon it will be closed automatically. Filled Polygon: This function is identical to the Polygon function except that it fills the polygon with a standard GEM fill pattern or your own custom fill pattern. Combined Flip: This flip function is a combination of the Horizontal and Vertical Flip. Select the part of the picture you want to flip. It will first be mirrored horizontally as if seen through the opposite side of the photograph negative. Then the mirrored picture is turned upside down for the final effect. Horizontal Flip: The Horizontal Flip function mirrors the selected section of the screen. Vertical Flip: The Vertical Flip function turns the selected part of the picture upside down. Ellipse: To make an ellipse, first click the left mouse button to define the centre and then select the shape by moving the mouse. When satisfactory, click the left mouse button again. Click the right mouse button to exit. When you want to select the line colour of the ellipse, press the HELP Key before selecting the function. Filled Ellipse: This function is identical to the Ellipse function except that it fills the ellipse with a standard GEM filled pattern or your own custom fill pattern. Rectangle: To make a rectangle, first define the place of one corner of the rectangle by clicking the left mouse button, and then define the other dimensions of the rectangle by moving the mouse. When satisfactory, click the left mouse button a second time. Filled Rectangle: This function is identical to the Rectangle function except that it fills the rectangle with a standard GEM fill pattern or your own custom fill pattern. Circle: To make a circle, first click the left mouse button to determine the centre of your circle, then move the mouse until the circle has the desired shape and click the left mouse button a second time. Filled Circle: This function is identical to the Circle function, except that it fills the circle with a standard GEM fill pattern or your own custom fill pattern. NEO-Chrome Colour Cycle Switch: This function will produce a permanent colour change caused by a constantly changing colour palette. It is activated by selecting it the first time and deactivated by selecting it the second time. It is only effective if selected before the cycle colours and cycle speed with the Neo-colour Cycle function of GFA Artist, or when a picture created earlier with the NEO-Chrome program. This function is switched off when the 1000 colours mode is on. Animated Zoom Based on Squared/Rectangles: This operates like the Zoom function, but you must also select the number of sprites and the beginning and the end of the area to be affected. Select the function by clicking the right mouse button. Now decide in how many different steps you want your zoom to be animated(the number of sprites). Register this number by pressing the left mouse button with the mouse positioned on the + of - until you reach the desired number and then click the right mouse button. You can exit this function by pressing the UNDO Key. Once the number is set, select the area to be affected. Define the start and end area coordinates of the Animated Zoom with the mouse. The program will execute its work on the screen. Click the right mouse button to stop execution. Lasso Function: With this function you can precisely copy a part from your picture. Define the area by clicking on the left mouse button every time you change the direction of the mouse(like creating a polygon) and then click the right mouse button. Click on the left mouse button to place it in a new position or the right mouse button to exit. Globe Effect: This function transforms an area into a rounded shape. You must define the area you wish to transform and then define the shape of the circle (or ellipse) by moving the mouse. Click on the left mouse button to start the transformation effect. When the new sprite is created, click the left mouse to place it or the right mouse button to exit. Animated Zoom Based on Circles/Ellipses: This function operates in the same way as the Animated Zoom Based on Squares and Rectangles (see above) except that it is based on circles and ellipses. Vertical Roll Function: This rotates the picture vertically around an axis. After selecting the number of sprites and the part of the picture to be affected, define the place of the axis. When suitable, click the left mouse button and the sprites will be created. Exit by clicking the right mouse button. Horizontal Roll Function: This works in the same way as the Vertical Roll Function except the picture rotates around a horizontal axis. Arc Function: This will create any arc you define. You must define the start and end angle of your arc before using this function. When this function is selected for the first time (or if the start angle of your arc is the same as the end angle) a second box will appear for you to define both angles of the arc, or highlight the Arc function and press the HELP Key to change the existing parameters. When the angles are defined,click on the OK field with the left mouse button. Click the right mouse button to select the function and create the arc inside your picture. When the shape of the arc is satisfactory, click on the left mouse button. Horizontal Parallelogram Function: Select part of the screen, and then select the shape of your parallelogram with the left mouse button, and then click the left mouse button again to begin the function. Vertical Parallelogram Function: This function operates in the same way as the Horizontal Parallelogram, except for its vertical effect. Rotate: This will rotate a part of the picture to a different angle. Select the section of the screen with the left mouse button. Define the angle over which the selected part will be rotated by moving the mouse. When OK, click the left mouse button to continue. Animated Rotate: This rotates the picture from a start angle to an end angle divided among the number of sprites selected. First, select the number of sprites with the left mouse button, then define the part of the picture you want to rotate. Click the right mouse button when correct. After this, define the start and end angle of the rotation effect. For example, if you want a complete rotation, define the starting angle as 0 and the ending angle as 359 (the coordinates are shown in the upper right corner). You can also change the angle values by moving the mouse and clicking the left mouse button when the values are suitable. Click the right mouse button to exit. Animated Horizontal 3-D Effect: This creates a horizontal 3-D perspective on a selected part of the picture. Select the number of sprites with the left mouse button, define the area to be transformed, and then define start and end of the 3-D effect. Experiment to become familiar with this function. Click the right mouse button to exit. Animated Vertical 3-D Effect: This function is identical to the Horizontal 3-D effect, except that it creates a vertical perspective. Vertical Drum: The Vertical Drum function lets you create a vertical drum that is sized and oriented to your specifications. After selecting part of your screen, determine the shape of the drum. You have several possibilities. Change the width of the drum by moving the mouse horizontally to the right to widen it, and to the left to narrow it. Moving the mouse vertically tilts your drum vertically an upward movement tilts the drum upward and a downward movement tilts it downward (this is helpful when you want to see more of the inner part of the drum, either from the upper of bottom viewpoint,respectively). Moving the mouse while pressing the left mouse button changes the height of the drum. An upward movement will increase the height, a downward movement will decrease it. When the drum has the dimensions you want, click the right mouse button. A vertical bar will appear in the drum that goes from left to the right, which allows you to select the starting point of the picture on the drum surface by horizontally moving the mouse. When the bar is in place, click a mouse button and the drum will be created. Click the left mouse button to place it in the picture or the right mouse button to exit. Horizontal Drum: This function is similar to the Vertical Drum except the drum is widened by moving the the mouse upwards and narrowed by moving it downwards. Animated Vertical Drum: This function creates a animation effect that consists of a series of horizontal drums. By choosing the parameters, you can create a wide range of different effects and you can use a combination of effects. For example, you can obtain the effect of a drum rotating around its axis and at the same time zoom it in or out. First, specify how many sprites will be between the start and end drums you are going to create by clicking the lift mouse button on the + or - sign in the box that appears. Those sprites are necessary steps for the transition between your start and end drum. A little experimentation is necessary steps for the transition between the start and end drum. A little experimentation is necessary, but general, values from 4 to 15 are good. Next, create a start drum and the end drum in the same way that you created a drum with the Vertical Drum function. As an additional aid, the shape of the start drum is shown in red in the background. After you have completed the end drum, select which part of the drum that is filled with vertical lines between these two bars is the part that will rotate. To change this, press the left mouse button(you can repeat this several times.). If everything is satisfactory, click the right mouse button and the program will make the transformation from the start drum to the end in the number of steps(sprites) specified. Animated Horizontal Drum: This function works in the same way as the Animated Vertical Drum function except that the start and end drums are horizontal drums. Source Screen Indicator: SRC The SRC Screen Indicator gives you the number of actual work screen, You can cycle through the screens in memory by clicking the right mouse button. You can define the number of work screens that can be loaded together in memory with the F2 function Info. This screen is the source screen for all of the animation/sprite functions. You can define the work screen in which your picture will be loaded by clicking on the appropriate number in the File Selector Box. To copy one of the four work screens to another, highlight the SRC function and press BACKSPACE. The work screen displayed on the screen will be copied to the work screen with the DST (destination) screen with the appropriate function. DST Screen Indicator: The DST Screen Indicator allows you to define which work screen will contain your work. When you move sprites from a SRC screen to a different DST screen the palette of the SRC screen will be copied of the palette of the DST screen. Foe example, if you want to use a zoomed in or out part of your picture as an input for another function(ie rotate), you can load the original picture to SRC 1. Before you select the Zoom function you change the value of DST to 2. Now select the Zoom function and make your picture excision the size you want it. After zooming, you can place the result of your zoom SRC 2 by clicking the left mouse button. Now change the value of the Source Indicator to 2 and then select the rotate function, which will from now no take its input from Work Screen Number 2(the Destination Screen acts here as a kind of intermediate scratch path). Fill: This fills you picture with a standard GEM fill pattern of a custom defined fill pattern. You can select a different fill pattern or fill colour by pressing the HELP Key when the fill Function is highlighted but not yet selected. Transform Effect: The Transform Effect creates a user-defined transformation effect on either the whole picture of part of the picture. After selecting the function, use the the left mouse button to define the part of the picture to be transformed. Then define the form the picture will be transformed into (like with the Ploygon function, a new line begins each time you click the mouse button). When you have completed the form, click on the right mouse button and the transformation will take place. To place the created sprite in your picture click the left mouse button, or click the right mouse button to exit. RGB Palette Function: The palette function allows you to compose the colour palette you will use in your picture. After you select this function a panel will appear. The 16 colours you see on the left side of this box form the current palette. The colour on the bottom is the current colour for many other functions eg Pencil,Brush,Line,etc. You can change any of the 16 colours in this box or select a colour out of the 512 colours of your ST. When you click on the 512 field, a screen with 256 colours on it will appear. You can cycle through all 512 colours by pressing the right mouse button while moving the mouse up or down. When you move the mouse cursor onto one of the colours and click a mouse button, that colour will appear in the upper right hand corner. Move the mouse cursor into the colour bow in the upper right corner and click the left mouse button to set the colour, or click the right mouse button if you wish to exit without selection. If you select a colour, it will appear in place of the previous colour in the RGB panel. 1000-Colour Mode: You must select this function before you can make any 1000-Colour transitions. It acts as a toggle switch. When the 1000-Colours switch is on, you can select transition zones(see next function) and create 1000-Colours cycling,but when you set this switch off, you will see your normal picture again, without any of the special effects. When you want to see the previous effect, simply select the 1000-Colours function again. A 1000-Colours screen must be saved with the Input-Output function in the F2 Function Selection Box.In the F1 Box, the 1000 Colour mode is switched off and the screen would be saved as normal(not 1000-Colours). Transition Effect: This changes a part of your picture into a certain colour (maximum 8 new colours, independent from the current palette). Inside one screen you can define more that 1000 colours(512 different ones) in this way. Before you can use this function, you must switch the 1000- colours mode on. To define the colour to be transformed into a new set of colours, click on the desired colour in the RGB panel that Appears after selecting the function. Click the right mouse button. Define the starting and ending colours. These two colours will be divided into as many steps as possible( with a maximum of 8 colours at a time) to form the Transition effect. First click on the start field, then select the starting colour by clicking at an existing colour in the current palette or moving the sliders to define a new colour(this will not change the normal palette settings). Then click on the end field and define the ending colour. To make the maximum number of colour transitions possible, define a starting colour with, for example, the R slider at 0 and the ending colour with the R slider at 7. In this way you will have 8 different colours in this transition area(for example,specify yellow as the starting colour and green as the ending colour). It is impossible to use Colour 0(the colour in the upper left corner of the RGB box) as a transition colour, because this colour is the background colour of your picture. Click the right mouse button after defining the starting and ending colours. The last step is to define the portion of your picture where the colour Transition effect will operate. Click the left mouse button two times, the first with the horizontal bar and the end of the transition area. If you want as many colour transition as possible on a small area of your picture, make the transition area as small as possible. You can reuse the last parameters you defined by simply clicking the right mouse button instead of selecting the same colours again. This is convenient when you want to divide a certain colour into different transition areas with the same colour transitions. This function is ideal for creating a multi-coloured background. The 1000-Colour mode will temporarily be switch off each time the programs creates sprites for animation effect. To change a colour in the picture while the 1000-Colour mode is on(without creating a Transition effect), you must also use the Transition function. First, select the colour you wish to change then specify the starting and ending colour of the Transition effect by specifying the new colour two times. When you have specified the new transition area, the new colour will replace the old one. When you use the RGB function, The changes will only occur on the normal palette, and not on the 1000-Colour palettes. If you save a picture with the 1000-Colours mode on, all the colour transitions you made will be saved with your picture, and they will be loaded with the picture. If you made any 1000-Colour cycling effects,these effects will also be saved with the picture. To clear the transition zone and/or cycling zones defined in the current picture, press the HELP Key when the Transition function is highlighted but not yet selected. A second box will appear that lets you choose between clearing the cycling zones or the current transition zones(palettes). The upper 4 lines of the picture cannot be used as a transition zone. If you want to use the upper part of your picture as a transition zone, for the best effect remove the upper 4 lines by pressing the ESCAPE Key when defining the transition Zone(with the 2 Horizontal bars) Input-Output Functions: If you want to perform any of the standard Input-Output function you must select the Diskette symbol. A second panel will ask you weather you want to load or save. Depending on your choice, the next panel will appear for you to select the sort of file you wish to load or save. This can be: ART: Picture SPR: Sprite file GFT: Font File(load only possible) FLM: Film File GFF: Fill Pattern file ROI: Combination of SPR,FLM file,and ART file(if Work Screen Number 1 is used as a background screen). This allows you to save or load all the information necessary to execute a certain film in one file> This file is executable by ROI (the Run Only Interpreter program on the Data diskette). Status Box: This box gives you information about sprites used,frames used groups used used, free memory and memory used. GEM Bit-Blit Switch: This function activates the GEM Bit Blit routine, instead of the custom Bit Blit routine normally used in GFA Artist. In some cases it may be necessary for certain functions to operate at the highest possible speed. In these cases, switch the GEM Bit Blit mode on. However, the faster speed has a disadvantage: the colour 0(border and background colour) will no longer be transparent. The reason the custom-made routine is a little bit slower is because it has more capabilities and therefore much more work to perform. So, in general, we advise not to activate the GEM routine. You normally don't need the extra speed and you will miss the effect of the transparency of colour 0. Vertical bend: This creates a Bend effect on a part of your picture. When this function is highlighted and the HELP Key is pressed, you can define the form of the Bend effect: User Defined: You draw the shape the picture will bend to. 1/2 Sinus,1 Sinus or 2 Sinus: This will define the amplitude of the curve that the picture will be bent to. When you have defined the parameter you want, Click the right mouse button and select the function(default is Used Defined). Now, depending on the selected parameter, draw the bend form (User Defined) or select the amplitude of the bend sinus by moving the mouse up to increase or down to decrease. When OK, click the right mouse button. If you selected the User-Defined option, you can undo the form you already made by positioning the mouse cursor above the highest horizontal line and clicking the left mouse button. Horizontal Bend: This operates like the Vertical Bend function, but creates a Horizontal Bend effect on the selected part of the picture. Rectangle with Rounded Corners: To draw a rectangle with rounded corners, first define one corner of the rectangle by clicking the left mouse button and then defining the other dimensions of the rectangle, click the left mouse button again. Filled Rectangle with Rounded Corners: To define the fill pattern and fill colour, press HELP when the function is highlighted but not selected. Magnify Draw Function: This function will zoom a certain part of your picture for precision drawing. Select the desired area with the mouse. Move the mouse into the upper part of your screen for the regular- sized view of your picture and into the lower half of your screen for the magnified version of the partition. To select a certain colour, press HELP when the function is highlighted. Select a colour from the 16 current colours by clicking on the desired colour. You can now draw with it by keeping the left mouse button pressed down while moving the mouse. If you wish to move to another part of your picture, click the right mouse button. To change the magnification factor to 8 from the default value of 4, move the mouse cursor to the small rectangle on the right side of your screen(while in draw mode) and click the left mouse button. Clear: This clears the current work screen. BET YOU DID NOT KNOW THAT?????????? SILVER. Configuration Function: This function allows you to determine the actions GFA Artist will take when starting up. You can define the following configuration parameters by clicking in the box next to the name of the parameter, entering the name of the file on your keyboard, and pressing ENTER: Screens: 1: SCREEN1.ART, 2: SCREEN2.PI1 You cannot change the number of screens without rebooting the program. If you specify more filenames that the maximum number (4), all of the extra will be ignored. Run-Only: This allows you to load a file that combines a sprite,film and a picture file without separately loading those files. If you want the loaded film to start automatically, add the ~ symbol after the name of the file. For example: Run Only: Cartoon.roi~ Sprites: The sprites parameters selects the name of the sprite file to be loaded on startup of GFA-ARTIST. For example: Sprites: SPRITES1.SPR Film: If you want a film file to be loaded at start-up, specify the name of the file after this parameter.For example: Film: MOVIE.FLM~ The ~ option (Auto Execute) only works if you have defined an .SPR file as well. Font: After this Parameter, give the name of the font to be loaded at start-up of GFA ARTIST. Foe example: Font: GOTHIC.GFF Sync 50 Hz. 60 Hz: GFA ARTIST starts in the 50 Hz mode. If you are using a television, leave it in 50 Hz. If you are using a monitor, click on the 60 Hz in the INF screen to get less flickering in your screen. Save your INF file and when the program is booted it will automatically switch to 60 Hz. Screens 1|2|3|4: This selects the number of work screens you will be able to use. Click on the desired number, but remember every screen uses 32K of memory!. Save: After you have defined all the parameters to your specifications, click on the Save Field. Restart the program to check whether all of the selections are correctly executed. If you save the configuration file, you must save it on the disk together with the GFAARTIST program. Screen Dump: This function dumps your work on the current screen into your printer. Neo-Colour Cycling: This function will cycle some or all of the colours of the current palette. After selecting this function, define the starting and ending colours for the cycling effect. First, click on the Start field. You can now select the starting cycle colour. Select the ending colour in the same way. After selecting the colours that you wish to cycle, define the cycle speed by clicking on the minus and plus signs in the upper right hand corner. 0 is no cycling and 20 if for slowest cycle speed. click on the right mouse button to exit. 1000-Colour Cycling: This selects the area(s) of the picture where the Cycle effect will take place and the speed at which the colours will cycle. Press the HELP Key when this function is highlighted to set the parameters of the cycle function. Selecting the function toggles the Cycle effect on. There are 9 different cycles zones inside your picture that may be selected in the following way: Press the HELP Key. When the second box appears, click on the number of the zone you wish to define and click on the Set field. A horizontal bar will appear across your picture; the bar will move up or down with the mouse movements. Move the bar to the position where the Cycle effect will Start, and click the left mouse button. Place the bar at the position where the cycle effect will end and press the left mouse button again. You have defined the cycle zone with the number of specified in the previous step. The direction of the cycling is determined by the position of the starting bar and the ending bar; if you place the bottom bar first and then the upper bar, the cycling direction will be from bottom to top, if you place the upper bar first then the direction will be from top to bottom. When operating in the Set mode, you can see the normal palette colours or the colours defined with the Transition function by pressing the HELP Key. When a cycle zone is defined, the best effect is obtained when that cycle zone corresponds with a colour transition zone that has been defined earlier with the Transition function. For example, for part of the background to cycle from yellow to red, define the transition zone and the colours to cycle with the Transition function, and define the cycle zone that is exactly the same as the selected in the Transition function with the cycle function. Define the cycle speed next by clicking on the +or - sign in the cycle panel with the left mouse button. To see the effect you created, click on the View field. If you want to clear a certain area, select the appropriate number and click on the Clear field. If all settings are satisfactory, click the right mouse button to exit the Help Panel. Experiment with the 1000-Colour Cycle function and the Transition function to obtain the best results with backgrounds or other transitions and cycle effects. THE F1 FUNCTION SELECTION BOX. General: This box is used to create a film that consists of a number of frames made up of a number of sprites or groups of sprites. In each frame, you can place sprites on different layers. To make a short film, you must first create a number of sprites. With the F2 box, you can create sets of sprites that form a specific animation effect(eg a rotating drum). It is also possible to select a single sprite to use in your film with the F1 Box by using Sprite/Extra/Get Function. The Seven Main Divisions of the F1 box: 1. Sequence The sequence functions a series of operations(Copy,Move or Swap) on a certain sequence of frames. FUNCTIONS Define: First, select the series of frames to be defined as a frame sequence. Select the starting and ending frame of your sequence by clicking on the Start field, when the start frame is displayed and then clicking on the End Field when the end frame is displayed. To cycle through the frames in the current film, use the following keys: DOWN ARROW KEY: Next Frame UP ARROW KEY: Previous Frame LEFT ARROW KEY: First Frame RIGHT ARROW KEY: Last Frame CLR HOME KEY: Current Frame Number +5 INSERT KEY: Current Frame Number -5 SHIFT + HOME KEY: Current Frame Number +10 SHIFT + INSERT KEY: Current Frame Number -10 CONTROL + HOME KEY: Current Frame Number +100 CONTROL + INSERT KEY: Current Frame Number -100 After selecting the sequence you want, click the right mouse button to exit. If you have created a certain movement effect and you wish to reverse that movement, the sequence function is an ideal tool: first define the sequence with the start frame number equal to the end frame number of movement you wish to reverse and the end frame number equal to the start frame number of the movement. When you do a show sequence, you will see the reverse effect of the normal movement. For example if the movement is a ball that moves from top to the bottom of the screen, then after defining your sequence as described above, copy the defined sequence after the last frame of the normal movement. In this way you can create the effect of a ball bouncing back to the top of the screen. Kill: To kill the current selected sequence, click on the Kill field and all the sequence frames will be killed. Copy: To copy your frame sequence to a certain place inside your film, select the frame number where the current sequence is to be inserted. To change the current frame number, use the same keys as for the Define option. All the frames defined in the sequence will be inserted at the current frame number when the Copy Field is selected. Move: The move function inserts the frames defined as a sequence into a selected place in the film. It differs from the Copy command by deleting instead of duplicating the original frames. To select the frame number insertion, repeat the procedure for the Copy command. Swap: The swap function switches the number of frames in the current sequence with an equal number of other frames. The switch starts at the current frame number. To select the current frame number see the Copy command. Show: The show function lets you view the currently defined sequence. Press the HELP Key when the frames are shown and the frame numbers will appear on your screen. Regulate the speed of your film with the Film/Speed function. 2. Backgrounds General: The program supports multiple backgrounds; you can have up to 4 (if 4 work screens were defined). In the main program you can define a screen to be used as a background by using the Background/Define function. When using the Film Merger, the program will ask for an .ART file to load. It will inform you of the screen you must select (for example, it will say: Load .ART File 2 for you to load the .ART file for background [work] screen 2). The Run Only Interpreter is compatible with multiple backgrounds. When you save a file in ROI format, all of the screens used as background will be saves. The Background function defines Work Screen Number 1 as a background for selected frames in the film. The Info function under the Background heading will give the same information as the F2/Info function. Functions: Define: This will create or erase a background in the film. Select the area where this will take place. Select the starting frame by clicking on the Start field when the desired frame is displayed on the screen, and the ending frame by clicking on the End field when the desired frame is displayed. Define whether it will clear a background (click on erase) or place a background in the part of the film just defined (click on Place). When you select the Place option the picture currently in Work Screen Number 1 (SRC 1) will become the background screen between the starting and ending frames previously specified. Cycle through the frames in memory in the following way: DOWN ARROW KEY: Next Frame UP ARROW KEY: Previous Frame LEFT ARROW KEY: First Frame RIGHT ARROW KEY: Last Frame CLR HOME KEY: Current Frame Number +5 INSERT KEY: Current Frame Number -5 SHIFT + HOME KEY: Current Frame Number +10 SHIFT + INSERT KEY: Current Frame Number -10 CONTROL + HOME KEY: Current Frame Number +100 CONTROL + INSERT KEY: Current Frame Number -100 SRC: This is used to select which screen will be used as a background. Change screens by clicking on the SRC Indicator. This is equivalent to using the SRC function in F2. SRC is also the input screen for the Sprite/Extra/Get function. 3. Group General: The Group functions define the relation between a series of sprites. This series of sprites (a group) is considered as one sprite. It is easier to make animation with sprites that form on figure. Use groups whenever possible because they use less memory than individual sprites when used in frames, and when you move a group over a number of frames it's much easier and faster that moving all of the individual sprites of that particular group over the same number of frames. Functions: Define: The Group/Define option offers the same possibilities as with the Sprite/Define function (replace the word sprite by the word group when you read the explanation of the Sprite/Define function). The Group?define function lets you make animation with groups instead of sprites. To use the HELP Key function see the description of the Sprite/Define function. Move: Move the contents of a certain group to another group with the move function. First, select the number of the group to be moved by clicking on the Get field when the proper group is on the screen. Then select the group number where the group will be moved to by clicking on the Move field when the appropriate group is displayed. The original group will be deleted from its old position and inserted in its new place. You can cycle through the groups in memory in the following ways: DOWN ARROW KEY: Next Group UP ARROW KEY: Previous Group LEFT ARROW KEY: First Group RIGHT ARROW KEY: Last Group CLR HOME KEY: Current Group Number +5 INSERT KEY: Current Group Number -5 SHIFT + HOME KEY: Current Group Number +10 SHIFT + INSERT KEY: Current Group Number -10 CONTROL + HOME KEY: Current Group Number +100 CONTROL + INSERT KEY: Current Group Number -100 Edit: With Group/Edit you can: Move a Certain Sprite in a Selected Group: Select the group you wish to modify with the same keys as for the Group/Move function. When the proper group is displayed, click on the Move field. Then position the hand above the sprite to wish to move with the mouse. Click the left mouse button to remove the sprite and click it a second time to place the sprite in its new position. To cancel the operation, click the right mouse button. Kill a certain Sprite in a Selected Group: First, select the group that will be modified with the same keys as for the Group/Move function, and then click in the Kill Field. Position the hand above the sprite by moving the mouse. Click the left mouse button to delete it, or click the right mouse button to cancel. Kill a Whole Group: To delete a certain group in memory, select the Group/Kill function; select the group to be killed (cycle through the groups in memory in the same way as for the Group/Move function), then click on the Group/Kill field to remove the group from memory. Note: When you delete a certain sprite or group all of its occurrences in the current film will be deleted. Copy: It is convenient to copy a group when you wish to make changes to it. Select the group you wish to copy and click on the Copy field. Then select the destination group number and click on the Copy field. It will be copied to the group with the number selected. Foe example, to create a little boy that walks across the screen you could define all his limbs as separate sprites, but it is easier to define the boy as one group that consists of a number of sprites. Copy the group a number of times, and then make changes from group to group to create the different positions of his legs necessary to simulate walking. The actual motion is created with the Group/Define Function. Create: The Create function creates new groups and adds sprites to existing groups. Select the function and define the sprite you wish to add (it will be the first sprite of a new group or added to an existing group) by clicking on the Get field When the proper sprite is displayed. Cycle through the existing sprites with the following keys: DOWN ARROW KEY: Next Sprite UP ARROW KEY: Previous Sprite LEFT ARROW KEY: First Sprite RIGHT ARROW KEY: Last Sprite CLR HOME KEY: Current Sprite Number +5 INSERT KEY: Current Sprite Number -5 SHIFT + HOME KEY: Current Sprite Number +10 SHIFT + INSERT KEY: Current Sprite Number -10 CONTROL + HOME KEY: Current Sprite Number +100 CONTROL + INSERT KEY: Current Sprite Number -100 After clicking on the Get Field, select the group the sprite will be added to. Cycle through the existing groups with the same keys used to cycle through the sprites, to add the current sprite, move it to the desired place with the mouse and click the left mouse button. If you don't want to place it, click the right mouse button. New: To kill all groups currently defined, click on the New function. 4 Sprite General: This contains the tools necessary to make a film with existing sprites, to kill all sprites in memory, or to create a single sprite. Functions: Define: This function is the major construction tool to make a film sequence with GFA Artist. When you made an animation effect with a function of the F2 Box you created a certain number of sprites. You can create a film with these sprites with the Define function. For example, if part of a picture was zoomed from very small to the size of half the screen with the Animated zoom function and 10 sprites (steps) were specified, then the Define function is used to specify what will be done with those sprites. you can combine the Zoom effect with any other animation effect (combine it with other sprites at different layers or move it over the screen from one coordinate to another, over a specified number of frames, etc.). There are several levels to this function. The sprites to be used in the frames of the film sequence are selected in the first level. The film sequence is defined at the next level. Select the starting sprite of the set by clicking the left mouse button on the Start field, and the ending by clicking on the Ending field.When you select the starting sprite and that sprite is part of an existing set of sprites, the current sprite number will change to the ending sprite number of that set. This is for your convenience, because in most cases that will be the ending sprite you want to define. You can always check the current starting and ending values by looking at the two counters on the right side of the sprite number. Cycle through the different sprite sets with the TAB Key. Each time you press this key you will see the first sprite from the next set. The little vertical rectangle in the middle of the screen will change from red to green and vice versa to indicate when you reach a different sprite set. The SHIFT Key in combination with the TAB Key will cycle backwards through the sprite sets. There are other ways to explore all the sprites that are currently in memory: DOWN ARROW KEY: Next Sprite UP ARROW KEY: Previous Sprite LEFT ARROW KEY: First Sprite RIGHT ARROW KEY: Last Sprite CLR HOME KEY: Current Sprite Number +5 INSERT KEY: Current Sprite Number -5 SHIFT + HOME KEY: Current Sprite Number +10 SHIFT + INSERT KEY: Current Sprite Number -10 CONTROL + HOME KEY: Current Sprite Number +100 CONTROL + INSERT KEY: Current Sprite Number -100 The current sprite number is in the upper left hand corner of the Medium Resolution display and Selection panel. The dimensions of the current sprite in pixels are displayed below the sprite number. The right side of the panel displays the level of the current function (it should now read Define/Get Sprites). At any time, you may correct a selection already made by clicking again on the Start or End field. The starting or ending value will then change to the newly selected sprite number. To exit the current level and go back to the F1 Box, click the right mouse button. After defining the sprite series, move to the next level of this function by clicking on the Get Frames field. Notice the Get Frames field is now changed to the Create field. In this level you define where you want to place the selected sprites and over how many frames the animation will take place. First define the starting frame the animation will begin in by clicking on the appropriate field. Notice that the information on the left side of the panel changes and that the colour changes from blue to dark red. Instead of the sprite number, the current frame number is displayed, and the current layer number beneath it. You will also get the starting sprite on your screen. Move the sprite around my moving the mouse, place it by clicking the left mouse button. Then define the ending frame in the same manner. To view the whole frame so you can place the current sprite in the upper part of the picture, remove the Selection panel by pressing the ESCAPE Key. Pressing this key a second time will cause the panel to reappear. Use the arrow keys to cycle through the existing frames in memory in the same way as in the first level: DOWN ARROW KEY: Next Frame UP ARROW KEY: Previous Frame LEFT ARROW KEY: First Frame RIGHT ARROW KEY: Last Frame CLR HOME KEY: Current Frame Number +5 INSERT KEY: Current Frame Number -5 SHIFT + HOME KEY: Current Frame Number +10 SHIFT + INSERT KEY: Current Frame Number -10 CONTROL + HOME KEY: Current Frame Number +100 CONTROL + INSERT KEY: Current Frame Number -100 Change the layer number by using the + and - keys. The default layer number is 10. To place a sprite at a deeper level (behind the existing sprites) add the number of levels with the + Key. To bring your sprite in front of the already existing ones, lower the number of levels with the - Key. After placing the sprite where you want it (its position on the screen, the frame number, and the layer number are all satisfactory), click on the End field (or Start field if you define the ending frame first) to place the last sprite of the series you selected. Place the ending sprite by clicking the left mouse button, and select the number of frames you want between the starting and ending sprite of this series. After you have defined the second sprite you still can correct your selection by clicking on the Start or End field again. The other sprite will remain and you can reposition the sprite in the frame you want. Once the sprites are placed in the correct frame, place, and layer, then integrate the animation into the current film by clicking on the Create field. Once placed, the position and dimension of the starting and ending sprites will be continually represented by a full line frame. Help Key: The HELP Key has two functions: Pressing the HELP Key the first time will mark all the sprites currently on your screen with a dashed line. The dashes around the starting and ending sprites will be shorter. When you cycle through the frames, the dashed frames will remain to help you position the new sprite among the position of the others. Pressing the HELP Key a second time will cause a raster to appear on your screen that will assist you in accurately placing the sprites. Every time you press the HELP Key the distance between the lines will double (for 4 levels). Pressing the UNDO Key at any time will remove all HELP information. New: The New function deletes all sprites currently in memory. Extra: Kill: This deletes single sprites. To select the sprite you wish to kill, use the following keys: DOWN ARROW KEY: Next Sprite UP ARROW KEY: Previous Sprite LEFT ARROW KEY: First Sprite RIGHT ARROW KEY: Last Sprite Click on the Kill field when the current sprite number is the one you wish to delete, or click the right mouse button to exit without killing a sprite. The killed sprite will be deleted in all the groups and places where it was used throughout the whole film. Get: This function defines a single sprite from your current (SRC) work screen. With the SRC Indicator, under the Background function, you can change the SRC number to the number of the work screen that contains you sprite by clicking on it. Select the size of the sprite by moving the mouse and clicking the left mouse button to add it as a single sprite to another sprite set currently in memory. Kill Set: Kill Set deletes not only the sprite currently displayed on your screen, but all the other sprites that belong to that set as well. 5. Frames General: A frame inside GFA Artist is like a snapshot out of a film. When you create a film with GFA Artist you must define over how many frames your sprite will move. The program will now create the necessary intermediate steps (frames) between the starting and ending position of the sprites. In this way, you create a film that is nothing more that a collection of frames that contain one or more sprites on different layers. The term layer stands for the depth level in the picture. Every frame may consist of a number of layers(levels). Foe example, in a picture of a house with trees in front of it the house is in layer 3, the trees are in layer 1, and to place an object between the house and the trees, the animation must be created in layer 2. Functions: New: The New function deletes all the frames currently in memory. Edit: The Edit function can kill or move a sprite or group inside a certain frame and move a sprite or group to a different layer in a selected frame. Layer: This will move a selected sprite or group in a selected frame to a different layer. Select the frame you wish to modify by clicking on the Layer field when the frame you wish to modify is displayed. You can cycle through the frames currently in memory with the following keys: DOWN ARROW KEY: Next Frame UP ARROW KEY: Previous Frame LEFT ARROW KEY: First Frame RIGHT ARROW KEY: Last Frame CLR HOME KEY: Current Frame Number +5 INSERT KEY: Current Frame Number -5 SHIFT + HOME KEY: Current Frame Number +10 SHIFT + INSERT KEY: Current Frame Number -10 CONTROL + HOME KEY: Current Frame Number +100 CONTROL + INSERT KEY: Current Frame Number -100 Position the hand above the sprite or group you wish to modify by moving the mouse and the click the left mouse button. You can now define the new layer number of the selected sprite or group. Change the layer number by using the UP and DOWN ARROW Keys. Remember that the higher the layer number is, the deeper the sprite will be placed. To place a sprite in front of everything, assign it to layer number 1. Click the left mouse button a second time to place the sprite in its new layer; click the right mouse button to exit without changing the layer. Note: The number of layers is limited to 256. Kill: This will delete a sprite or group from the frame currently displayed on the screen. Click on the Kill field when the frame you wish to kill is displayed on the screen.Cycle through the frames in memory with the same keys as the Layer function. Position the hand above the sprite or group you wish to delete by using the mouse, and then click the left mouse button to kill it. Click the right mouse button to exit. Move: This moves a sprite or group inside the frame currently displayed on the screen. Cycle through the frames in memory in the same way as for the Layer function. When you have found the right frame, click on the Move field and a hand will appear. Click on the sprite or group you wish to move, and then move the hand to the new position in that frame with the mouse. Click the left mouse button to place the sprite or group, or the right mouse button to exit without changes. Extra: Kill: The Extra Kill function will delete a frame from the film currently in memory. Click on the Kill field to delete the frame currently displayed. Cycle through the frames in memory by using the following keys: DOWN ARROW KEY: Next Frame UP ARROW KEY: Previous Frame LEFT ARROW KEY: First Frame RIGHT ARROW KEY: Last Frame CLR HOME KEY: Current Frame Number +5 INSERT KEY: Current Frame Number -5 SHIFT + HOME KEY: Current Frame Number +10 SHIFT + INSERT KEY: Current Frame Number -10 CONTROL + HOME KEY: Current Frame Number +100 CONTROL + INSERT KEY: Current Frame Number -100 Move: The Extra/Move function moves a frame from one location to another within the film. Find the frame you wish to move by cycling through the frames currently in memory with the same keys as for the Frames/Extra/Kill function and select it by clicking on the Get field. Then cycle to the new position for the selected frame and click on the Move field to insert it. Copy: This function works like the Frame/Extra/Move function but duplicates the frame instead of moving it. 6.Film General: This contains the functions necessary for the execution of the film. Functions: Show: This will show the film currently in memory. The film will repeat until you press the ESCAPE Key. If the HELP Key is pressed while the film is running, a white with the number of the actual frame that is being displayed will appear at the the top of the screen. Speed: This will adjust the speed of a certain film or frame sequence. The higher the number is set, the slower the animation will be. The slowing down effect is selective - it will only slow down those sprites that are fast, so the sprites that are already at a relatively low speed will not be slowed down as much as the faster sprite movements. New: This deletes all sprites, groups, frames(the film) currently in memory. 7. Files General: GFA Artist uses a Custom File Selector Box to give you greater flexibility in loaded and saving files. In addition to the capabilities of the GEM File Selector Box, the Custom File Selector Box has several special features: You can select between 4 possible connected dived by clicking on the symbol A/B/C or D respectively. You can selectively display the Files/Screens by clicking on the appropriate symbol. Foe example, clicking on .PI caused all the files on the selected disk with extension .PI3 to be displayed. You can define in which work screen you want your picture to be loaded or from which screen number you want to save a picture by clicking on 1/2/3 or 4. Only the available screen numbers are displayed. Functions: Load: THIS FUNCTION SELECTS THE TYPE OF FILE YOU WANT TO LOAD. THIS CAN BE: ART: This loads a picture that is in a standard ST format which includes DEGAS [NOT COMPRESSED], NEOCHROME, ART DIRECTOR OR COLOURSTAR format). SPR: SPR(ite) loads a file that contains a number of sprites previously saved with the Files/Save?SPR option. GFT: This loads the selected font. FLM: F(i)LM loads the information necessary to add the animation effect to a series of sprites. This information is saved with the Files/Save/FLM option. GFF: This loads the selected fill pattern ROI: Combination of SPR,FLM file,and ART file(if Work Screen Number 1 is used as a background screen). This allows you to save or load all the information necessary to execute a certain film in one file. This file is executable by ROI (the Run Only Interpreter program on the Data diskette). Save: This function selects the type of file to be saved. It can be: Art: This saves the current work screen in a Neo,Colourstar or the default GFA Artist format. Spr: SPR(ite) saves all the sprites currently in memory. FLM: F(i)LM saves all the information GFA needs to produce the animation effect you created on the sprites currently in memory. GFF: This saves the custom fill pattern currently in memory. ROI: When you make a film, you can save everything you need to execute that film in one .ROI file. You then have two options: load the .ROI file with the LOad/ROI function to execute or make changes to your film, or save the loaded .ROI file as separate.FLM and .SPR files. Extra: Kill: This deletes one or more files on the disk. Free: This shows the number of free bytes on the disk. APPENDIX A Making a Simple Film With GFA Artist. Follow these procedures to produce a film that shows the loaded picture transformed into a rounded shape that moves across the screen while being zoomed. Getting Started: start the program by clicking on GFAARTIST.PRG. The F2 Function Selection VBox will appear on your screen. If the program starts with a demo film that runs automatically, press ESCAPE or a mouse button to stop it. If there is no picture on your screen you must load one or create one as a source for the sprites you wish to create. Move the highlighter square inside your F2 Box over the disk symbol for the Input-Output function by holding down the mouse button while moving the mouse. Once the disk symbol is highlighted, click the right mouse button to activate the function. Point the finger of the hand cursor on the Load field and click the left mouse button. Select Art option in the second box in the same way. The File Selector Box will appear on your screen. Click on the name of the picture to be loaded in the same way you do in the GEM File Selector Box After loading the picture, the File Selector Box will disappear and the picture will now appear on your screen. Creating the Sprites Necessary for the Film: Move the highlighter square in the F2 Box over the ?? symbol and click the right mouse button to select it. Determine the number of sprites you wish to make. Select 10 sprites by clicking on the + symbol until the number 10 is displayed, then click the right mouse button. Now define the part of the picture you wish to use for your sprites. To use the whole picture, simply move the cursor to the upper left hand corner of your picture and click the left mouse button and then move the mouse in such a way that the whole picture is contained in the rectangle created with the mouse. Click the left mouse button to confirm your choice. Now define the starting and ending shape of the animation effect you wish to create. First, move the mouse to create a circle with the diameter of 1 centimetre, then click the left mouse button. The word End will appear in the upper left corner of the screen as a reminder that you must still create the shape of the ending sprite. Move the mouse to create a circle with a diameter of 15 centimetres. Now click the left mouse button and a set of 10 sprites will be created with the shapes between the starting and ending shape selected. After creating the sprites, the system will show them as an animation effect. Stop an animation effect on your screen at any time by clicking a mouse button or pressing a key. Creating the Actual Film: The sprites you just created will remain in memory and will serve as input for the film. Press the F1 Function Key to access the Function Selection Box, which contains all the tool necessary to create and edit a film. Select the Define function under the Sprite heading. This is done in the same way as for the F2 Box: highlight the function by pressing the left mouse button down while moving the mouse to the desired function; select the highlighted function by clicking the right mouse button. In the first level of the Define function you select the sprites that will be used in your film. Click the mouse cursor on the Start field. The sprite number on the left will change to the highest sprite number (10) of the sprite set just created with the F2 Box. Click on the End field and the end number will change to this value. Now click on the Get Frames Field to move to the second level of the Define function. In this level you define the number of frames(picture) to be used for the movement of your sprites and the starting and ending ending coordinates of this movement. Click on the Start field. The starting sprite of the animation created earlier now appears on the screen. The sprite will follow the mouse movements. Move the sprite to the upper left corner of the screen and click the left mouse button to place it. You have just defined the coordinates of your sprite in the first frame of your film. Click on the End field and define the end coordinates and end frame number in the same way. Before you position the ending sprite, you must define the number of frames in your film. Press the DOWN ARROW Key until the number 10 is displayed at the right side of the frame counter in the upper left corner of the screen. Then bring the ending sprite to the bottom right corner of the screen by moving the mouse. Click the left mouse button to position it. To actually register what you have defined, Click the mouse cursor on the Create field. The program will then return the first level of the Define function. To exit the function click the right mouse button. Your first film is ready to be shown!. To play the film you created, select the Show function under the Film header. Notice the film is running too fast. To slow this movement, return to the F1 Box by pressing the ESCAPE Key or a mouse button and select the Speed function. Click on the + sign until the number 4 is displayed and then click the right mouse button. Select Show again and you will see the difference in speed. Saving Your Work: Select the File/Save function in the F1 Box or the Input- Output/Save function in the F2 Box and click on the ROI field. The sprite you created will be saved together with the defined film information. When the File Selector Box appears on the screen, give the name under which the file will be saved, Then press RETURN or click on OK. To load your film later, select the Load function instead of the Save function and click on the file name that you wish to load in the same way as with the GEM File Selector Box. APPENDIX B GFA-ARTIST PICTURE FORMATS The file format used when you save a screen with the .ART extension is briefly described here. 1000-Colours OFF: This format is similar to the format used in Colourstar. The file has a length of 32032 bytes and is built as follows: OFFSET: FUNCTION: 0 - 31 Palette 32 - 32031 Screen 1000-Colours ON: This format is not easy because the 1000-Colours Mode is Complex: OFFSET: FUNCTION: 0 - 1 Always 4 (Number of Planes) 2 - 3 Unused (Reserved) 4 - 32003 Screen 32004 - 32035 Normal palette used when 1000-colour mode is OFF. 32036 - 34243 2208 bytes of palettes, this is 69 times 32 bytes. These are the 69 palettes used by the 1000-colour Mode. 34244 - 34247 This Long Value is the Cycle Flag: 0 No Cycling 1 Cycling ON 34248 - 34251 (Long) The Cycle Speed: from 0 to 20. 34252 - 34287 (9xLong) Start Palette numbers of the 9 cycling zones you can define. 34288 - 34323 (9xLong) End Palette numbers of the 9 cycling zones you can define. 34324 - 34359 (9xLong) Direction of the 9 cycling zones: 0 No cycling 1 From Start to End Palette. 2 From End to Start Palette. A 1000-Colours screen is always 34360 bytes long. APPENDIX C THE GFA ARTIST RUN ONLY INTERPRETER The Run Only Interpreter (ROI) is a stand alone program that is capable of showing films made with GFA Artist, without needing the actual program. The ROI is free from copyright, so you can give a film or demo you created to someone who doesn't own GFA Artist. The GFARTROI.PRG needs the GFARTROI.SYS file (both are on the Data Disk) so be sure to copy the both to the same disk, or the Program will not run. The ROI has several advantages over the Actual GFA Artist program: 1. You don't need a ST with 1 MB of RAM. If you didn't made your sprite file too long you can load it on a "small" 521K ST. 2. The number of frames is usually determined by the memory of your ST: 2000 frames = 1MB RAM 4000 frames = 2MB RAM 8000 frames = 4MB RAM But with the ROI it is possible to run a film with a maximum of 20,000 frames!!. However, this possibility depends on the length and complexity of your film, the length of your sprite file, and the use of a background(32K). The procedure for making such a long film is explained in Appendix D. The ROI is simple to use: Start the ROI program by double clicking on the file GFARTROI.PRG in the GEM desktop. A file selector will appear. Choose a file with the extension .ROI, either created by GFA Artist or the GFA Artist Film Merger. After loading the file, the program will begin to show the film you made. The only way to stop the program is to press CONTROL+C, this is so you can show the demo without people stopping the display. APPENDIX D THE GFA ARTIST FILM MERGER The GFA Artist Film Merger is a program that lets you merge several film files that have a sprite file in common with a .ROI file into one larger file with the extension .ROM(Run Only Multiple). You can't read a .ROM file with GFA Artist because of its more limited capabilities. Use the ROM format to merge film files with a different number of groups. The only limit is memory; there is no limit to the number of groups; the limit to the number of frames is 20,000. The Film Merger optimizes the .ROM file to create faster films. The GFA Artist Film Merger is easy to use: Start the program by double-clicking on FLMERGER.PRG in any resolution. A file selector will appear. click on a file with the extension .SPR. The first file you load MUST be an .SPR file that contains the sprites used in all of your film files to be merged. After loading the .SPR file, a new file selector will appear. Type in the name of the .ROM file. The program will save and merge all selected films,sprites and backgrounds into one .ROM file. END  SEWER SOFT PRESENTS ARMOUR-GEDDON KEYBOARD CONTROLS (TOP OF KEYBOARD) ESC: H.Q. SCREEN F1: VEHICLE 1 F6: VEHICLE 6 F2: VEHICLE 2 F8: RESET RADAR F3: VEHICLE 3 F9: RADAR ZOOM OUT F4: VEHICLE 4 F10: RADAR ZOOM IN F5: VEHICLE 5 DEL: SHIELD DOWN HELP: SHIELD UP (KEYBOARD MAIN) 1: BEACON 1 7: WAYPOINT BEACON 2: BEACON 2 8: BASE BEACON 3: BEACON 3 -: THROTTLE DOWN 4: BEACON 4 +: THROTTLE UP 5: BEACON 5 BACKSPACE: BRAKE 6: BEACON 6 TAB: RAISE GUN TURRET I: CAMERA LEFT Q: PAYLOAD 1 O: CAMERA RIGHT W: WEAPON VIEW P: PAUSE E: EMERGENCY BEACON [: CAMERA ZOOM IN T: TARGET ]: CAMERA ZOOM OUT CTRL: LOWER GUN TURRET J: * JOYSTICK MODE A: PAYLOAD 2 K: * KEY MODE S: START/STOP ENGINE L: LIFT F: FUEL POD ': CAMERA UP G: TELE PORT RETURN: FIRE (KEY MODE) Z: PAYLOAD 3 M: MOUSE MODE V: VDU MODE ,: LEFT RUDDER B: BRAKE .: RIGHT RUDDER N: NEXT MISSION /: CAMERA DOWN SPACE BAR: YOKE/CURSOR TOGGLE IN KEYBOARD/JOYSTICK MODE RIGHT ALT: FLARE CURSOR KEYS UP, DOWN, LEFT, RIGHT: EMULATE JOYSTICK/MOUSE CONTROL IN KEY MODE (KEYBOARD NUMERIC KEYPAD) CAMERA CONTROLS DUPLICATED ON MAIN KEYBOARD THE VIEWPOINTS (: CAMERA LEFT ): CAMERA RIGHT /: CAMERA ZOOM IN *: CAMERA ZOOM OUT 7: 315 DEGREES 8: O DEGREES 9: 45 DEGREES -: CAMERA DOWN 4: 270 DEGREES 5: INTERNAL VIEW 6: 90 DEGREES +: CAMERA UP 1: 225 DEGREES 2: 180 DEGREES 3: 135 DEGREES ENTER: EXTERNAL 1 0: SATELLITE VIEW .: EXTERNAL 2 IN SHIFT KEY MODE H.Q. SCREEN = SELF DESTRUCT BEACON 1 = TELEPOD 1 BEACON 2 = TELEPOD 2 BEACON 3 = TELEPOD 3 BEACON 4 = TELEPOD 4 BEACON 5 = TELEPOD 5 BEACON 6 = TELEPOD 6 EXTERNAL 2 = WEAPON VIEW EXTERNAL 1 = EXTERNAL 3 THROTTLE UP = INSTANT MAX. THROTTLE OR ZERO THROTTLE IF IN REVERSE THROTTLE DOWN = INSTANT MAX. REVERSE THROTTLE OR ZERO THROTTLE IF IN FORWARD PAUSE = PAUSE MODE WITHOUT PAUSE MESSAGE JOYSTICK MODE = JOYSTICK CONTROL OF ALL SCREENS AND VEHICLES SATELLITE VIEW = TOWER VIEW IN ALT KEY MODE BEACON 1 = FUEL POD 1 BEACON 2 = FUEL POD 2 BEACON 3 = FUEL POD 3 BEACON 4 = FUEL POD 4 * AUTOMATICALLY REVERTS TO MOUSE CONTROL FOR CONTROL SCREENS AND BACK TO SELECTED MODE FOR VEHICLE CONTROL. ARMOUR GEDDON MISSION DISK DOCS! Typed by: BamBam This disk features four saved positions which allow you to begin playing the game of various stages of advancement. There follows an example of the tactics employed to reach each saved position. * indicates the point at which you can take over. Go to LOAD GAME to play these missions! MISSION #1 ---------- Mission information tells me of a neutron bomb detonator at co-ordinates 44, -10. Intelligence indentifies a deserted airstrip at that point, just east of my base. Intelligence also defects substantial enemy activity in that area. A heavy tank would seem the safest vehicle with which to go and collect the first part of the neutron bomb, but that enemy activity could make the pick- up tricky. I send out a fighter to try and deplete thier forces before i dispatch a heavy tank. The tank should make it to the detonator's location and back to base before darkness falls, so night sight wont be required. I give here threee payloads of IR missiles so my tank will have little or nothing to do when it gets to the airstrip. Checking out my stores i see i dont actually have any missiles so i get my boffins and engineers working on building up stocks - i have plenty of recources. While im in R & D i also need a bomber or two... and a couple of telepods wouldnt be a bad idea. Its too far to drive the tank to the denonator so ill utilise a bomber to drop a telepod near it after the fighter takes off. I access intelligence to give my vehicles a waypoint to the abandoned air- strip then enter research & Development to start developing missiles, bombers and telepods. Once the missiles are ready i load up the fighter adn ascend to the surface. Thundering down the runway, almost at takeoff spreed (around 112mph with this payload) and im already under attack. Two enemy fighters seem to not want me to make it to the detonator. Enemy fighter tactics are basically to get behind a target and lock on wiht missiles. My flares should divert a few missiles but survival depends on my getting behind the enemy and locking on to him with my own IRs. To get a better idea of enemy positions i reduce my radar range to 4km and watch out for red dots. Red dots spell danger! The one enemy fighter is a doddle to get behind: once i have speed i simply loop the loop, turn over, lock on and fire... bye bye baby. His partner is different kettle of fish: Blast! He's hit me! Luckily the shield holds. Turn you crate, Turn! Check the radar: he's southeast of me ... TURN! There he is... keep him in the HUD, steady, locked On! FIRE!, FIRE! Damn! Hes dodged my first... come on, come on! My missle is turning to chase him... hes dispatching flares. Lost him! Another loop the loop, turn over, there he is again! locked on! FIRE!... Got 'I'm! I love the smell of burning enemy in the morning! ill follow him down: just to make sure! DEAD MEAT. Now, wheres the detonator? Im a few kms away yet, I might aswell take out some powerline generators on the way. Theres the airfield, a couple of fly-overs, discharging missiles as i go, should make the place safe enough for the bomber. Enemy ground forces are attacking me but if i keep on the move i should be able to make a couple of useful runs before having to return to base to refuel. Activatiing my base waypoint i leave the fighter to find itw own way back while i load up the bomber. Time is marching on so i give the bomber night-sight as well as two telepods. Following a trouble-free take-off i set a waypoint for the bomber to coordinates 44, -10 A quiet flight takes me to waypoint 1 and i successfully drop the first telepod. Using my video panel on the bombers control deck i head to coordinates 111, 1 to drop another telepod near a neutron fuel cell (information related to me by mission intelligence). My video display tells me im almost there... telepod away! I set the base waypoint for the bomber. Dear diary - The bomber was unfortunately shot down by enemy helicopters on its return flight. * MISSION #2 ---------- I ready a heavy tank for piloting. Arming it with lasers, i take the tank outside and reverse into the base telepod. Teleporting from here to the first telepod takes but a moment. Checking out my intelligence screen i zoom in on teh locale of my tank and see the neutron bomb detonator (shown as a circle with three blades protuding), I set a waypoint for my tank in the exact centre of the detonator and return to the cockpit. By simply trundling over the detonator i pick it up (neutron bomb parts actually look like three connected cubes) and automatically transport it back to base - I check my stores to confirm its successful pick-up. Utilising my telepod beacon i head back to telepod 1 and successfully teleport to telepod 2. Again using my intelligence screen i give the tank a waypoint for the centre of the neutron bomb fuel cell and head for it. My stores screen confirms i now have 40% of the neutron bomb in stock. I teleport the tank back to base. * MISSION #3 ---------- Using the tower view to check out enemy activity outside base i see that things are really hotting up: Enemy helicopters are just waiting for me to send another vehicle out, if i did it would be sitting duck for those choppers, expecially as they re probably carrying IRs Ive got to do something about it, I need to get another bomber airborne . I decide to fight fire with fire and i build myself a helicopter. Arming it with three payloads of missiles (Im Glad i left my engineers building them while i picked up those first two parts of the neutron bomb) i quickly enter teh lift, raise it and take off. Choppers are great for just hovering and picking off potential with IRs. The Knack is to gain height on your enemy as the nose of the chopper needs to be dipped to catch other craft in your HUD. In this particular case i managed to gain 500 feet in 12 seconds (not bad with this payload). unfortunately i find myself on the exploding end of two enemy missiles... both hit, hard! My shields are dented but they hold out. Activating payload 1, i study my radar to discover three enemy choppers hind me. Using my rudders, I turn. It seems to take an age to get them in my sights, during which time my machine is hit by another missle... my shields suffer damage. Eventually, there, in my sights, are two enemy choppers, lock on and fire ! Change target, lock on and fire! two down one to go. i see hes on the move, maybe hes out of weapons and is returning to base... maybe hes just running. either way hes mine! speed is of the essence here, so now that ive got the height (about 5000 feet) i use the control stick rather than rudders to turn and dive quickly. Now facing north... and there he is, Damn! hes locked on to me, i hope my shields have enough strenght to stand another more hit... fire! my flares! ofcourse! i let three flares go in the hope of diverting his missle and i hang on and wait for my missile to hit home. as i wait, i fire another flare and another missile.. well, you cant be too carefull. I hit him. Down he goes. Now, leaving the chopper to its own devices i go back to the equipment screen and ready antoher bomber. checking my tower view i see its getting dark so i load the bomber with night-sight and two more telepods (once ive had them developed and built). I was glad to experience a quiet flight to coordinates 127,88 where i dropped a telepod. My next destination is to coordinates 126, 62, the locale of the neutron bombs radiation shielding. again, an eventful flight (apart from teh worryingly-low amount of fuel in my tanks) and a successful telepod drop. Unfortunately. on its return flight to base my bomber ran out of fuel and plunged into a lake. * MISSION #4 ---------- Reading the indicator on my headquarters screen, i see that the enemy bearn weapon is gaining power, i decide to launch a fighter equipped with three payloads of missiles to wipe out a few powerline generators. I fly norht for a few kms then begin a wide, low circle, i meet little enemy resistance and basically use the generators for a bit of target practice. This little exercise gives me more time to complete my mission. Returning to my Research And development screen i build another night-sight and load it, along with lasers, on to my heavy tank and teleport to the next two bomb parts. Enemy activity is high but the heavy tank can take alot of punishment. Unfortunately, the problem with this type of tank is that although its good for receiving punishment its not so hot at dishing it out - especially against aircraft - due to its limited firing field and inabillity to carry missiles. With this in mind. each time i use the tank to collect bomb parts i try to get in and out of danger zones as quickly as possible. Now, with four sections of the neutorn bomb safely in stock and with just enough time to find the last bit and reach the keep in which the enemy cannon is housed... * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Woow at last im finished with typing these docs! Oh well sometimes i wonder why i type in these docs! who reads them anyway? Something about ARMOUR GEDDON! i think this is 1 of the best games from psygnosis! too bad you guys have to do it with a none working version of the company! i suggest you go out and buy the original of ARMOUR GEDDON! The Complete Centurion Docs typed by Swayzar of Crystal ======================================================= The year is 275 B.C. Through conquest and careful diplomacy, the Roman republic has brought the petty kingdoms and city-states of Italia under its control. This is the moment at which the heirs of Romulus and Remus step onto the world stage. This is the humble beginning of an empire that will one day cover most of Europe, Asia Minor, and North Africa. As an ambitious young officer, you duty is to defend Rome. Your hope is to become Caesar. Your fate - to rule the world. USING THIS MANUAL Because key commands and controlling devices vary with computer models, this manual was written as a general guide to Centurion. In it you'll find a game overview, descriptions of the features, and historical notes. For loading instructions, keyboard commands, and other information specific to your computer, see the COmmand Summary Card included in the package. In this manual, 'select' means moving the arrow cursor to an item and activating it by pressing an action button. See selecting items on the Command Summary Card for the action button on your computer. WHAT'S IN CENTURION Italia - The Beginning of an Empire: When the game begins you only control the province of Italia. The legionnaire standing in Italia marks the single legion you command. To go to Rome, you must enter the province of Italia. See Entering Provinces on the Command Summary Card. Rome Sweet Rome: You start at the rank of Officer. At this rank, you can't raise more legions or build fleets. And there's little you can do with the Twenty talents in the treasury. The good news is that you can raise your rank and increase your wealth by adding - and holding onto - provinces. See Ruling Roman Provinces for details. Form Alliances: Winning Allies with the tongue is less constly than subduing them with the sword. When you first move your legion into a province, you can try to negotiate alliances with your neighbors. See Negotiating Alliances for details on diplomacy and alliances. Civilize through Conquest: If the barbarians ignore your diplomats, they may listen to the legion you brought with you. When you go to war, you choose a formation and a tactic, and then start the fight. During the battle, you can stop the action and direct individual units or cohorts. See legeion specifications and land battle for details on legions, formations, and tactics. Fight Marauding Scum: Rome has no lack of enemies. Barbarian tribes from the north invade Italia looking for easy plunder. From the south, cities like Carthago send out organized armies in hope of stemming Rome's rise to power. As a soldier, you're obligated to protect ROme and her allies from foreign attack. See Marauding Armies. Smash Enemy Fleets: Once you're high enough rank and you have enough moneym you can build fleets to move legions overseas and fight foreign navies. See Sea Battles. Race the famous Circus Maximus: With enough talents you can participate in chariot races in Rome. Winning can earn you more talents and improve your reputation. Watch out for agressive opponents and hairpin turns. See Chariot Races. Spill Blood in teh Colosseum: As a juvenal put it, the masses earn for 2 things - 'bread and circuses.' Without a doubt, the masses are happier when they're entertained, and the blood that flows during gladitorial events is guranteed to increase your popularity. See Gladitorial Shows. QUICKSTART TO CENTURION Your goal in Centurion is to rule the world and keep the people happy. While there is no single way to conquer the world, you may want to start by occupying the Alpes. 1. Select Italia I. 2. Select Ultimatum. If they won't negotiate further, select Go To War. 3. Select Balanced Army. 4. Select Frontal Assault. The battle begins immediately, so you should pause the battle in order to get your bearings - See Directing Individual Units on the Command Summary Card. 5. Direct Individual Units. With the game paused, you can give orders to your units. Go ahead and experiment. Try to use some of the tactics described under Scipio's Battle Notes. 6. Once the battle ends, select next turn from the Map. A year will pass and you can strengthen your legion, move it into another province, or hold a chariot race. Every year check to see if you have gone up in rank - the higher your rank, the more legions you can have. And watch out for marauding armies! MAP The Game Turn: The game progresses in single year increments or turns. The turn limits the actions you can take in a year. For example, you can move or strenghten an individual legion only once per turn. Fleets can be moved only once per turn, too. To go to the next turn, select End Turn from the Map. Game Control Menu: From the game control menu you can load or save games, start new games, adjust the difficulty level, or quit to DOS. Select an option from the menu: Save Game - Save you current progress in the game. You can save up to nine games. Select the number you want to designate as your current game. Note: You can't delete saved games, but you can save a game over an old one. Load Game - Load a previously saved game. Select the game you want to continue (1-9). New Game - Begin a New Game About Centurion - Game Credits Difficulty Levels - Adjust the difficulty level of your current game. Difficulty levels range from Galley Slave (EASY) to Emperor (HARD). You can select fine tuning to raise or lower the difficulty level of a particular feature - Land Battle, Racing Chariots, Gladitorial COmbat, and Naval battle. Quit to Dos - Quit your current game. Be sure to save your current game before quitting, if you want to continue it later. Continue Playing - Return to the game. RANK You begin at the rank of officer. As you climb in rank, you can command more legions and the senate grants you new powers. Rank Legions Fleets New Powers ------------------------------------------------------------------------ Officer 1 0 - Centurion 2 0 - Tribune 3 1 Command Cavalry, Legions, FLeets Legatus 4 1 - General 6 2 - Praetor 8 2 - Consul 10 3 Command Consular Armies Proconsul 12 3 - Caesar 12 3 - Increasing Rank: In Rome, your reputation determines your success. Your rank in the military depends on deeds and acts that distinguish you from the rest of the Roman nobility. As your social status increases, you'll recieve promotions. Doing any of the following increases your social Status: Adding Provinces - Adding provinces (through conquest or negotiation) increases your status. Adding provinces that are rich in rescources - Aegyptus, Carthago, Macedonia, Parthia, or Gaul - brings more honors than adding poorer provinces. Strengthening Treaties - Your reputation as a trustworthy administrator also affects your status. Every time an alliance is strengthened your reputation improves. Winning Chariot Races - Backing the Right Horse makes you look good. When your team wins a race, you win the people's admiration. Building an Amphitheater - All levels of Roman society benefit from an amphitheater. This is a good way to win popular support. Holding Gladiator Events - Lavish spectacles can increase your popularity, but only when you fairly judge who should live and who should die. Maintaining Rome's Honor - It's your duty to uphold Rome's reputation as a strong power, reliable ally, and fair administrator. Rome's honor is tarnished whenever the people revolt. Plundering a province also tarnishes the honor of the empire. Losing Social Status: Your reputation suffers whenever you lose a battle, fail at a game, weaken an alliance, or fail to protect an ally from foreign attack. But though your social status can weaken, you can never be demoted to a lower rank. Becoming Caesar: Conquering all the provinces in the world is not enough to acheive the ultimate rank as Casear - after all, Roman emperors were worshipped as gods. To become Caesar you must also win the respect and love of the people by sponsering games and races, strengthening alliances, and maintaning Rome's Honor. RULING ROMAN PROVINCES Once your in a Roman Province, you can direct legions in the area, set the tribute the province pays, build fleets, and hold games. If you're desperate for money and you dont care about your reputation you can plunder your provinces too. Morale: In Roman Provinces, the morale of the inhabitants depends on how much you demand from them - both in tributes and in manpower. The more tributes and soldiers you take from the province, the less content people will be to roman rule. Of course, provinces that enjoy a good alliance with Rome are more willing to give up talents and manpower - for example, your demands will have a smaller effect on the morale of allies. The honor of Rome also affects the morale of every province. If Rome's honor is tarnished because you let your army plunder every province it occupies, the morale of all of your subjects could plummet. The morale of the people can be Rebellious, Angry, Restless, or Content. A rebellious morale may be the sign that a province will soon revolt. Alliances: The Romans used a sort of graded system of punishment and reward to rule the provinces of their empire. Roman citizenship, which measured a people's rights under Roman law, was the greatest reward. It was a highly coveted status and was granted only to deserving allies. In Centurion, an alliance is formed whenever you add a province to the empire. There are four kinds of alliances: Occupied, Colony, Ally, and Citizens. An alliance automatically improves over time providing the people's morale remains good. Manpower: Each province generates men that are obligated under Roman law to serve in the army. The manpower of a province is the current number of recruitable men in the area. The rate at wich manpower increases depends on the population of the province. Courage: The courage shown on a province screen is the general courage of the soldiers in the area. Soldiers in a province can have Fierce, Good, Weak, or Panicky courage. See Legion Specifications for details on the effects of people's courage. THE MENUS Legions: Select legions to get the following options. Raise Legion - Form a new Legion. Select raise legion, then select the type of legion you want to form. You cannot raise a legion without the necessary number of talents. The number of soldiers you recruit depends on the manpower available to you in the province. In addition, there are minimum ranks at wich you can raise cavalry legions and consular armies (see Rank for details). Strengthen Legion - Recruit soldiers to strengthen a legion. If there is moe than one legion in a province, you must select wich legion you want to strengthen. Strengthening a legion requires talents. The cost is proportionate to raising a legion. For example lets say 20% of your infantry legion (840 soldiers) was lost in battle. To strengthen the legion back to its maximum, you'd pay 20% of the cost of raising an entirely new legion (.2 x 20 talents = 4 talents). However, the number of soldiers you actually recruit may be limited by the manpower of the province. Move Legion - Move a legion. If there is more than one legion in a province, you must select wich legion you want to move. When the map appears, select the province or fleet you want the legion to move into. Upgrade Legion - Upgrade an infantry legion to a cavaltry legion, or a cavalry legion to a consular army. See Legion Specifications for details on different kinds of legions. Legion List - List all the legions in the empire and their current status and locations. Continue - Return to the main menu. Plunder: To plunder a province of all its wealth, select Plunder. When the box appears select Yes to confirm your order or select No if you changed your mind. A Roman legion must be in the province you want to plunder. While plundering is a good way to fill up your coffers, the people you just robbed dont appreciate it. And once other countries witness Roman Exploitation, they may be less willing to roll the welcome MATT when your diplomats come knocking. You can only plunder a province once. Note: You can not plunder Italia. Tribute: Each province must pay a tribute for the order and protection Rome graciously provides. Select Tribute, then select the level of taxation. See tributes and tribute policy for details on exacting tributes. If you don't want to change the tribute level, select continue to return to the main menu. Hold Games: Select Hold Games, then select with games you want to hold. in the provinces you can pay for games to keep the locals happy; in Rome you can actually participate in chariot racing and gladiator shows. If you don't want to hold a game select continue to return to the main menu. (See chariot racing and gladiator shows) Build Fleet: You can build a fleet in any province with access to a sea. If a province is not on the sea this option will appear red and cannot be selected. Select build fleet and select the kind of ship you want to build (see Ships for details about different ships). When the box appears select the amount of ships you would like to build. You must be at least a Tribune to build a fleet. Tribute Policy: Select Tribute Policy to set a standard tribute level for all the provinces in the empire. This option is only available in Italia. See tributes and trubute policy for details on exacting tributes. See Province List: Select See Province List to see the current status of each province - the last tax paid, the morale of the people, the type of alliance you have, and the manpower available for recruitment. Continue: Return to Map NEGOTIATING ALLIANCES In real Roman fashion, you begin serious negotiations with a foreign country by marching a legion over their border. After receiving a scout's report on the wealth and defenses on the land, you meet with the province's leader. To respond to the leader, select a statement. There are six kinds of statements you can select: Friendly, Diplomatic, Offer Alliance, Aggressive, Ultimatum, Go To War. Only 3 responses are available at any time - which three depends on the direction the talks are going. The statements you choose affect your success at negotiating, but other factors come into play as well. Your rank determines how serious a leader you takes you, and some leaders may refuse to deal with you if your rank is to low. The size of your legion can also affect a leader's judgement (big legions make big impressions). Finally, the honor of Rome can also affect a leader's willingness to negotiate - talks may break down early if Rome is known as a poor ally or bad master. TRIBUTES AND TRIBUTE POLICY You set the level of tribute paid by each province. You can set a different tribute level for each province, or you can insititute a tribute policy that sets a standard tribute policy for the whole empire. A tribute policy can be instituted only from Rome. The exact number of talents you receive from a province depends on three things: Tribute Level - The more you demand, the more the province will have to cough up; however, the more you squeeze out of them, the less content they will be with Roman rule. If your tribute level places to much of a strain on the local economy, the province may revolt. Always monitor the morale of your provinces to see how close they are to rebellion. Wealth - Some provinces are wealthier than others and you can pay more. (This information is provided by your scouts when you first enter a province) Alliance - Rome's relationship with a province affects the number of talents paid each year. The better the alliance, the more cooperative the inhabitants will be in paying their tributes. REVOLTS A rebellion can occur when Rome fails to protect a province, or when the general morale sinks so low that the people percieve Rome more as a burden than a boon. If a marauding army invades an unprotected province, the anti-Roman faction in the province automatically takes control. Even if you try to protect the province and fail, the province will revolt. The only way to win back a rebellious province is to re-conqueror it. MARAUDING ARMIES Occasionally marauding armies set out to raid foreign lands. Some wander, searching for weak provinces to invade; others set out with the sole purpose of sacking Rome. If you have a fleet you can intercept marauding armies travelling by boat. RANDOM EVENTS Sometimes things just happen that are beyond your control. Your luck can be good or bad, and there's nothing you can do when fortune smiles or frowns on you but accept the consequences. Oh well! LEGION SPECIFICATIONS You can command three types of armies: infantry legions, cavalry legions, and consular armies. Your rank determines wich kind of legions you can have, Legions cannot be combined Type Maximum Infantry Maximum Cavalry ------------------------------------------------------------ Infantry Legion 4200 - Cavalry Legion 4200 300 Consular Army 6000 600 Difficulty Levels: The difficulty level set under the Game Options menu affects how the soldiers are divided into Cohorts. At the lowest difficulty level there are more soldiers per cohort. While this gives you fewer cohorts on the field, it actually works to your advantage - the more soldiers you have per unit, the less likely they are to panic under attack. Higher difficulty levels give you cohorts that are less resistant to direct assaults, which places a greater emphasis on wise tactical use of your units. The following table shows you the maximum number of soldiers per unit at each difficulty level: Difficulty Level Infantry Cohorts Cavalry Cohorts ----------------------------------------------------------------------- Galley Slave 500/cohort 150/cohort Legionnaire 400/cohort 150/cohort Senator 350/cohort 150/cohort Emperor 350/cohort 150/cohort * At all difficulty levels, consular armies have 500 soldiers/cohort The difficulty level also affects your enemies' courage - the harder the difficulty level, the more courageous your enemies will be. Courage: A legion's courage is the general morale and bravery of the soldiers. Courage is measured as Fierce, Good, Weak, or Panicky, but it should be thought as a continum, for example one fierce legion may be more fierce than another. A legion's courage depends on which province the soldiers were drawn from. Strengthening a legion could raise or lower its courage. If you add weak soldiers to the legion with good courage, you'll lower the legion's courage. If you add enough weak soldiers its overall courage may drop to weak. Satus: A legion's status can be one of the following: Forming - the legion is still forming - you just raised or strengthened it. A forming legion can act on the next turn. Ready - The legion can still be strengthened or moved this turn. Note: Upgrading a legion doesn't affect its ready status. Moved - The legion has been moved to a neighboring province. It can't act until the next turn. COHORTS Infantry Cohorts Elephant Cohorts Cavalry Cohorts Speed: Slow Speed: Good Speed: Fast Size: 1-500 soldiers Size: 20 elephants Size: 1-150 GENERALS The general directs and motivates his army. Each general has leadership qualities that effect his ability to command: voice, charisma, and sphere of influence. To see a general's leadership qualities, select his unit. Voice - The range of the general's control over his cohorts. Voice is the numerical equivalent of the general's sphere of influence. It can range from 8 (low) to 18 (high). Charisma - As a leader, the general inspires his troops and increases their courage. Unit's within the general's sphere of influence won't panic as easily as units outside his direct control. If a general falls in a battle, many troops may flee the field - a disaster for any army. Sphere of Influenc - The general can only direct units within his sphere of influence. Troops outside his sphere of influence act only on the tactics chosen before the battle, or on any Melee or Retreat command. LAND BATTLE When you fight soldiers on a province you are actually reducing the manpower of that province. You may want to kill as few enemy soldiers as possible so that once you add the province to your empire there will be more soldiers to recruit. On the other hand if you're worried about a rebellion in the province, you may want to kill as many soldiers as possible to decrease the number of soldiers the rebels can field. Choose a formation and Tactic: Once you've chosen to go to war you must meet the enemy on the field. At the prompts, select a formation and tactic for your legion. These are the preliminary orders for your cohorts. once you've chosen a tactic, the battle begins. Pausing the battle: You can pause the battle in order to direct individual units or review the courage status of any unit on the field. Checking unit status: Once the battle is paused you can check the unit status. To check a unit's status select a unit. The unit status box appears, giving you critical information about the unit's current strength and courage. You can check the status of an enemy unit by moving the cursor to the unit and holding down the action button. Reviewing Orders: If you want to review the current orders for the whole army, pause the battle and select Select Roman Unit. Melee: To order a unit to move and attack the nearest enemy, select a unit then select Melee. If you want ALL units to Melee select Melee without specifying any particular unit. This 'releases the Roman Legion' every unit will move to the nearest enemy and cut their balls off. Note: When you 'release a legion' the army will proceed to slaughter with reckless abandon. Melee doesn't produce a very systematic defeat of the enemy and can very well lead to your defeat if intiated to early. On the other hand, Melee is a handy way to get units outside your general's sphere of influence to move and attack. You can give ne orders to a unit in Melee, but once it receives these orders it is no longer in Melee Mode. Retreat: To order a unit to retreat, select the unit and then select retreat. A unit will continure retreating untill it is off the field or untill you give it new orders. If you want ALL units to retreat, select retreat without specifying any particular unit. Note: If you are protecting a Roman Province from a marauding army and you order your entire army to retreat, the people of the region will rise up and annihilate your army. Battle Outcome: When one of the armies is routed or destroyed, the battle ends and the battle outcome screen appears. Generals are not counted among the survivors or casualties. SCIPIO'S BATTLE NOTES Flanking: A cohort marches with shields and swords forward, making its falnks and rear vulnerable to attack. Flanking is attacking a unit at one of these vulnerable points. Whenever possible, you want to move your units into positions to flank enemy units. Doubling Up: When 2 cohorts are attacking, their combined strength is thrown at the enemy. "Double Up" on enemy units whenever possible. Routing: From a purely tactical standpoint, routing an enemy unit (making it flee the battle field) is just as good as destroying it; after all a panicked enemy unit poses no threat to you. Once you rout an enemy unit you may want to turn your attacking cohorts on another enemy unit. Defence Vs. Offense: Defense is easier than offense. Units that are set have an advantage over units that are moving - the defending unit can inflict damage just before an approaching unit closes in. If there isnt a tactical advantage in moving your unit to meet the enemy, let it stand where it is. Cavalry: Because of their speed and power, cavalry cohorts are the most effective on the field. A flank attack from a cavalry unit is deadly. Elephants: The Romans discovered that the sheer size and strangeness of elephants were enough to set ranks of men and horses in disorder. Troops are more likely to panic the first time they face elephants. Once a legion has soldiers who are veterans of battles with elephants, their courage when facing these beasts goes up. Elephants are will armoured towards the front but can be effectively attacked from the flanks or rear. A panicked Elephant will behave erratically, often turning on its own troops in its attmept to flee. Generals: A cohort's courage may drop when its general falls in battle. if the cohort's courage drops to panicked, the cohort will flee the field. To keep your army's courage up, don't let your general move into a position where the enemy can attack him. At the same time take advantage of any oppurtunity to destroy the enemy's general. SHIPS The Romans armed their ships with catapults and ballistae or large arrow launchers. In addition, each ship had a large ram fixed to the prow of the ship wich could be used to punch a hole in the enemy's hull. The Romans also devised special spiked bridges wich they used to board enemy ships. In Centurion there are 3 types of ships that vary in speed, size, and durability. Triremes Quinquereme Galleon Speed: Fast Speed: Good Speed: Slow Durability: Weak Durability: Good Durability: Strong Size: 50 soldiers Size: 100 Soldiers Size: 200 Soldiers Roman ships were operates by experienced saliors, but most of the fighting was done by legionnaires. When you build a fleet, your ships are manned by a skeleton crew of sailors. You need to place soldiers on your ships in order to make your fleet an effective weapon. To man your ships, move a legion or amry onto the fleet (See Moving legions from the map on the command summary card). Your ships can carry cavalry units as well. Cavalry units take up more room onboard - one Cavalry unit requires the room of 4 foot soldiers. Though the size of your fleet is important, the kinds of ships you have is critical. For example a fleet made up of sturdy galleons will naturally have an advantage over an equal number of triremes. THE FLAGSHIP If you have more than one typ eof ship in your fleet you must select a flagship before a battle begins. Each type of ship has its advantages and disadvantages when acting as your flagship. For example the triremes is fast but not very sturdy - a few rammings and your sunk. A galleon on the other hand can take alot of punishment but may hav esome trouble moving into a position to attack the enemy. The size of the ship is also a consideration, the more soldiers you have when you board a ship, the easier it is to slaughter the enemies crew. If no legion is aboard your fleet, your flagship will be manned by a skeleton crew of one-half the maximum ship capacity; with a legion, your flagship will have the maximum # of soldiers it can carry. SEA BATTLE When you fight a sea battle, you actually only control your flag ship. As you fight the enemies flagship your fleet's morale rises or falls with your progress. There are 2 things to watch in a sea battle - your progress against the enemy flagship and how well your fleet is fighting. See Naval Battle on the Command Summary Card for details on controlling your flagship. Catapults and Arrows: The catapult only fires in a straight line from the bow of the ship. See Naval battle on the Command summary card for info on firing your catapult. The soldiers on board your ship automatically launch arrows whenever your ship comes in range of an enemy. If all men on your ship die, arrows will no longer be launched - the catapult crew however will continue to fire when ordered to. Ramming: To ram, simply steer the ram on the prow of the ship into the enemy's ship. The heavier your ship and the faster you're going the more damage you will inflict. Boarding: See Naval Battle on the Command Summary Card for details on lowering your boarding ramp. You can lower the boarding ramp any time during combat. If the ramp makes contact with the enemy flagship your troops automatically board and hand to hand combat ensues. If the ramp doesn't make contact, it will automatically be rasied. Fleeing: See Naval Battle on the Command Summary Card for more details on fleeing the battle. CHARIOT RACES The Romans were great horse-racing enthusiasts, and virtually any festivity was a reason to hold races. Races were run between professional companies or faciones, each with their own stables, horses, and full time charioteers. Every company had a color - red, white, blue, or green - and its own group of devoted fans. Charioteers were accorded as much fame as modern atheletes, and their pay was comparable, too - a skilled charioteer could retire at an early age with a huge fortune. But while racing was an excellent oppurtunity for a man of lowly birth to gain social status, it was a hazardous profession - most charioteers suffered early deaths on the track. Select a Chariot: You control the white team's chariot. The first thing you have to do is decide whether you want to race a light, mdeium, or heavy chariot. When selecting a chariot there are several things to consider. Speed - Light chariots are faster than heavier chariots. Durability - Running into opponents is a real danger. Heavy chariots can take alot of damage. Cost - The lighter the chariot, the cheaper. Betting Odds - The odds against you winning are higher if you're racing a medium or heavy chariot. See Bet Below. Racing Styles: Be sure to note the racing style of your opponents. Aggressive opponents will race fast but are more likely to make mistakes than steady or cautious opponents. Prepare for the Race: You can prepare for the race by getting money. If you don't think your chances of winning are goo dyou cna cheat. Skulduggery - Select an option to bribe an opponent, hire a physician, or invoke the help of the gods. Select Done. Bet - Select an option to increase or decrease the amount of your bet. The maximum bet is 100 talents. Select done to place your bet. The betting odds are always a minumum of 1-1. Medium and heavy chariots are more difficult to master, so the odds are increased - 2-1 if you're racing with a medium chariot, 3-1 if your racing with a heavy chariot. Note: Every time you win, the odds go down - for example, if you're racing a heavy chariot and you win, you'll only get 2-1 odds next time you compete with a heavy chariot. The odds can never be less than 1-1. Every time you lose badly the odds go up one. The Odds cannot exceed 5-1. On the Track: See Racing Chariots on the Command summary card for detail on controlling your chariot. You must circle the track 3 times to complete the race. Whenever you finish a lap, one of the fish on the lap counter flips up. The finish line appears when one chariot finishes 2 circles around the track. To win the race you must cross the finish line before the other chariots. Watch out for turns: It's difficult to make a sharp turn while going at a high speed. The Red Speed Limit Line marks the maximum speed you can be going when you enter the turn. If you're going to fast your chariot will break apart. The closer you are to the outside track the higher the speed limit and the faster you can take the turn. Note, however, the inside of the turn is shorter - even though you cant go fast on the inside, you may get around the bend quicker than chariots on the outside. Just as you want to stay under the speed limit while turning, avoid whipping your horses in the turns - the accerlation causes your chariot to break apart. GLADIATOR SHOWS Games were held to celebrate everything from an emperor's birthday to a foreign conquest. Ambitious politicians often stage lavish spectacles to curry the public's favor and keep the peasants from worrying about more radical issues like land reform. Though gladitorial games started on a snmall scale, they grew over time. Competitions that could be once staged in a single day became month long marathons in which thousands perished. One such spectale - celebrating Trajan's campaigns in Dacia - laster 117 days and involved 10,000 gladiators and 11,000 wild animals. Select Gladiators: Select the gladitor you want to control and then select how much you want to pay for training. Now select the galdiator you want to compete against and his level of training. Once you've chosen you combatants the fight begins. See Gladiator Show on the COmmand Summary Card for details on controlling your gladiator. In the Arena: As you fight, the crowd's pleasure will rise and fall with the blood, gore, and action in the arena. The more wild swinging and good blocks, the more the crowd likes it. The Spectators don't like to feel cheated, so drag out the carngae as long as you can but avoid mooments where there is no action. When a gladiator falls, you get to judge whether he lives or dies. Select Thumbs Up if the gladiator gave the people a decent fight; select thumbs down if the worthless dog dropped to quickly. If the crowd agreed with your ruling your pleasure bar will rise, if they did not your pleasure bar will fall. The Command Summary Card for Amiga Computers ============================================ To save a game: 1. Press ESC or select the year icon in the upper right hand corner to bring up the Game Options menu. 2. Select Save Game 3. Select the disk you want save the game on One Drive users: Remove disk 1 and replace with disk 2 and click on the Df0: box 4. Select a # 1-9 for the game you're currently saving. Type a name and press return You control the game by selecting items such as menu options, provincesm or units on the battlefield. Use the mouse to point at an item and press the mouse button to select the item. On the map screen the right mouse button selects legions and the left mouse button selects fleets. Special Key commands: E = End Turn F = Complete Fleet List L = Complete Legion List P = Complete Provine List Q = Quit ESC = Game Control Menu M = Music On/Off R = Retreat (in the Water) You can enter provinces only from the map, Provinces belonging to your empire are outlined in Blue. Move the cursor to a legion and press the right mouse button. The ghost legion icons indicate the provinces you can move into and the fleets you can board. Point to where you want to go and press a mouse button. Note: Disembarking a Legion from a fleet is no different than moving it on land. Point the cursor at the legion icon on the fleet and press the right mouse button. Point to the province you want to move and press a mouse button. Moving Fleets: Move the cursor to a fleet and press the left mouse button. The ghost fleet icons indicate the bodies of water you can move into. Point to where you want to fo and press a mouse button. Directing Individual units: To give orders to units on the battle field you must first pause the battle. Click a mouse button or press a key to pause the battle. Now you can direct any troops within your general's sphere of influence. To select a unit click on it and hold the button while dragging the mouse in the direction you want the unit to move. Once you've determined the direction and distance, release the mouse button. Naval Battle: Once you've selected a flagship the splash screen appears. Click a mouse button to begin the battle. You can fight naval battles using the keybad or joystick. Keypad: 7 8 9 4 5 6 1 2 3 8 = speed up, 4 = turn left, 6 = turn right, 2 = slow down space bar = fire catapult, ENTER = Lower boarding ramp. The joystick button both fires your catapult at long range and lowers the boarding ramp at close range. To flee from the battle, move your flagship towards any edge of the screen. You will be asked whether you want to retreat or re-engage in battle. Or simply press R if you are sure you want to retreat. Chariot racing: Keypad: 8 = whip horses, 7 = whip opponent on left, 9 = whip opponent on right, 4 = move left, 6 = move right, 2 = slow down The joystick button whips your horses when pressed forward at the same time, when pressed to the left or right it will whip opponents. Gladiator Show: Keypad: 8 = high block, 7 = high strike, 4 = move forward, 6 = move back 2 = low block, 1 = low strike. THE END! Game: Centurion - Defender Of Rome ! [Cracked By Crystal] ! Good stuff: Mouse/KeyBoard CENTURION HINTS.... In this game you are trying to be "Ceasar of Rome", by trying to Conquer the Provinces of Europe. It is a Difficult Game to Win (I have won 4 times, but played for about 2 days straight through). The Object of the Game Move your Legions to the Different Provincesand either try to Negotiate with them, or Defeat them In battle. |===========| | GAME PLAY | |-----------| A few things you Must know before you play. Talents are Like Money. You must pay out Talents for things such as Strengthening, Forming, and Upgrading your Legions. It costs Talents to Hold Games, Build Fleets, etc.... It does not cost Talents to Move a Legion, or have a battle though. If you do not have a Legion on a province that you have overtaken, and enemy can take it from you by merely going to it. So if you see an Enemy near a province of yours you better get a Legion there. You have to run a Course of One year in this game. You can Move a Legion, Strengthen a legion, Build a Legion, ewtc. in One years time... When you can make no more moves, you go to the Icon in the top right corner, next to the Year. This will revolve in a one year increment, then allow you to make more moves. MOUSE BUTTONS: The left button clicks to the province/legion where the arrow is sitting. (In the case of moving a legion off of a ship you use the RIGHT button when the pointer is on the fleet holding your legion) Keyboard buttons: The Space bar is what you use to "CLICK" on a province. In the Case of Moving a Legion OFF of a Fleet of ships you use your RETURN/ENTER key, then it will show you your allowable moves) 1 LEGIONS a) Raise Legion -->To Form A legion 20 Talents for small Army: 40 Talents for a Calvery: 60 For a Full Army (You can only Handle So many Legions at each level of Authority, and certain Types of Legions at each level.) b) Strengthen Legion --> To Bring your Legion to Full force. After you have fought a battle, and lost some men, you might want to 'Strengthen" you Legion. But you must look at the Province "Man Power" in order to get an idea of How much you are going to Strengthen it. (If a Province only has 400 in man power and you need 700 men to give you a full 4200 men, then you will only Strengthen your Army to 3900 men) c) Move Legion --> Moves Legions from one Province to another. When you choose this option, it will go back to the Map, and show you Gray Markers to where you can move to. You can only move to a Province connected directly to the Province you are already in. d) Upgrade Legion --> Upgrades your Legion (only the one you are working with) to a Higher Ranking Army. e) Legion List --> Shows your List of Legions that you command. 2 TRIBUTE --> The Amount your Conquered/Allied Provinces will give you in Talents. a) Exempt this Province --> The province you Own give Nothing b) Tolerable Tribute --> A Tribute that will have your people in a content mood. (The ideal Tribute) c) Irritating Tribute --> Just like it says. Irritating! d) Oppressive Tribute --> This really pisses the People off. e) Bleed them Dry --> This Tribute takes everything they have. 3 TRIBUTE POLICY --> You only get this selection in the Menus for Italy. This sets a Tribute for all Provinces that you run, are allied with, and that you Conquer. 4 HOLD GAMES --> You hold games when the Provinces are in a Bad mood, and want entertainment. a) In Rome (Italy) you Hold either a Gladiator Show, or a Chariot Race. They Both cost you Talents, but Racing you can Bet talent that you will win. i) Skulldugery --> When you are about to race you can have a Physician come out and give your Horse medicine, Have the Gods help you, or Bribe the other racers to let you win. ii) Bet --> to bet however many Talents that you will win the race. b) In any other of the Provinces you just select a type of Game set up, and it just costs you Talents. When Holding games in Rome you have two choices, Chariot racing, and Gladiator fights. Use your Cursor Controls when you are in the GAME MODE. To make the Horses go faster hit the UP arrow key to Whip the Horses. If the Chariot starts going to the Sides, Slow down a little by hitting the Down arrow key. To move the Chariot from side to side use the LEFT/RIGHT arrow keys. In Gladiator fighting the LEFT/RIGHT arrow keys move the Gladiator back and fourth. the Up arrow give the Gladiator High Gaurd, the Down arrow gives him Low Gaurd. The HOME/7 key hits the other gladiator HIGH, and the END/1 Key hits him Low. If you happen to win the Fight, you will get the Choice to KILL or SPARE the other Gladiator. In some cases the crowd likes it if you kill him, in other cases they get Upset. 5 BUILD FLEET --> To build a fleet of Ships. You can only do this if Water is directly connected to the province you are working with. a) Triremes : 5 Talents each -> These are the smallest ships, but yet the fastest. They are not very powerful, but if you master the art of sea battle, you can easily win battles with these. b) Quinqueremes : 10 Talents each -> These are the next step up, but a little more powerful. c) Galleons : 20 Talents each -> These are the most powerful of Ships, and in a large fleet, winning sea battle is almost inevitable. *** When in Sea Battle, Use your Cursor Controls to do battle. *** 6 PLUNDER --> This is like going through the Province, and Taking all of what the people have (Money, jewels, etc...) I do not recomend doing this to just any Province. I would only do it to Provinces that are very rebellious. 7 PROVINCE LIST --> This will give you a list of all of YOUR provinces and the mood they are in, etc... MOVING LEGIONS TO A UNOCCUPIED PROVINCE When you MOVE your Legions to an Unoccupied province you will have a few choices in front of you after reading about the Province, their wealth, and disposition. These are the Choices. A) Friendly --> They usually do not go for this one. Rome is known for it's over bearing armys, so this is not a good one to use RIGHT OFF THE BAT. B) Diplomatic --> This is one to use on Provinces that seem to be co-operative. It usually flatters the Leader, and making Allies usually prevails, but the right combination of being Diplomatic, and friendly must be used. C) Aggresive --> This is if you want to scare some wimpy Army. D) Utimatum --> Telling the other army to "Lay down your arms or Die" E) WithDraw --> Retreat, and leave the enemy in peace before a war starts. F) Go to War --> Just what it says. If you happen to make friends with a Province, they will ask you what type of tribute you expect from them A) LOW B) MEDIUM C)HIGH Of course you would pick LOW, you can always change it later. GOING TO WAR When you pick the Choice of Going to war you will have quite a few formations to Choose from. A) Balanced Army X X X X X X X X X X X X X X X X X X X X O B) Wedge X X X X X X X X X X X X X X C C O C C C) Strong Right X X X X X X X X X X X X X X X X X X X X X X C C O D) Strong Left X X X X X X X X X X X X X X X X X X X C C X X X O X= Regular INFANTRY Men C= CALVERY O= COMMANDER of Legion AFTER SELECTING A FORMATION YOU NEED TO SELECT A TACTIC 1...FRONTAL ASSAULT -> Attack Head on 2...FORM A LINE -> Move troops to form a perfect assult line 3...STAND FAST -> to stand in place and wait for the enemy. 4...DRIVE A WEDGE -> to drive in a wedge formation. 5...SWEEP RIGHT -> To move your legion to the right 6...SWEEP LEFT -> To move your legion to the left. 7...MASS TROOPS -> to move your legion in a tight formation and await attack 8...OUT FLANK -> to move your legions in a scattered formation. 9..SCIPIO'S DEFENCE -> The front of the legion stands still while the rear of the legion moves to the right. 10..CANNAE TACTIC -> this draws the enemy into a pocket so you can attack them in full force. Best used with the Wedge formation A LIST OF THE FORMATIONS AND TACTICS THAT GO WITH THEM The Formations are by their Letters, and the Tactic are by their number A) Balanced Army ******* Tactics -> 1,3,4,8,9 B) Wedge *************** Tactics -> 1,2,3,4,10 C) Strong Right ******** Tactics -> 1,3,5,6,7 D) Strong Left ******** Tactics -> 1,3,5,6,7 During Comabat you may move a portion of your legion to a specific point by pressing your right button on the mouse when the arrow is over the portion of your choice. It will show you the current direction, then press the button once more and hold it, then move the arrow in the directin you want that portion to goto. ** IN some cases, and tactics you can not move portions around in this manner ** If you get a responce that shows that you can not move that portion of the Legion, you need to move your commanding Officer closer to that portion (The Commander is the Single calvery man) You may also Realease your Legion or a portion of your legion. To release your entire legion you click the right mouse button once, the battle scene will freeze, select the 'MELEE' Icon. to Release a portion of your legion click your arrow on the portion you want to release, it will show you the current path of movement, then go to 'MELEE', it will then say "Releasing XXXXXXX," where XXXXXX is the Portion's Legion number. You can retreat, then release your troops as many times as you want, but be carreful, if a portion of your legion moves off of the screen, they will not come back. To release your legion (let them fight as they will) click your mouse/keyboard on the MELEE icon. MOVING LEGIONS TO A FLEET OF SHIPS You can move a legion to a Fleet if that fleet is in the Boundaries of the province your legion is in. You must have around 40-50 ships in the Fleet to hold all of your legion, otherwise you will have to leave some of them behind. After you have moved you legion to the fleet, and you reached the destiny of your choice, you can move your legion OFF of the ship by pressing you RIGHT button on your Mouse (on the Keyboard you press your RETURN/ENTER key) TIPS AND SUGGESTIONS While in battle, it is smart to get your troops in a straight line and WAIT for your enemy troops to come to you. This way you are prepared and start swinging your weapons before they can get into position. It is not a good idea to Make a fleet of ships until you get somewhere around 500-1000 Talents. This way you can form somewhere around 40-50 ships. Most of the Enemy Fleets consist of about 100 ships. If you master the art of Sea Battle, you can easily defeat a Fleet twice as big as yours. In the begining stick to just a few Legions (Around Two), until you get up to the Ranking of Legatus. this way you can Form Calverys instead of just a small infantry. If you can make it, stick with just a few legions until you reach the Ranking of General. This way you can skip Upgrading and go straight to a Consular Army (The Best army to have).... --- FIXED BY RYGAR --- Official Advanced Dungeons & Dragons Computer Product Eye of the Beholder by Strategic Simulations Inc. Typed up by Shadow Knight (3/7/1991) The Meeting Piergeiron, the chief Lord of Waterdeep, has called the party to a meeting and gives you the following letter: Piergeiron, I have investigated your concerns, my friend, and I am afraid the news is not good. More than that, it is maddenin and frustrating. THe signs of evil are clear, as you know, and growing. Before I left I heard rumors of assissins in the city, by Tyr, in Waterdeep! I am not sure what to believe anymore. I have visited both Amn and Calimshan, these cities have given us trouble in the past. I suspected that our problems now might be their doing, but I find no evidence of it. My informants seem clear on this point at least. None have even heard of our elusive Xanathar. No, these traces of evil are not from outside Waterdeep, but from within...or perhaps below? My magics did detect the evil, but not its source. All of our attempts to find its cause have been for naught. The only thing we have "learned" is that the name Xanathar recurs with grave persistence. WHen have we NOT looked, Paladinson my friend? Where is it the City Watch never patrol? Where would YOU hide from the Watch and the Lords of Waterdeep without leaving the area of the city? I can only think that we are overlooking something under our very noses. I will return to the Council soon, my investigations here are clearly fruitless. But do not wait for me - hire adventurers as the others have suggested. They may not have our biases. Perhaps a new outlook will help. Your trusted friend, Khelben The Commision "The sewers" Piergeiron says. "I would hide in the sewers. And that is where I think you should start". He hands you an official document with the seal of Waterdeep prominently displayed. Commission and Letter of Marque This document is a binding commission of service to the Lords and sovereign city of Waterdeep. THe bearers of this document are agents of the Lords of Waterdeep and are granted full rights of passage beneath the city of Waterdeep. Any who would dare interfere risk the full penalty or our wrath. Information has been presented to us that there is a plot afoot in our city. Evidence points to the sewers that run beneath Waterdeep. We have no information about the exact nature of the threat, but we feel the urgency is grave. We commission you to find the nature of the danger; and to destroy it if you are able. You are granted full rights of marque. All treasures, artifacts, or other valuables are yours by right of conquest. This writ is made legal and binding bu our mark on this fifth day of Marpenoth in the year of Shadows. Introduction The Eye of the Beholder World Eye of the Beholder is an all 3-D, Legend Series computer role-playing adventure based on the popular Advanced Dungeons & Dragons 2nd Edition game rules and an original story created for this game. The action takes place in the sewers and catacombs beneath the City of Waterdeep in TSR'S FORGOTTEN REALMS game world. Everything in Eye of the Beholder is from your point of view. Watch the walls pass by as you move through the sewers beneath the ancient city of Waterdeep. Pick up itms by grabbing them. Open doors with keys or by pressing buttons or pulling release levers. See monsters draw nearer to you and close for battle. Attack by using the weapons your characters have in their hands, or cast spells by using your clerics' or paladins' holy symbols and your mages' spell book icons. Those in the front of the party may attack with weapons suck as swords and maces, while characters in the rear ranks may attack with spells or ranged weapons such as bows. A key to playing Eye of the Beholder is understanding the difference between Take, Use, and Select. Taking involoves actions suck as pickup or dropping items. Using involves actions suck as attacking monsters with weapons, or indicating that a cleric or mage wishes to cast a spell. You can only Use items from the main Adventure Screen. Selecting involoves choosing buttons such as spell Level Buttons or the Camp Button, or choosing from lists such as picking spells to cast or memorize. Exactlyhow to Take, Use, or Select items and options with your mouse or keyboard (some systems only) is described in DATACARD.PE!.. This Rule Book explains how to play the game, the effect of magic spells, and so on. THe Actions section explains specifically how to perform a number of activities in the game. The Data Card contains information on how to load the game and play it on your specific computer. It also explains how to get right into the game with the pre-built party. Copy Protection There is no physical copy protection on your Eye of the Beholder disks, so please make copies and put the originals away for safekeeping. To assure that you have a legitamate copy of the game there will be a verification question whenever you begin playing the game (Not no more, hahaha). A picture will be displayed on the screen. You must find the matching illustration in the upper right-hand corner of the Rule Book, and answer a question from that page. Getting Started Quickly A saved game containing a pre-built party comes with your game. To get right into the game load this saved game following instructions on your Data Card. GAME RULES Building a Party You must generate four characters to have a complete party. A good mix of races and classes is essential to completing the adventure. Warrior classes such as fighters, paladins, nad rangers are need to deal with the many horrors that block your path. Clerics and mages support the quest with their magical abilities - clerics have powerful healing and protective spells, while mages attack with mystic force. Thieves are handy when progress is barred by a locked gate for which the party has no key. Read the Characters section for more information on selecting members of your party. Generating Characters To make a character Select one of the four Character boxes. After you have chosen a box, Select the new character's race and gender, class, alignment, and portrait. Generally you can change your last choice by selecting the Back Button on the botton right of the screen. Race There are six races, or species to choose from: Human Elf Half-Elf Dwarf Gnome Halfling Each race has unique advantages and characteristcs. Different races are eligible for different classea and each has unique modifiers to attributes such as strength or wisdom. For more information see the Races section. Class Classes are occupations. Some races have the option of having more than one class simultaneously, but there are six basic options: Fighter Ranger Paladin Mage Cleric Thief A variety of classes is needed in a party to get all of the skills needed for the adventure. Paladins will not join parties with evil characters. If you already have an evil party member you cannot generatea paladin. For more information see the Classes section. Alignment Alignment is the philosophy by which a character lives and deals with the world. There are nine possible alignments, although a character's class may limit the seclection. Paladins, for example, can only be Lawful Good. The choices are: Lawful Good Lawful Neutral Lawful Evil Neutral Good True Neutral Neutral Evil Chaotic Good Chaotic Neutral Chaotic Evil Evil characters cannot join parties with paladins. If you already have a paladin you cannot generate an evil character. For more information see the Alignment section. Portrait You must Select the picture, or Character Portrait, that represents the character in the game. During the game the position of the portrait on the screen indicates if a character is in the front or rear ranks or the party. Select the portrait to examine characters' Equipment Screens. Select the arrows to display sets of portraits, and then select your character's portrait. Ability Scores Ability scores are generated for the character after you Select the Character Portrait. These are a summary of the charater's natural abilities abilities and faculties. Each character has the following scores: Strength Intelligience Wisdom Dexterity Constitution Charisma These scores can be modified or generated again after you Select a portrait for the character. For more information see the Ability Scores section beginning on page 25. After attribute scores are generated options to keep or modify your character are displayed. Reroll Generates a new set of ability scores for the character. Modify Allows you to selectively change the character's ability scores and hit scores and hit points, to match a favorite AD&D game character for example. After selecting Modify, Select the score to change, and then Select the Plus or Minus button to alter the score. Select the OK Button when you are finished. Faces Return to the portrait selection option. Keep Accepts the character into the party. Name your character after selecting Keep and the new character will join the adventuring party. When the Party is Complete When you have generated four characters that you happy with select the Play Button below the Character Portraits to begin the game. Characters that Join the Party (NPCs) In addition to the four regular characters, up to two more non-player characters (NPCs) may join the party at a time. As you adventure these characters may ask to join your characters. If you accept, they join and act as any other characters under your control. Occasionally NPCs offer advice or give you information. NPCs may leave your party or you may drop them at any time. How to Play Eye of the Beholder Adventure Screen 3-D View Winder THis is your window to the world. Here you can see the area around your party, items lying in the dungeon, and attacking monsters. Gate Gates occasionally block your path. Each gate may be different. For example, some you can open simply by pulling a lever or pressing a button, others may require a key or lockpick. Button Buttons and lever can be found on the walls near some gates Item Treasure, food, weapons, and other items can be found throughout the dungeon. Movement Buttons These move and turn the party. Compass This indivates the party's heading. Use the compass to maintain your orientation and to map the lower levels. The compass is replaced by the Spell Menu when the characters cast spells. Front Rank Characters These two characters are the only ones that can attack with melee weapons (swords, maces, etc.) or certain short range spells. Rear Rank Characters These characters are away from the front line risks and can only attack monsters with the ranged weapons (bows, darts, etc.) and spells. Rear rank characters can only attack be hit by monsters' melee attacks if the creatures are attacking from the sides or rear of the party. Character Portrait Select this to choose a character or view his equipment. If the Character Portrait is grayed, the character is unconcious. If it is replaced by a skull, the character is dead. Spell Effect Box A colored line around a character shows that the character is affected by a spell. A dashed line shows that the character is affected by two types of spells. The color of the indicator describes the type of spell. See your Data Card for a description of the colors on your computer. Name Bar Use this to exchange positions of party members. Use one Name Bar and then another. The two party members will trade places. Primary Hand Generally a character carries a weapon in his primary hand. The character can hold anything in his Primary Hand that he can hold in his Secondary Hand. Use in-hand weapons to attack monsters. Secondary Hand Generally a character carriers a shield, secondary weapon, spell book, holy symbol, or miscellaneous item in his secondary hand. Only fighters, paladins and rangers can use a secondary weapon and even they suffer a penalty in combat. Use spell book icons or holy symbols to cast spells. Weapon Use in-hand weapons to attack monsters. This is identical for both melee and ranged weapons. Spell Book Use this icon to cast memorized mage spells. When you Use a spell book the compass is replaced by the Spell Menu. When the menu is displayed, Select a Level Button and then the spell. Holy Symbol Use this to cast cleric spells. To cast cleric spells Use a holy symbol and the compass is replaced by the Spell Menu. When the menu is display Select a level button and then a spell. Paladins invoke their natural healing ability as they would a cleric spell. Hit Point Bar This displays the character's current condition. Color changes indicate the character's status. See your Data Card for a description of colors on your computer. To display hit points as a numeric value Select Bar Graphs ON/OFF from the Preferences Menu under the Camp options. Camp Button Select this to rest the party, memorize spells, and heal the party. The camp menu also allows you to save the current game, quit, or make adjustments to game sounds and so on. See the Camp section for more information. Equipment Screen Character Portrait Select this to return to the Adventure Screen Hit Point Bar Displays the character's current condition Food Bar When a character has run out of food he loses 1 HP per 24 hours and cannot memorize or play for spells. See Eating in the Actions section. Food Packet Food can be found in the dungeon. Plate Take food and Select it on the plate to have a character eat. Next/Previous Character Buttons Select these to view other chracters' equipment. Backpack Items carried in the character's backpack are shown here. Quiver Indicates any arrows the character has. Select arrows over the quiver to fill it. Body Parts (Torso, Wrists, Fingers, Head, Neck, and Feet) Place items to be worn on the appropriate box. FOr example, rings are placed on FIngers, armor on the Torso, etc. Primary Hand Shows what the character has in his primary or 'weapon' hand. Secondary Hand Shows what the character has in his secondary hand. Belt Pouch Up to three items can be carried in the character's belt puch. If the character keeps spare throwing-type weapons in the pouch, replacements are automatically transferred to the character's hand as weapons are spent in combat. Other Page Button Select this to see the character Screen. Character Screen Character Portrait Select this to return to the Adventure Screen. Hit Point Bar Displays the character's current condition. Food Bar Indicates if the charcter has enough good. Next/Previous Character Buttons Select these to view other characters' equipment. Class This is the character's occupation (or occupations if the character is multi-classed.) Alignment Describes the character's ethics and how he interacts with the world. Ability Scores Represent the character's natural abilities and strengths. Current Experience Represents how much the character has learned throughout the adventure. When the character gains sufficient experience, his level increases. Current Level How far the character has advanced in his class. Other Page Button Select this to return to the Equipment Screen. Camp Screen Rest Party Select to have the party rest, heal, and memorize spells. When you choose this option, you will be asked if you want to have healers cure the party. If you Select the Yes Button characters with cure spells automatically cast them on wounded characters and rememorize those spells, and any others chose, while the party is resting. Unless you choose new spells, characters will rememorize the same spells as before. The amount of time the party rests is based on the highest number and level of spells being memorized or prayed for. A party's rest may be interrupted by wandering monsters. Characters who have a blank Food Bar cannot regain spells until they eat. Memorize Spells Select to choose or examine the set of spells the mage will learn when he rest. The spells Available menu will appear when you Select this option. Select spells to memorize. The numbers to the right of the spell names are the number of each type of spell the character will have when he finishes resting. Highlighted numbers are unmemorized spells. Select the Clear Button to black any unmemorized spell choices or a Level Button to choose spells of another level. Select the Exit Button to end choices for that character. Pray for Spells Select to choose or examine the set of spells the character will learn when he rests. The Spells Available menu will appear when you Select this option. Select spells to memorize. The numbers to the right of the spell names are the number of each type of spell the character will have when he finishes resting. Highlighted numbers are unmemorized spells. Select the Clear Button to blank any unmemorized spell choices or a Level Button to choose spells of another level. Select the Exit Button to end choices for that character. Scribe Scrolls Transfers spells from a scroll to a spell book. After Selecting Scribe a list of spells on scrolls is displayed. Preferences Select to control game functions such as sounds and display. Prefences Menu Tunes are ON/OFF Sounds are ON/OFF Bar Graphs are ON/OFF Mouse is ON/OFF Tunes This turns background musc on and off. Sounds This turns sound effects on and off. Bar Graphs This changes between displaying hit points as a bar graph or numeric value. Mouse This turns the mouse interface on and off. This may not be available on all systems. Game Options Select to display a menu with options for saving the current game or loading a previosly saved one. Game Options Menu Load Game Save Game Drop NPC Quit Game Load Game retrieves the stored game. Save Game stores the current game to disk. Saving regularly is a good idea. Drop NPC allows you to order an NPC (a Non-Player Character who has joined the party during the adventure) to leave the party. Quit Game exits Eye of the Beholder. Exit Select to leave the Camp Menu ACTIONS The following section describes how to perform most actions in the game. The basic parts of each action are the Take, Use, and Select functions. These are described for each computer in the Data Card. The Data Card may also have keyboard commands for actions (not available on all systems). "In-hand" refers to items in either the primary or secondary hand. You can only Use items from the Adventure Screen. Attack Monster To attack monsters Use a character's in-hand weapons. Only the front rank characters can attack with melee weapons (swords, maces, etc.), and the monster must be visible in the 3-D Window. Characters in the rear ranks can attack with ranged weapons (bows, darts, etc.). After you have attacked with a weapon it is grayed until it is ready again. Camp Select the Camp Button on the bottom right side of the screen. Camp gives you options to save the game, turn sounds on and off, have spell-casters memorize spells, and more. Cast Cleric Spell Use the character's inhand holy symbol. The holy symbol can be in the character's secondary hand. Select the spell Level Button from the Spell Menu and then the spell to cast. Select target characters for any spell that affects members of the party. Attack spells can only be launched at monsters that are visible in the 3-D Window. Cast Magic Use Spell Use the character's in-hand spell book icon. THe spell book can be in the mage's secondary hand. Select the spell Level Button from the Spell Menu and then the spell to cast. Select target characters for any spell that affects members of the party. Attack spells can only be launched at monsters that are visible in the 3-D Window. Cast a Cleric Scroll Spell Use an in-hand scroll. The scroll is consumed when the spell is released, and lost forever. Cast a Mage Scroll Spell Use an in-hand scroll. The Scroll is consumed when the spell is released, and lost forever. Change Order of Characters To change the order of the party Use the Name Bar of one character from the Adventure Screen and then the Name Bar of a second. The two will trade places. Drink a Potion Use an in-hand potion. Drop an Item Select an item, carry it to the 3-D window and Select it again below the center line of the window to drop the object. To throw an item Select it above the 3-D window center line. Eat Go to the Equipment Screen, Take food and Select it over the character's Plate. Examine Character's Equipment Select a Character Portrait from the Adventure Screen. Examine Character Information Select a Character Portrait from the Adventure Screen, the Select the Next Page Button. Examine Part of the Dungeon Move the cursor over an item, such as a dagger or body, or a dungeon feature, such as a dagger or body, or dungeon feature, such as writings or drains on walls and Select it. Information about the selected item or feature is displayed in the Message Area below the 3-D window. Fire a Ranged Weapon (Bow or Sling) Place the weapon in the character's primary hand and place ammunition in the secondary hand. To get an arrow Select a filled quiver, and then Select again over the hand. As you fire the weapon, replacement ammo will be automatically transferred from either the quiver (bows) or belt puch (sling stones) if it is available. Fire a Ranged Weapon (Dagger or Dart) Use any in-hand dagger or dart. Replacements are automatically drawn fron the character's belt puch if they are available. Force Open a Gate Select the bottom of a partially open gate to attempt to force it open. The strongest character automatically makes the attempt. Give an Item To have a character move an item from his Equipment Screen to another, Take the item, Select the Next or Previous Button until you reach the recipient and Select the item again over the appropriate box. Manipulate Dungeon Features Move the cursor over a dungeon feature, such as a leaver, button, or a chain and Select it. Memorize Cleric Spells Look under the Spells option in the Camp section. Characters cannot pray for new spells if they are starving. Memorize Mage Spells Look under the Spells option in the Camp section. Characters cannot pray for new spells if they are starving. Move in Dungeon Select the Movement arrows or the keyboard commands described in your Data Card. Open a Gate Gates throughout the sewers are not all opened n the same fashion. Some gates are opened by release levers or button. To open these place the cursor over the release and Select it. If the door is looked, you need to Select a key over the lock or a thief may Select a lockpick over the lock. Paladin Heal Use an in-hand hold symbol, Select the Lay on Hands "spell" from the spell menu, then Select the target character. Pick a Lock To pick a lock Take the thief's lockpicks and select it over the lock. The thief character will automatically attempt to disarm any traps he finds in the lock. Scribe Scroll Spells into Spell Book Select the Camp Button, then the Spells option, then Scribe Scrolls. A menu of all available spells is displayed. Take an Item Move the cursor over the item and Take it. To place it in a backpack or belt puch, or to wear it, carry the item over the Character Portrait and Select the portrait to get the Equipment Screen and Select the item over its destination. Throw an Item Select an item, carry it to the 3-D window and Select it again above the center line of the window to throw the object. To drop an item Select it below the 3-D window center line. This type of throwing is not the same as "throwing" a dart or dagger, which is described under the Fire a Ranged Weapon. Turn Undead Paladins of third-level or higher and all clerics automatically attemp to turn any visible undead. Undead approaching the party from the back or sides are unaffected until the adventurers turn to face them. Unlock a Gate To unlock a gate Take a key and Select it over the lock. Wear an Item To wear an item, such as armor, a helmet, or a ring, Take the item and place it in the appropriate box on the Equipment Screen. To get to the Equipment Screen from the Adventure Screen carry the item over the Character Portrait and Select the picture. PLAYER REFERENCE Characters Your adventuring party is made up of up to four characters, each with his or her own unique strengths and weaknesses. Every character has a race, class, and set of attribute scores. Race is the charater's species and there are six races to choose from: dwarf, elf, gnome, half-elf, halfling, and human. Class is the character's occupation. Some races are allowed to have more than one class simultaneously, these are called multi-class characters. The basic choices of class are: cleric, fighter, mage, paladin, thief, or multi-class. Attribute scores define the character's physical and mental prowess, and they are: strength, dexterity, intelligence, wisdom, and charisma. Races Dwarves are a short, heavily built demihuman race. They stand between 4 and 4 1/2 feet tall, but generally weigh more than 150 punds due to their heavily muscled build. Dwarves live from 350 to 450 years. They are famous for their skill in all manner of crafts, from metalworking to stone masonry. Dwarven weapons command high prices in markets around the world, and pieces of theif fine jewelry are literally part of every king's ransom. In addtion to intricate workmanship, dwarves are known for tremendous courage and tenacity that borders on the fanatic. Dwarves are by nature non-magical, and have innate resistances to spells as well as many poisons. Ability Score Modifiers: Constitution +1, Charisma -1 Allowable Classes: Cleric, Fighter, Thief, Fighter/Cleric, Fighter/Thief Level Restrictions: Cleric 10th level Elves are slimmer and somewhat shorter than the average human and are easily distinguished by theif fine features and pointed ears. The ofter live more that 1,200 years. Elves do not like the confines of civilization. They delight in natural beauty, singing, and carefree playing. To outsiders, elves often appear to be haughty and cold, although they are known to be fiercely loyal to friends. Elves of all classes are taught archery from a very young age, and they receive a +1 bonus with any type of bow, and long or short swords. Elves are highly resistant to any type of Sleep or Charm spell. Ability Score Modifiers: Dexterity +1, Constitution -1 Allowable Classes: Cleric, Fighter, Mage, Ranger, Thief, Fighter/Mage, Fighter/Thief, Mage/Thief, Fighter/Mage/Thief Level Restrictions: None Gnomes are distant kin of the dwarves, although the latter are loathe to admit the relation. Gnomes typically live to be around 600 years old. Where dwarves are taciturn and hard working, the gnomes are more carefree and lively. Never turn your back on a gnome however - they are diabolical and enthusiastic practical jokers. Gnomes are fairly magic-resistant, and gain a +1 combat bonus against kobolds. Ability Score Modifiers: Intelligence +1, Wisdom -1 Allowable Classes: Cleric, Fighter, Thief, Cleric/Thief, Fighter/Cleric, Fighter/Thief Lever Restrictions: Cleric 9th level Half-elves inherit seceral advantages from their mixed parentage. They resemble their elvish parents in facial appearance, but half-elves are taller and heavier than most elves, approaching human norms. While not as long-lived as true elces, they live, on average, about 250 years. For the most part, half-elves can travel and mingle in both elvish and human company, although rarely are they truly accepted in either. Half-elves have the greatest selection of class combinations of any of the races. They inferit an innate resisteance to Sleep and Charm spells, but to a lesser extent than full-blooded elves. Ability Score Modifiers: None Allowable Classes: Cleric, Fighter, Mage, Ranger, Thief, Fighter/Cleric, Fighter/Thief, Fighter/Mage, Cleric/Ranger, Cleric/Mage, Thief/Mage, Fighter/Mage/Cleric, Fighter/Mage/Thief Level Restrictions: None Halflings are a diminutive people famous for theif congeniality and love of comfort. Their facial features are round and broad and they typically have curly hair. Halflings are fairly short, a little shorter than dwarves, and quite plump. They are sturdy, industrious, and generally quiet and peaceful. Their burrow homes are well furnished, and their larders are always well stocked. Halflings are well liked by nearly all other races. Gnomes especially like the halflings, whom they feel are kindred spirits. Halflings have innate magic resistance and have a +1 bonus with slings. Ability Score Modifiers: Strength -1, Dexterity +1 Allowable Classes: Cleric, Fighter, Thief, Figher/Thief Level Restriction: Cleric 8th level, Fighter 9th level Humans are the most adaptable and, hence, most prevalent race. Humans vary more than any other race in size, skin color, and hair color. Typically they live around 70 years. Human societies are more diverisfied than any of the other races, and also more aggresive and acquisitive. Where the longer-lived races wait patiently and take a long-range view of the world, humans tend to muster theif efforts for immediate gain. Ability Score Modifiers: None Allowable Classes: Cleric, Fighter, Mage, Paladin, Ranger, Thief Level Restrictions: None Classes Each class has its own unique strengths, and each offers valuable talents and skills to a party. Fighter-types - fighters, rangers, and paladins - are needed to battle past the creatures that stand in the way of victory and glory. Thieves are very handy when the party runs acrooss traps. Mages offer powerful spells, and clerics can both fight and healthe wounded. Each class has one or more prime requisites, or ability scores that are important to the class. A character with prime requisite score(s) or 16 or greater advances somewhat faster in levels. Clerics are warrior priest, men and women who carry their faith in their weapon-arms as well as theif hearts. Cleric training includes the use of divine magic and a limited selection of weapons. They can use any type of armor, but their selection of arms is limited to blunt, impact-type weapons such as maces and flails. Cleric magic differs from mage spells in that cleric magic is of divine origin. Clerics do not carry tomes of spells and rituals. They receive power directly from the gods and cast spells through their holy symbols. While mages study and pour over their spells to imprint the rituals in their minds, clerics enter a meditative trance where they are receptive to the divine magic. Clerics also have powers again undead monsters such as skeletons and zombies. Clerics automatically attempt to turn undead, driving them away, or possibly even destroying them. As clerics advance in level then gain more spells and greater power against undead. Clerics with wisdon of 13 or higher gain extra spells (See Cleric Wisdom Bonus Table). Prime Requisite: Wisdom Races Allowed: Human, Dwarf, Elf, Gnome, Half-Elf, Halfling Weapons Allowed: Mace, Flail, Staff, Sling Fighters are warriors, experts in weaponskills and battle tactics. Fighter training includes use and maintenance of all manner of weapons and armor. Fighters can use any type of armor or weapon without restriction. Whether for glory or profit, fighters can be found in the thickest parts of battles, where only skill and bravery triumph. Fighters cannot cast any type of magical spell, nor would they as a rule want to, preferring to rely on a strong sword-arm. They can use any type of magical weapon or armor and magic items such as rings and gauntlets. Fighters gain speed as well as skill when they go up in levels. High level fighter-types including fighters, paladins, and rangers, are able to attack more often with melee weapons such as swords than other types of characters. Prime Requisite: Strength Races Allowed: All Weapons Allowed: All Mages are individuals trained in the arcane and mysterious secrets of magic and spellcasting gestures. mages tend to be poor fighters, preferring to rely on their intellect and magical abilities. While warriors and clerics may charge to the fore of a battle, mages tend to hang back and pummel foes with mystic attacks. Mages tend to be reclusive and spend most of their time researching new spells and ancient magical lore. Mages cannot wear any type of armor. This is because they have no training or aptitude for martial skills, and armor is restrictive and interferes with some spellcasting. Also because of their lack of martial inclination, mages are severly limited in the weapons they can use. Mages become very powerful as they increase in level. Prime Requisite: Intelligence Races Allowed: Human, Elf, Half-Elf Weapons Allowed: Dagger, Staff, Dart Paladins are elite warriors who battle in the name of Truth and Justice. Lawfulness and good deeds are their meat and drink, and they lead lives of such chaste piety that even clerics stand respectful. Paladins will not join a party that includes evil characters. Like other high level fighter-types, paladins are able to attack more often with melee weapons, such as swords, than other types of characters. In addition to skill in all types of arms and armor, paladins have seceral divine magical abilities conferred for their piety. Paladins have extra resistance to magical attacks and poison. Paladins are immune to all disease. Paladins can heal once per day (2 hit points per level of advancement). They are always surrounded by a Protection Versus Evil aura that encompasses the entire party. All evil attackers suffer a small penalty to their attacks if a paladin is in the party. At third-level, paladins can turn undead as a cleric two levels below their own. At ninth-level, paladins gain the ability to cast certain cleric spells, although they can never use cleric scrolls. Paladins pray for their spells and cast them exactly as clerics. Paladins can use the following cleric spells: Bless, Cure Light Wounds, Detect Magic, Protection From Evil, Slow Poison. Prime Requisites: Strength, Charisma Races Allowed: Only Human Weapons Allowed: All Rangers are trained hunters, trackers, and woodsmen. They are taught to live as much but their wits and skills as by their swords and bows. Like fighters, rangers can use any type of weapon or armor, although heavy armor interferes with their special abilities. When wearing studded leather or lighterarmor, rangers can fight with weapons in both hands without any penalties. Like other high level fighter-types, rangers are able to attack more often with melee weapons, such as swords, than other types of characters. Prime Requisites: Strength, Dexterity, Wisdom Races Allowed: Human, Elf, Half-Elf Weapons Allowed: All Thieves are hard to clasify as a group. Some are malcontents, who prey on the unsuspecting. Others are basically good, but are a little wanting in strength of character. Adventurers long ago learned that a skilled thief in the party increases overall party survival - espicially when dealing with trapped locks. As thieves gain levels they become more proficient at picking locks, and avoiding any attached traps. Because they need to move freely and quietly thieves' abilities are restricted when they wear anything except leather-type armor. Thieves have a greater choice of weapons than clerics or mages, but less than fighter-types. Prime Requisites: Dexterity Races Allowed: All Weapons Allowed: Any Alignment Alignment describes a character's outlook and how he deals with life. The possibilities encompass a range of views from believing strongly in society and altruism (Lawful Good) to completely selfish and without any regard for others (Chaotic Evil). Alignment is presented in two parts: the character's world view and personal ethics. World View Lawful indicates that the character understands himself to work within the frameworks and rules of a society. Neutral indicates that the character moves between valuing society and its rules, and the value of the individual. Chaotic indicates that the character values the individual (himself) above society and others. Ethics Good indicates the character tries to act in a moral and upstanding manner. Neutral indicates the character leans towards "situational ethics," evaluating each set of circumstances. Evil indicates the character acts either with no regard for others or in an overly malignant manner. Spell Description Ranges Durations 0 = Target must be in same square as Instantaneous=Flash or instant caster (can only effect party members) Short=Effect is very temporary Close = Target must be in adjacent square Medium=Effect lasts for some time Medium = Target can be 2 squares away. Long=Effects last quite a while Far=Can hit any visible target Permanent=Effects last forever First Level Mage Spells Armor Range:0 Duration:Special Area of Effect:Once Character With this spell the mage can surround a character with a magical field that protects as chain mail (AC 6). The spell has no effect on characters who already have AC 6 or greater and it does not have a cumulative effect with the Shield spell. The spell lasts until the character suffers 8 points + 1 per level of the caster of damage or a Dispel Magic is cast. Burning Hands Range:Close Duration:Instantaneous Area of Effect:One target When a mage casts this spell, a jet of searing flame shoots from his fingertips. The damage inflicted but the flame increases as the mage increases in level and gains power. The spell does one to three points of damage plus two points per level of the caster. For example, a 10th level mage would do 21-23 points of damage. Detect Magic Range:0 Duration:Short Area of Effect:Carried items This spell allows a mage to determine if any of the items carried by members of the party are magically enchanted. All magic items in the party are indicated for a short period of time. Magic Missile Range:Long Duration:Instantaneous Area of Effect:One target The mage creates a bolt of magic force that unerringly strikes one target. If there are two monsters, the missile automatically hits the one on the same side as the caster. Magic Missiles do greater damage as a mage increases in level. Initially, Magic Missile does two to five points of damage, and for every two extra levels the spell does two to five more points. So a first or second-level mage does two to five points of damage, but a third or fourth-level mage does four to ten, and so on. Shield Range:0 Duration:Short to medium Area of Effect:Spell-caster This spell produves an invisible barrier in front of the mage that totally blocks Magic Missile attacks. It also offers AC2 against hurled weapons (darts, spears) and AC 3 against propelled missiles (arrows, sling-stones). The spell does not have a cumulative effect with the Armor spell. THe spell duration increases with the level of the caster. Shocking Grasp Range:Close Duration:Variable or until mage touches a monster Area of Effect:One target This spell magically charges the caster's hand with a powerful electrical field. The field remains in place until the spell dissipates naturally or the character touches an adjacent monster. When the spell is cast a hand picture appears in the caster's primary hand - Use this as you would any other weapon. The spell does one to eight points plus one point per level of the caster. For example a 10th level mage does 11-18 points of damage. The amount of time it takes the spell to dissipate ranges from medium to long with the level of the caster. Second Level Mage Spells Invisibility Range:0 Duration:Special Area of Effect:One target This spell causes the target to vanish from sight. The invisible character remains unseen until he attacks a monster or is hit. Certain powerful monsters can sense invisible characters, or even see them outright. Melf's Acid Arrow Range:Long Duration:Special Area of Effect:One target This spell creates a magical arrow that launches itself at a target as though it were fired by a fighter of the same level as the mage. The arrow is not affect by distance. The arrow does two to eight points of damage per attack. For every three levels the mage has earned, the arrow gains an additional attack. For example, at 3rd to 5th level the arrow attacks twice, and at 6th to 8th level the arrow attacks 3 times. Stinking Cloud (Not in the game according to the Datacard) Range:Medium Duration:Medium Area of Effect:Target square This spell creates a billowing mass of noxious vapor. Any creature or character entering the cloud has a chance of becoming incapacitated by nausea. The spell duration increases with the level of the caster. Third Level Mage Spells Dispel Magic Range:Long Duration:Instantaneous Area of Effect:Whole Party This spell negates the effects of any spell affecting the party. Dispel does not counter Cure spells, put it will dispel Hold Person, Cloudkill and similar spells. Fireball Range:Long Duration:Instantaneous Area of Effect:Target square A fireball is an explosive blast of flame that damages everything in the target square. The explosion does one to six points of damage for every level of the caster to a maximum of 10th level. For example a 10th level mage does 10-60 points of damage. Flame Arrow Range:Long Duration:Special Area of Effect:One target The caster of this spell can fire a flaming energy 'arrow' that does 3 to 30 hit points of damage. When the mage reaches 10th level the amount of damage is doubled to 6 to 60 points. Haste Range:0 Duration: Medium Area of Effect: One target per caster level This spell causes all targets to move and fight at double their normal rate. The spell's duration increases with the level of the caster. Hold Person Range:Long Duration:Medium Area of Effect:One to four targets This spell can affect humans, demihumans, or humanoid creatures. Creatures that are affected become rigid and unable to move or speak. Spell duration increases with the level of the caster. Invisibilty 10' Radius Range:0 Duration:Special Area of Effect:Entire party This spell is similar to the second-level invisibility spell, except that the entire party is affected. If an individual character is hit while under the spell's effect, that character becomes visible. If any character in the party attacks, the spell is broken for all. Lightning Bolt Range:Long Duration:Instantaneous Area of Effect:2 square This spell alows the mage to cast a powerful bolt of electrical energy. The spell flies to its first target and then continues into the next square. The bolt does one to six points of damge for every level of the caster to a maximum of 10th level. For example, a 10th level mage does 10-60 points of damage. Vampiric Touch Range:Close Duration:One attack Area of Effect:Caster When the caster touches an opponent with a successful attack, the spell does 1-6 points of damage for every two levels of the mage. For example, a 10th level mage would do 5 to 30 points of damage. These points in turn are transferred temporarily to the mage, so any damages he takes is subtracted from these points first. When the spell is cast a hand picture appears in the caster's primary hand - Use this as you would any other weapon. This spell does not affect undead monsters such as skeletons. Fourth Level Mage Spells Fear Range:0 Duration:Medium Area of Effect:2 squares When this spell is cast the mage projects an invisible cone of terror. Any creature affected by the spell will turn tail and run from the party. The amount of time the affected creatures remain terrified is based on the level of the casting mage. The spell's duration increases with the level of the caster. Ice Storm Range:Medium to long Duration:Instantaneous Area of Effect:A cross-shaped area of 3x3 squares The magically created storn this spell produces is a pounding torrent of huge hailstones. The spell pummels the targets with 3-30 points of damage. The range of this spell is based on the caster's level. Stoneskin Range:0 Duration:Special Area of Effect:1 character This spell grants the recipient virtual immunity to any attack by cut, blow, projectile, or the like. Stoneskin protect the user from almost any non-magical attack. The spell lasts for one to four attacks plus one for every two levels of the caster. For example, a 9th level mage casting Stoneskin would protect against 5 to 8 attacks. Fifth Level Mage Spells Cloudkill (Not in this game according to the datacard) Range:Close Duration:Medium Area of Effect:Target square This spell creates a billowing cloud of ghastly yellowish-green vapor that instantly kill lesser monsters such as giant leeches, while creatures such as hell hounds have a chance to avoid death. The spell's duration increases with the level of the caster. Cone of Cold Range:0 Duration:Instantaneous Area of Effect:3 squares This spell causes the mage to project a chilling cone of sub-zero cold. The numbing cone causes two to five points of damage per level of the caster. For example, a 10th level mage would be 20-50 points of damage. Hold Monster Range:Long Duration:Medium Area of Effect:One square This spell is similar to the Hold Person spell except that if affects a wider range of creatures. The spell does not affect undead creatures. The spell's duration increases with the level of the caster. First Level Cleric Spells Bless Range:0 Duration:Medium Area of Effect:Entire party Upon uttering this spell the morale of the entire party is raised. All characters gain a bonus to their attacks. Bless spells are not cumulative. Bless can be cast by paladins. Cause Light Wounds Range:Close Duration:Permanent Area of Effect:1 target By casting this spell in the cleric can caus 1 to 8 hit points of damage. Cure Light Wounds Range:0 Duration:Permanent Area of Effect:1 character By casting this spell on a wounded character the cleric can heal one to eight his points of damage. Cure Light Wounds can be cast by paladins. Detect Magic Range:0 Duration:Instantaneous Area of Effect:Carried items This spell allows the caster to determine if any of the items carried by members of the party are magically enchanted. All magic items in the party are indicated for a short period of time. Detect Magic can be cast by paladins. Protection from Evil Range:0 Duration:Medium Area of Effect:1 character This spell envelopes the recipient in a magical shell. The shell inhibits the attacks of any evil-aligned creatures. The spell's duration increases with the level of the caster. Can be cast by paladins. Second Level Cleric Spells Aid Range:0 Duration:Short to medium Area of Effect:One character This spell acts like a Bless spell plus it confers one to eight extra hit points to the recipient. The temporary hit points are subtracted before the character's own if he is injured in combat. The spell's duration increases with the level of the caster. Flame Blade Range:Short Duration:Medium Area of Effect:One target This spell causes a blazing scimitar-like flame to leap from the caster's hand. The blade attacks like a normal sword and normally does 7-10 points of damage. Hold Person Range:Long Duration:Short to medium Area of Effect:1 square This spell can affect human, dumi-human, or humanoid creatures. Creatures that are affected become rigid and unable to move or speak. Spell duration increases with the level of the caster. Slow Poison Range:0 Duration:Long Area of Effect:1 character This spell slows the effects of any type of poison for a limited amount of time. When the spell dissipates the victims suffer the poison's full effect unless a Neutralize Poison spell can be cast. The spell's duration increases with the level of the caster. Can by cast by paladins. Third Level Cleric Spells Create Food & Water Range:0 Duration:Permanent Area of Effect:Special This spell allows the cleric to conjure nourishment for the entire party. When characters' food bars are blank, and they do not eat, they suffer 1 hit point of damage every 24 hours and starving mages and clerics are unable to regain spells. Dispel Magic Range:Long Duration:Instantaneous Area of Effect:Whole Party This spell negates the effect of any spell affecting the party. Dispel Magic does not counter cure spells, but it will dispel Hold Person, Cloudkill, Bless and similar spells. Magical Vestment Range:0 Duration:Medium Area of Effect:Caster This spell enchants the cleric's own robes, providing protection at least equivalent to chain mail (AC 5). The vestement gains a +1 enchantment for every 3 levels the cleric earns above 5th level. For example, a 10th level cleric would have AC 3 protection. This spell is not cumulative with itself or any other spells or armor. The spell's duration increases with the level of the caster. Prayer Range:0 Duration:Short to medium Area of Effect:Entire party This spell is a more powerful version of the first-level Bless. This spell increases the party's combat ability and decreases the enemy's. The spell has no cumulative effect. THe spell's duration increases with the level of the caster. Remove Paralysis Range:0 Duration:Permanent Area of Effect:1 to 4 characters This spell negates the effects of any type of paralyzation or related magic. The spell counters Hold or Slow spells. Fourth Level Cleric Spells Cause Serious Wounds Range:Close Duration:Permanent Area of Effect:1 target This spell is identical to the 1st level Cause Light Wounds, except that it inflicts 3-17 hit points of damage. Cure Serious Wounds Range:0 Duration:Permanent Area of Effect:1 character This spell is identical to the 1st level Cure Light Wounds, except that it heals 3-17 hit points of damage. Neutralize Poison Range:0 Duration:Permanent Area of Effect:1 character This spell detoxifies any sort of poison of venom and counters the effects in any character. The spell cannot return to life characters who have died from poison. Protection from Evil 10' Radius Range:0 Duration:Medium to Long Area of Effect:Entire party This spell is identical to the 1st level spell except that it affects the entire party. The spell's duration increases with the level of the caster. Protection from Lightning (Not in this game according to Datacard) Range:0 Duration:Special Area of Effect:1 character This spell grants protection from any type of electrical attack. If the spell recipient is the caster, the cleric recieves complete protection again attacks until the spell dissipates or it has absorbed 10 points time the cleric's level of electrical damage. If the recipient is a character other than the caster, the spell confers bonuses against electrical attacks, and reducees damage by 50%. The spell duration ranges from medium to long with the level of the caster. Fifth Level Cleric Spells Cause Critical Wounds Range:0 Duration:Permanent Area of Effect:1 target This spell is identical to the 1st level Cause Light Wounds, except that it inflicts 6-27 hit points of damage. Cure Critical Wounds Range:0 Duration:Permanent Area of Effect: 1 character This spell is identical to the 1st level Cure Light Wounds, except that it heals 6-27 hit points of damage. Flame Strike Range:Long Duration:Instantaneous Area of Effect:Target square By means of this spell, the cleric calls down from the sky a column of flame. Creatures fully affected by the spell suffer 6-48 points of damage. Raise Dead Range:0 Duration:Permanent Area of Effect:1 character This spell allows the cleric to attempt to restore life to any non-elven character. Changes for success are based on the deceased character's constitution and change. Whenever a character is rasied his constitution is permanently reduced by 1 point. TABLES Cleric Experience Levels Level EXP to Reach Level Hitpoints 1 0 1-8 2 1,500 +(1-8) 3 3,000 +(1-8) 4 6,000 +(1-8) 5 13,000 +(1-8) 6 27,500 +(1-8) 7 55,000 +(1-8) 8 110,000 +(1-8) 9 225,000 +(1-8) 10 450,000 +2 Cleric Spell Progression Level 1 2 3 4 5 1 1 - - - - 2 2 - - - - 3 2 1 - - - 4 3 2 - - - 5 3 3 1 - - 6 3 3 2 - - 7 3 3 2 1 - 8 3 3 3 2 - 9 4 4 3 2 1 10 4 4 3 3 2 Cleric Wisdom Spell Bonus * Wisdom Score Spell level 1 2 3 4 13 1 - - - 14 2 - - - 15 2 1 - - 16 2 2 - - 17 2 2 1 - 18 2 2 1 1 19 3 2 1 2 * Bonus spells become availablewhen the cleric can normally cast spells of that level Fighter Experience Levels Level Exp to Reach Level Hitpoints 1 0 1-10 2 2,000 +(1-10) 3 4,000 +(1-10) 4 8,000 +(1-10) 5 16,000 +(1-10) 6 32,000 +(1-10) 7 64,000 +(1-10) 8 125,000 +(1-10) 9 250,000 +(1-10) 10 500,000 +3 11 750,000 +3 12 1,000,000 +3 Mage Experience Levels Level Exp to Reach Level Hitpoints 1 0 1-4 2 2,500 +(1-4) 3 5,000 +(1-4) 4 10,000 +(1-4) 5 20,000 +(1-4) 6 40,000 +(1-4) 7 60,000 +(1-4) 8 90,000 +(1-4) 9 135,000 +(1-4) 10 150,000 +(1-4) 11 375,000 +1 Mage Spell Progression Wizard level Spell Level 1 2 3 4 5 1 1 - - - - 2 2 - - - - 3 2 1 - - - 4 3 2 - - - 5 4 2 1 - - 6 4 2 2 - - 7 4 3 2 1 - 8 4 3 3 2 - 9 4 3 3 2 1 10 4 4 3 2 2 11 4 4 4 3 3 Paladin Experience Levels Level Exp to Reach Level Hitpoints 1 0 1-10 2 2,250 +(1-10) 3 4,500 +(1-10) 4 9,000 +(1-10) 5 18,000 +(1-10) 6 36,000 +(1-10) 7 75,000 +(1-10) 8 150,000 +(1-10) 9 300,000 +(1-10) 10 600,000 +3 11 900,000 +3 Paladin Spell Progression Paladin Level 1 2 9 1 - 10 2 - 11 2 1 Ranger Experience Levels Level Exp to Reach Level Hitpoints 1 0 1-10 2 2,250 +(1-10) 3 4,500 +(1-10) 4 9,000 +(1-10) 5  18,000 +(1-10) 6 36,000 +(1-10) 7 75,000 +(1-10) 8 150,000 +(1-10) 9 300,000 +(1-10) 10 600,000 +3 11 900,000 +3 12 1,200,000 +3 Thief Experience Levels Level Exp to Reach Level Hitpoints 1 0 1-6 2 1,250 +(1-6) 3 2,500 +(1-6) 4 5,000 +(1-6) 5 10,000 +(1-6) 6 20,000 +(1-6) 7 40,000 +(1-6) 8 70,000 +(1-6) 9 110,000 +(1-6) 10 160,000 +(1-6) 11 220,000 +2 12 440,000 +2 EYE OF THE BEHOLDER SOLUTIONS Level 1 - Upper Sewer Level (Map 1) Walls: Red brick walls covered with slime. Monsters: Kobolds and Leeches inhabit this level. Locations and Events: 1. This is the cave-in area where you begin the game. Encamp here, and have characters memorize and pray for spells. Do this now, because there may not be time later. Also pick up the two rocks here --they will come in handy. Rocks can be thrown at monsters or fired from slings. 2. The lever on the north wall of this room opens the door. Always, when opening doors, be ready to step in front of the door and fight. Pick up the halfling bones here--these are the remains of the thief Tod Uphill. There is an opportunity to resurrect him later. Also, don't forget to take Tods lockpicks. 3. There is a kobold wandering in this area. If you go through the door north of here, walls appear in areas 23 and 24. If you go east, walls appear at areas 25 and 26. 4. There is a kobold rune on the east wall. A gnome in the party will translate it to read: "Entrance". 5. There are four kobolds patrolling this area. There are also rations on the ground, for when characters get hungry. 6. There are four kobolds are in this area. A pressure plate on the floor opens and closes the door to the north. There is a button on the north side of the door on the south wall that also opens and closes the door. 7. There are five kobolds, one with a mage scroll of Detect Magic in this area. There are also two rations in the south west corner of the room. 8. There is a pressure plate in front of the door. Weight on the plate opens and closes the door. 9. There is a button on the west wall that opens and doses the door. 10A & 10B This door is opened by a button that moves depending on from which direction you approach. If you go east at location 3, the button is on the west wall at location 10A. If you go north at location 3, the button is on the south wall at location 10B. 11. There is one rock in the southeast corner of this room. 12. There is a pressure plate here. Placing weight on it causes the south door to open. Place an item on the plate to keep the door open. 13. A lever on the north wall opens and closes the door. 14 In the north alcove is a +2 dart. This is good weapon for any non- cleric character in the back ranks. 15. There is a hole in the ceiling here. 16. There is a secret brick on the west wall that opens a hidden passage to the north. l7. There is a rock here. 18. There is a secret brick on the east wall that opens a hidden passage to the north. 19. There is an arrow in the southeast corner of this room. Place any item on the pressure plate in front of the door, then push the button on the east wall. This causes the door to stay open. Behind the door is the ladder leading down to level 2, location 1. 20. Three leeches inhabit this area. There is a shield in the southeast corner of the room. 21. In this alcove there is a shelf carved into the north wall. On the shelf are two scrolls: a mage's Armor spell and a cleric's Bless spell. Make sure to scribe the Armor spell the net time the party rests. There are two kobolds guarding this area. 22. There are three leeches in this area. 23. If you went north through the door at location 3, a wall is here. 24. If you went north through the door at location 3, a wall is here. 25. If you went east at location 3, a wall is here. 26. If you went east at location 3, a wall is here. Level 2 - Middle Sewer Level (Map 2) Walls: Red brick walls covered with slime. Monsters: Skeletons and zombies inhabit this level. Locations and Events: 1. There is a ladder on the west wall leading up to level 1, location 19, as well as a silver key lying on the ground. 2. Insert a silver key in the west keyhole to open the door. Once a key is inserted in any lock, it is gone forever - but you will find others. 3. Insert a silver key in the north keyhole to open the east door. 4. Insert a silver key in the east keyhole to open the south door. 5. When you have taken the items at locations 12, 17, and 34, come back to this point and the passage to the west will have opened completely. There is a message on the wall: "Only the strong shall pass." 6. Push the button to get the door to open part way. The door must then be forced fully open. To force the door Manipulate the door from the keyboard, or place the mouse pointer near the bottom of the door and press the left mouse button. 7. The only way this door can be opened is by forcing it. Be careful, behind the door waits a skeleton. There is a Potion of Vitality here that will refresh a hungry character. 8. There is a dagger inscribed on the north wall. Throw a dagger, dart, or rock through the gate to hit the button on the east wall and the wall disappears, revealing location 9. 9. Push the button on the north wall to open the secret passageway to the north. 10. This door must be forced open. 11. The south door must be forced open. There is a zombie in this room. 12. The carved shelf in the wall contains rations, a silver key and a potion of Giant Strength. If you picked the lock at location 2, the key here will have disappeared. Take the items and one of the blocks west of location 5 disappears. 13. The ladder on the north wall leads down to a room at location 60 beneath the pits to the east. 14. Pull the lever to close and open pit D to the east. 15. This area is safe to step on. A pit lies to the north--Do NOT step into it. You will drop below into location 60 on the Correction Facility sub-level and take damage. Throw any item north, over the pit, onto the pressure plate just beyond it. This closes the pit so you can safely cross it. 16. This pressure plate closes pit E to the south when there is weight on it. As soon as there is no weight on the plate, the pit closes. 17. There is a shelf in the wall. The shell contains rations and a silver key. If you picked the lock at location 3, the key here will have disappeared. Take the items and one of the blocks west of location 5 disappears. 18. This pressure plate opens and closes pit C. 19. This button opens pit B and closes pit A and vice versa. 20. There are rations here. 21. It is safe to step here. 22. It is safe to step here. 23. It is safe to step here. 24. When you step here, the square magically rotates the party 90 degrees to the right. Check your compass when entering this area. 25. The wall to the east indicated by the orcish rune of passage is an illusion. These markers always indicate illusionary walls. 26. There is a mage scroll of Shield on the floor. The walls to the east and south are illusions indicated by runes of passages. 27. There are two zombies in this room. There is a dagger inscribed on the west wall. 28. The wall to the west is an illusion created when you step on this pressure plate. There is an inscription of a dagger on the south wall and one rock here. 29. There is a sling here. 30. If you step into this area, your party is teleported to location 33 and rotated 180 degrees. Watch your compass. The best strategy is to go through the illusionary walls that are indicated by runes of passage. 31. If you step into this area, your party is teleported to location 32 and rotated 180 degrees. Watch your compass. See location 30 for best strategy. There is an illusionary wall to the north. 32. Your party is teleported here from location 31. There is an illusionary wall to the south. 33. Your party is teleported here from location 30. 34. There is a shelf in the south wall that contains rations and a silver key. If you picked the lock at location 4, the key here will have disappeared. The wall to the east is an illusion. Take the items and one of the blocks west of location 5 disappears. 35. The walls to the north and west are illusions. This can be indicated by the runes of passage on the walls. There are two arrows here. 36. There are rations in the southwest corner of this room. 37. There is a stone dagger in the south-west corner of this room. Take the stone dagger-it is used as a portal key in the lower levels. 38. Throw a dagger, dart, or rock through the gate to the east. The item will land on the pressure plate at location 39 and open the gate. 39. There are rations and a Potion of Extra Healing in this alcove. 40. This area is the R.A.T.S. --Rapid Access Teleport System teleporter. By stepping into this area, your party is teleported just east of location 66. 41. This room is a shuttle between the main part of level 2 and the two sub-levels. To operate the shuttle, step into the room, close the door, and press the west button. If you look at the south wall, you can find out which sub-level you are on. There are three sub-levels: Main Level (which you are on), Correction Facility, and Death Section. 42. Place the silver key in the keyhole on the east wall to open the door to the north. 43. There are a pair of leather boots and rations in this room. 44. There are zombies patrolling in this general area. Be careful and have your cleric ready. 45. Zombies patrol in this area. 46. There are rations here. 47. Zombies patrol in this area. 48. Zombies patrol in this area. 49. This door must be forced open. 50. Place an item on the pressure plate to open the door. 51. There is a button on the north wall - Do not push it. It will change many of the altered walls in the northern half of level 2. It will open some walls and close others. The lever in this room opens the door in location 52. There are four skeletons in this room. The door must be forced open, but you can fire ranged attacks at monster through the opening. 52. There are two zombies in this room and a potion of Healing. Correction Facility 53 - 61 53. There are two skeletons in this cell. 54. There are two skeletons and a bow in this cell. 55. There are two skeletons in this cell. 56. There are two skeletons and a mage scroll of Invisibility. 57. There are two skeletons here. 58. This room is a shuttle between the main part of level 2 and the two sub-levels. To Operate the shuttle, step into the room, close the door and press the west button. If you look at the south wall, you can find out which sub-level you are on. There are three Sub-levels: Main Level (which you are on), Correction Facility (which you are on), and Death Section. 59. When you press the secret brick on the west wall, it removes the southern wall. There are two skeletons here. 60. The ladder on the south wall leads up to Location 13. 61. There is a Potion of Healing here. Death Section 62 - 65 62. There is a gold key in this area. 63. This door must be forced open. There are also three zombies in this area. 64. There is a rock here. 65. This room is a shuttle between the tunnels. To operate the shuttle, step into the room, close the door and press the west button. If you look at the south wall, you can find out which sub-level you are on. There are three Sub-levels: Main Level, Correction Facility and Death Section (which you are on). 66. This area is the R.A.T.S. Rapid Access Teleport System teleporter. By stepping into this area, your party is teported just east of area 40. 67. Put the gold key into the north keyhole to open the door. 68. On the west wall is the ladder down to level 3, location 1. A - G. Pits Level 3 - Lower Sewer Level (Map 3) Walls: Red brick walls with slime. Monsters: Rinds and kuo-toa inhabit this level. Locations and Events: 1. There is a ladder to the east that ascends to level 2, location 68. 2. When your party enters this area, it rotates them 180 degrees. Watch your compass. Turn around and continue on your way. 3. There is a silver key in the northwest corner of this room. 4. This is a spin-trap like location 2, but from east to west. 5. There is one Flind in this area. When you kill the Flind, he will drop a silver key. 6. There is one kuo-toa in this area Watch out for his Lightning Bolt. You also find an arrow here. 7. This area is the R.A.T.S.--Rapid Access Teleport System teleporter. By stepping into this area, your party is teleported to just south of location 8. The party is teleported to location 73 the first time it walks west past location 7. 8. This area is the R.A.T.S.--Rapid Access Teleport System teleporter. By stepping into this area, your party is teleported to just north of location 7. 9. There is a secret button in the west wall that reveals an alcove. 10. There is a cleric scroll of Cause Light Wounds here. 11. There is one kuo-toa in this area. 12. This is one of three keyholes on the south wall. If you put a silver key in this keyhole, a red button appears. If you press the red button, a kuo-toa will attack from behind. When you kill it, the creature drops a silver key, which you can use the key in one of the two remaining keyholes on this level. 13. If you put the silver key in this keyhole, a blue button appears. If you press the blue button a secret passage opens. You will also find an arrow here. 14. If you put the silver key in this keyhole, the same thing will happen as in location 12. 15. Step here to open a pit to the west. There is mage scroll of Detect Magic just north of here. 16. There is a red gem and a +3 dagger named "Backstabber" here. 17. There is one kuo-toa in this area. 18. Use a silver key in this keyhole to open the door to the east. Two kuo-toa will appear to the west and south. 19. Use a silver key in this keyhole to open the door at location 18. 20. There is a kuo-toa, a Potion of Extra Healing, and a Potion of Healing here. 21. There are kuo-toa in this area. 22. If you step here, a pit opens to the west. 23. Put the red gem in the hole to open the door. 24. There is one kuo-toa in this area. 25. There are four arrows, a red gem, and a Potion of Speed here. 26. This pressure plate closes pit L. 27. This pressure plate closes pit Q. 28. This pressure plate permanently closes pit A. Close the pit to get the items at location 25. 29. This pressure plate opens pit F. There is also one kuo-toa and a rock in this room. 30. This pressure plate also opens pit F. 31. This pressure plate opens pit P. 32. Place the red gem in the hole to open the south door. 33. There are two Flinds patrolling this chamber. 34. Push this button to open and close the door to the north. 35. There is a mage scroll of Fireball here. 36. This lever opens and closes the door to the south. 37. There are two Flinds patrolling this area. 38. There is one Flind in this area. 39. There are two kuo-toa in these halls. 40. There is a spear, leather armor, a long sword, and human bones here. Be sure to pick up the bones, for these are the remains of the fighter Anya. You can resurrect her later. 41. There are two Flinds patrolling in this area. 42. There is a secret button on the north wall that opens a passage to the north. There is also a rock here. 43. There is one Flind in this area. 44. You can't open the door from this side--you must enter this room from the door at location 48. 45. There are rations here. 46. There is trap here that will spin your party 180 degrees and teleport them to the southeast corner of the room. 47. There are kuo-toa in this area. 48. There is an inscription on the west wall: "Museum." There is also a lever that opens the door to the south. 49. There is a shield here. 50. The lever on the north wall opens the door to the north. 51. There is a trap here that teleports your party to location 52. This trap only goes off once. 52. Your party is teleported here from location 51. 53. There is a blue gem on the shelf. 54. Place a blue gem in the left eye on the wall. When you have placed all four blue gems at locations 54, 56, 62, and 63 the passages open up at locations 56 and 63. 55. There is a blue gem here. 56. Place a blue gem in the left eye on the wall. When you have placed all four blue gems at locations 54,5,62, and 63 passages open up here and at location 63. 57. If you step here, your party is teleported to location 68 and rotated 90 degrees counterclockwise. 58. If you step here, your party is teleported to location 69 and rotated 90 degrees counterclockwise. 59. There are two Flinds patrolling these halls. 60. There is a blue gem here. 61. There is a blue gem here. 62. Place a blue gems in the left eye on the wall. When you have placed all four blue gems at locations 54, 56, 62, and 63 passages open up at locations 56 and 63. 63. Place a blue gems in the left eye on the wall. When you have placed all four blue gems at locations 54, 56, 62, and 63 passages open up at here and at location 56. 64. There is a shield, chain mail, and arrow here. 65. There are three iron rations here. 66. This ladder leads down to level 4, location 1. 67. This ladder leads down to level 4, location 2. 68. Your party is teleported here from location 57. 69. Your party is teleported here from location 58. 70. This is a teleporter that will teleport your part to just west of location 23. 71. There is a Wand of Magic Missiles here. 72. The party is teleported to location 73 every time it walks east through this location. 73. The party is teleported here the first time it walks west past location 7 and every time it walks east past location 72. A - R are pits. S. It is safe to step here. T. This is a statue of a flind. U. This is a statue of a kuo-toa. V. This is a statue of a flind. There are also rations here. W. This is a statue of a kuo-toa. There is also a Potion of Healing here. X. This is a statue of a kuo-toa. Y.There is a statue of aflind and a cleric scroll of flame Blade here. Z. There is a kuo-toa statue and a rock here. Level 4 - Upper Level Dwarven Ruins (Map 4) Walls: Fitted stone walls. Monsters: Giant spiders inhabit this level. Note: Because the spiders roam the halls of this level, it is impossible to tell the exact location of each spider. Listed below are spider hot spots where the spiders are most likely to be. These are labeled "Spider area." Locations and Events: 1. These stairs lead up to location 66 on level 3. 2. These stairs lead up to location 67 on level 3. 3. Push the button on the west wall to open the door to the south. A hidden passage will also open to the east. Watch out though - a giant spider will attack from the secret passage. 4. There is one giant spider in this room. 5. There are 3 iron rations here. 6. This pressure plate closes the door to the north. 7. This pressure plate closes the door to the north. 8. There are two giant spiders in this room. 9. There is one giant spider in this room. 10. Spider area. 11. There is a rock here. 12. There is dwarven key here. 13. Spider area. 14. Spider area. 15. There is an arrow here. 16. There is a rock here. 17. This pressure plate closes the door to the west. 18. There is a rock here. 19. Spider area. 20. There is a blue-gem ring here - it has no magic powers. 21. There is an arrow here. 22. Spider area. 23. There is a stone scepter and four spiders here. The scepter is a portal key. 24. There is an arrow here. 25. There is a green-gem +3 Ring of Protection here. 26. When you step in location 89, this wall disappears. 27. When you step in location 90, this wall disappears. 28. Place the dwarven key in the keyhole on the south wall to open the west door. 29. The shaded blocks are magical and will recede as your party approaches. The blocks will only move counterclockwise - so you must move up the eastern corridor 30. Spider area. 31. Spider area. 32. There is a mace here. 33. This is an empty room. 34. Pull on the gargoyles arm to close the at location 91. There is a dwarvish inscription on the south wall: "Access control lever." 35. There is a mace here. 36. There is a chain on the south wall. Pulling it locks and unlocks the moving blocks at location 29. 37. There is a gargoyle decoration on the north wall. The passage to the north can be opened from location 87. 38. There is a dwarven key here. 39. There is an injured dwarf named Taghor here. He will ask to join your party, and makes an excellent companion. He is armed with a an axe, chain mail, and a dwarven helmet. 40. There is a gargoyle here with its arm up. If you pull the arm clown, the pit at location 41 closes. 41.There is a pit here that can be closed from location 40. 42. There is a dwarvish inscription here that reads: "Kruen - King under the mountain." 43. There is a gargoyle keyhole here. Insert a dwarven key and the middle southern door opens--The two doors to the west and east must be closed for location 82 to open. 44. There is a gargoyle decoration on the south wall. 45. Pull this lever down and a pit at location 51 will disappear. 46. There is a gargoyle decoration on the south wall. 47. There is a gargoyle decoration on the south wall, and non-magical robe and medallion here. 48. There is a dwarven inscription on the west wall that reads: "Kruen-- The fearless one." 49. There is a dwarven key here. 50. There is a dwarven inscription on the west wall that reads: "Kruen-- the holder of wisdom." 51. There is a pit here. It can be closed at location 45. 52. There is a pressure plate here. Stepping on it opens and closes the three pits to the east. 53. Spider area. 54. This jeweled lever opens and closes the west door. 55. There is a gargoyle decoration on the west wall. 56. There is a gargoyle decoration on the south wall. The passage to the south can be opened from location 87. 57. There is a gargoyle decoration on the east wall. 58. There is a message on the wall that reads: "There is evil which lies beyond this room". 59. The portal on the north wall requires the stone medallion as a key. Using the key will teleport the party to level 1, location 63. 60. There are two Cure Poison Potions here. 61. There are two Cure Poison Potions here. 62. Push the button on the door to open it. 63. There is a message on the south wall that reads: "Oracle of Knowledge". 64. The shelf on the south wall is empty. If you place an Orb of Power on the shelf, all magic items carried in your party will be identified. 65. There is a gargoyle decoration on the west wall. 66. On the west wall, pull the gargoyle's arm and spiders appear at locations 92 and 93. 67. These stairs go down to level 5, location 1. 68. There is a gargoyle decoration on the north wall. 69. This button opens and closes the south door. 70. Use a dwarven key in the gargoyle keyhole in the north wall to open the northern door. There is another keyhole on the wall to the north- east of the door. 71. The button on the north wall opens the southern door to location 72. 72. The first time you enter this magic room, it contains: one spider, a Potion of Healing, and a dwarven key. Enter the room from one direction, get the items, and exit closing the door behind you. Go to the next door and repeat the process You can do this once for each door and get three more potions. 73. The button on the east wall opens the western door to location 72. 74. Use a dwarven key in the gargoyle keyhole to open the door to the north. 75. The button on the south wall opens the northern door to location 72. 76. The button on the west wall opens the eastern door to location 72. 77. Use a dwarven key in the gargoyle keyhole to open the door to the south. 78. These stairs lead clown location 17 on level 5. 79. There is a Potion of Healing here. 80. There is a gargoyle keyhole on the east wall. Insert a dwarven key to open the door. 81. There are two Cure Poison Potions here. 82. There is a +3 axe called "Drow Cleaver" behind the secret wall. Pull the chain on the south wall to open the secret passage at 50. If this location is not open see the note at location 43. 83. There is a cleric scroll of Slow Poison, a mage scroll of Flame Arrow, and a Potion of Healing here. 84. This is a hidden pressure plate that opens and closes the pit in the center of the room. 85. There is a message on the east wall that reads: "Emergency Exit". There is also a dwarven shield and a dwarven helmet here. 86. The south wall is an illusion. 87. On the north wall is a gargoyle lever. Pull it to open and close the passage between locations 37 and 56. 88. There is a secret button on the west wall that opens and closes the secret passage to the west of location 84. 89. Step here to open the passage at 26. 90. Step here to open the passage at 27. 91. This is a pit opened and closed by the lever at location 34. 92. A spider appears here after pulling the lever at location 66. 93. A spider appears here also after pulling the lever at location 66. ;33mLevel 5 - Dwarven Ruins and Camp (Map 5) Walls: Fitted stone walls. Monsters: Dwarves, possibly friendly and giant spiders inhabit this level. Locations and Events: 1. The east steps lead up to location 67 on level 4. 2. There is a dwarvish rune of safe passage on the illusionary north wall. These runes mark the ancient dwarves maze of illusionary walls. 3. There is a dwarvish rune of safe passage on the illusionary west wall. 4. There is a cleric scroll of Prayer here. 5. There is scale mail and a dwarven key here. 6. There is a dwarvish rune of safe passage on the illusionary west wall. 7. Spider area. 8. There is an illusionary wall to the north. 9. There is no way to open the door on this side--it must be opened from the north side. 10. There is a gargoyle keyhole in the north wall. Use a dwarven key to open the door. 11. There are iron rations here. 12. There are iron rations here. 13. This door is part way open-it must be forced open. 14. There is a secret button on the west wall that opens the western door. 15. There is a dwarvish rune of safe passage on the illusionary west wall. 16. Spider area. 17. The stairs lead up to level 4, location 78. 18. Push the button to open this door-- It can only be opened from this side. 19. Spider area. 20. Spider area. 21. There is a cleric scroll of Hold Person. 22. There are iron rations here. 23. There is a gargoyle decoration on the illusionary north wall. 24. There is a portal on the north wall. The door requires the stone necklace as a key to teleport to level 7, location 67. 25. There is a mage scroll of Haste. 26. A stone necklace portal key can be found on a shelf in the east wall. 27. You meet Armun, the leader of the dwarven camp. If you agree to help the dwarves, they will give you six rations and a stone medallion portal key. Dorhum, a dwarven fighter, will also ask to join. He wants to help find prince Keirgar. 28. There is a dwarvish tune of safe passage on the illusionary west wall. 29. There are three pits on the ceiling here from level 4. 30. A dwarven cleric here will heal wounded characters or resurrect any dead NPCs. This is an opportunity to bring any of the bones you found back to life. 31. There is an inscription reading: "Pantry" on the east wall. There is also a poison potion here - Do NOT drink it. 32. These doors cannot be opened from the north side. 33. There is a gargoyle keyhole on the north wall - Use a dwarven key to open the northern door. 34. There is a gargoyle keyhole on the north wall - Use a dwarven key to open the northern door. 35. These stairs lead down to level 6, location 1. 36. There is a message here: "Please reset drain holes when finished." 37. There is a gargoyle lever with his arm in the up position. Pull it down to resets drain holes which doses most of the pits on this level. 38. There are more dwarves here. 39. There is a jeweled lever in the up position on the west wall. Pull it down to open the south door. As you move into the maze to the south, pits will open behind your characters. Be careful as the party moves through the area not to double back or get trapped in a dead end. 40. There is a message on the south wall that reads: "Greed will be your downfall." 41. There is a -3 cursed sling here and a -3 cursed axe to the northeast. 42. This is a teleporter to just south of location 37. 43. There is a key here. 44. There is a pair of leather boots here. 45. There is a blue-gem ring of Feather Fall here. 46. There is a key here. 47. There is an ornate keyhole here. Insert a key to open the east door. 48. There is a keyhole on south wall. Insert a key to open the eastern wall. There is plate mail and a mage scroll of Invisibility 10' here. 49. The teleporter here will take the you to location 50. 50. Your party is teleported here from location 49. 51. Spider area. 52. Spider area. 53. Spider area. 54. Push the button on the north wall to make the western wall disappear. 55. There is dwarven rune of safe passage on the illusionary east wall. 56. There is a rock here. The walls to the east are an illusion. 57. This area will teleport your party to location 58A and rotate them 180 degrees --Watch your compass. 58A. Your party teleports here from location 57. 58B. The walls to the north and west are illusions and there is a Wand of Frost here. 59. The pressure plate here opens a pit to the north. 60. There is a dwarvish rune of safe passage on the illusionary north wall. 61. There is a dwarvish rune of safe passage on the illusionary west wall. 62. There is a rock here. 63. There is a dwarvish rune of safe passage on the illusionary north wall. On the west wall is an inscription that reads: "You've made it this far. Good luck." 64. There is a spear and iron rations here.  65. There is a dwarvish rune of safe passage on the illusionary east wall. 66. These stairs lead down to level 6, location 2. 67. There is a cleric scroll of Aid here. 68. There are iron rations here. 69. Push the secret button on the east wall to make it disappear. 70. Spider area. There is a mage scroll of Dispel Magic here. 71. The secret button on the south wall opens the passage to the south. 72. Destination of teleporters A, B, C. 73. Destination of teleporter D. The lever here opens the door at 81. 74. Destination of teleporters E, F. 75. Destination of teleporter G. This door is opened by the lever at 82. 76. Destination of teleporter K. 77. Destination of teleporter L. On the east wall is inscribed: "Things are not always as they appear." 78. Destination of teleporter M. 79. This lever opens the door at 80. 80. This door is opened by the lever at 79. 81. This door is opened by the lever at 73. 82. This lever opens the door at 75. 83. There is an inaccessible non-magical long sword here. Teleporters: A. Teleporter to 72. B. Teleporter to 72. C. Teleporter to 72. D. Teleporter to 73. E. Teleporter to 74. F. Teleporter to 74. G. Teleporter to 75. H. Teleporter to 72. I. Teleporter to Teleporter A. J. To Teleporter K. There is also an inaccessible cleric scroll of Detect Magic here. K. Teleporter to 76. L. Teleporter to 77. M. Teleporter to 78. N. Teleporter to teleporter G. O. Teleporter to Teleporter F. Level 6 - Bottom Level of Dwarven Ruins (Map 6) Walls: Fitted stone walls. Monsters: Kenku and an evil wizard inhabit this level. Locations and Events: 1. These are stairs lead up to level 5, Location 35-This door can only be opened from the other side. 2. These are stairs lead up to level 5, location 66. 3. There is an inscription on the south wall that reads: "Store weapons before proceeding." You must put a weapon or two on each of the two pressure plates to the south and north for the eastern door to open. You can then take your weapons, and the door will remain open. 4. There is one kenku in this room. 5. There is one kenku in the area. 6. There are kenku in the area. 7. There is a kenku egg here. 8. There are kenku in this area. 9. There is a kenku egg here. 10. There is a dark-robed mage here. If slain, the mage may drop a mage Hold Person scroll, one or two Potions of Extra Healing, and a Wand of Frost. 11. Step here and four darts will fly from the dart holes on the east and west walls. 12. The key is here. 13. Push the button on the west door to open it. 14. Insert a key into the keyhole to open the west door. 15. There are two kenku here. 16. There are four kenku here guarding one kenku egg. 17. There are three kenku here guarding five kenku eggs. 18. There are three kenku and two kenku eggs here. 19. Four darts are triggered by stepping on the pressure plate in the center of this area. 20. These stairs lead down to location 21. 21. These stairs lead up to location 20. 22A. Drop through the pit to 22B to find a dwarven key. 22B. You land here from 22A and take the dwarven key. 23A. Drop through the pit to 23B to find a dwarven key. 23B. You land here from 23A and take the dwarven key. 24. There are kenku patrolling this area. 25. There are kenku patrolling this area. 26. Locations 26,27, and 28 are keyholes around a large t-shaped block that must be rotated out of the way. Use a dwarven key in the south keyhole and the block will rotate clockwise to the first position. 27. Using the key at location 26, the keyhole and rotates to here. Use the dwarven key and the block will rotate clockwise to the second position. South-east of this location is an inscription that reads: "Round and Round..." 28. After using the key at locations 26 and 27, the keyhole rotates to here. Use a dwarven key and the block will rotate clockwise to the third position and allow you to reach the stairs at location 46. A kenku will attack after the block shifts to its last position. 29. There is a rock here. 30A, 30B, 30C. There are pressure plates on the floor here that activate dart traps the first two times they are stepped on. After that, the darts are expended The trap at location 30A will fire one additional parting shot when you try to leave the level. 31. There is a pressure plate on the floor here that activates a dart trap. 32. There is a Wand of Magic Missiles on the shelf in the east wall. 33. There is an inscription on the east wall that reads: "Silverware rack, be neat." Put a dart or a dagger in the shelf at 32 and the passage opens with another shelf. Keep opening the passageway in this manner-- make sure you have collected 15-20 darts or daggers to fill all the shelves. 34. There is a dwarven key here--Take the key before placing an item on the shelf or it will be lost. 35. There is a +1 dwarven shield here. 36. Here you find cleric scrolls of Dispel Magic and Cure Serious Wounds. 37. Push the secret button on the south wall, and the wall to the east will disappear. There is also +3 mace here. 38. There is one kenku here. 39. There is a non-magical red-gem ring here. 40. These are pits in the ceiling from level 5 and a rock here. 41. There is a secret button on the east wall. Pushing it makes the passage to the east disappear. 42. There is a cleric scroll of Flame Blade here. 43. There is one kenku in this area. 44. These doors can only be opened from this side. 45. There is portal on the east wall activated by the stone ring. This teleports to and from level 10, location 9. 46. These stairs lead down to level 7, location 1. 47. There is a stone ring here. This is a portal key-Be sure to keep it. 48. There are stairs here that lead down to level 7, location 9. 49. There are non-magical bracers here. You can only get to this room by falling through pits in the vicinity of location 46 on level 5. 50. There is one kenku here. You can only get to this room by falling through pits in the vicinity of location 46 on level 5. 51. There is a shelf on the west wall with a dagger and a dart. 52. The writing on the south wall read "Nest." 53. There are two kenku here. 54. There is a secret button on the west wall. Pushing it makes the passage to the west disappear. Level 7 - Upper Reaches of the Drow (Map 7) Walls: The walls of this level are carved out of dark, purple bloodstone mixed with black onyx. Monsters: Skeletal lords and drow inhabit this level. Locations and Events: 1. These stairs lead to up level 6, location 46. When you reach level 7, there will be several drow guarding the entrance to the level - Do not attack them. Bribe them with kenku eggs, and no drow patrols will attack you unless you attack first. 2. Drow patrol this area. 3. A message is inscribed on the north wall reads: "Don't delay." 4. Stepping on pressure plates 4A, 4B, 4C, or 4D sets off a Fireball that flies east from 4A, and turns north at 4B and then flies up the corridor and into the wall - Beware! 5. There is a cleric scroll of Slow Poison here. 6. There is a cleric scroll of Create Food here. 7. There is a mage scroll of Fireball here. 8. On the east wall is a spider keyhole. Insert a gold key to open the door. 9. Beyond this door to the east are stairs leading up to level 6, location 48. 10. This door can only be opened from this side. 11. One drow guards this room. There is a cleric scroll of Bless, a necklace, and rations in the south west comer of the room. 12. There is an arrow here. 13. There is an ornate, non-magical Shield here. 14. There are two pits to the north of this location. Push the button on the west wall to close the pit directly to the north. When you push the button, a Fireball flies south from location 17, turns east at location 16, and hits the wall east of location 16. 15. Stepping on this pressure plate sets off a Fireball trap from location 17 towards the party--Don't move, the Fireball will turn east at location 16 before it hits the party. 16. This is where the Fireball veers off to the east. 17. There are scorched holes in the north wall from the Fireball trap at location 15. 18. This door can be opened from either side. 19A. A skeletal lord is released from this alcove when you step on the pressure plate at location 20. There are also the human bones of the cleric Ileria and a cleric holy symbol here. 19B. A skeletal lord is released from this alcove when you step on the pressure plate at location 20. 19C. A skeletal lord is released from this alcove when you step on the pressure plate at location 20. 20. Step on this pressure plate to open the three doors at location 19, releasing three skeletal lords at locations 19A, B, and C. 21. There is a key, a cleric scroll of Remove Paralysis, and a cleric scroll of Protection from Evil 10' here. 22. Two drow patrol this area. 23. Insert a key in this keyhole to open the south door. 24. There are arrows here. 25. There is a Luckstone Medallion here. 26. These stairs lead down to level 8, location 1. 27. A drow patrols this area. 28. There is an arrow here. 29. There are three drow patrolling this area. 30. There are scorch holes on the east and west walls here. 31. There are scorched holes on the east and west walls. There is also a Potion of Healing and a key here. 32. The stairs to the west lead down to level 8, location 2. On the south wall is a spider keyhole that requires a drow key. This opens the door to the east, revealing stairs that lead down to level 8, location 9. 33. These stairs lead down to level 8, location 16. 34. There is an inscription on the south wall read: "One battle for glory." 35. One skeletal lord guards this room. 36. On the north wall is a message that reads: "One sacrifice made." 37. There is a spider button on the north wall, and an empty shelf on the west. Place an item on the shelf then push the spider button to open the south passage 38. This pit leads to level 8, location 81. You can jump through without being harmed. 39. On the northern wall is a message that reads: "One leap of faith." There is a +2 ring of protection here. 40. These stairs lead down level 8, location 14. The writing on the west wall reads: "No turning back." 41. A message is written on the east wall reads: "One way." 42. Written on the east wall is a message that reads: "Fight for your freedom." 43. The button on the south wall reveals four passages - one to the west, one to the east, and two to the south. 44. There is a skeletal lord in this alcove. Step in here to open the door at location 53 and find a suit of banded armor. 45. Stepping in here opens the door at location 51 B. There is also a jeweled key in this area. 46A. There are spider buttons on the north and south walls. The north button opens the door to location 44, while the south button opens the door to location 45. 46B. There are spider buttons on the north and south walls. The north button opens the door to location 47, while the south button opens the door to location 48. 47. There is a skeletal lord in this alcove. Stepping in here opens the door at location 54. There are also three arrows here. 48. There are two skeletal lords in this alcove. Stepping in here opens the door at location 56. There is also a ruby key here. 49. The spider button on the south wall opens the door to location 50. 50. There are skeletal lords in this alcove. Stepping in here opens the door at location 57. There is also a mage scroll of Lightning Bolt here. 51 A. This location is blocked by a wall until the button at location 43 is pushed. There are spider buttons on the north and south walls. The north button opens the door to location 51 B, while the south button opens the door to location 53. 51 B. Step in here to open the door at location 45. There is also a jeweled key here. 52. There are spider buttons on the north and south walls. The north button opens the door to location 56, while the south button opens the door to location 54. 53. There is a skeletal lord in this alcove. Step in here to open the door at location 44 and find a cleric scroll of Cure Light Wounds. 54. There is a skeletal lord in this alcove. Step in here to open the door at location 44 and find a drow key. 55. The spider button on the north wall opens the door to location 57. 56. There is a skeletal lord in this alcove. Step in here to open the door at location 48 and find a mage scroll of Fear. 57. There is a skeletal lord in this alcove. Step in here to open the door at location 50 and find a drow key. 58. On the south wall is a silver spider keyhole. Insert a jeweled key to open the door to the west. 59. On the south wall is a silver spider keyhole. Insert a drow key in it to open the door to the west. 60. On the south wall is a silver spider keyhole. Insert a drow key in it to open the door to the west. 61. On the south wall is a silver spider keyhole. Insert a jeweled key in it to open the door to the west. 62. There is an empty shelf carved in the south wall. 63. On the north wall is a portal which requires the stone medallion as a key. Place the key on the blank brick to activate the portal and teleport your party to level 4, location 59. On the east wall is an inactive portal. 64. There is a useless wand and a rock here.  65. On the north wall is a portal which requires the stone dagger as a key. Place the key on the blank brick to activate the portal and teleport your party to level 9, location 11. 66. There is a glowing rock here. 67. On the west wall is a portal which requires the stone holy symbol as a key. Place the key on the blank brick to activate the portal and teleport your party to level 11, location 3. On the north wall is a portal which requires the stone necklace as a key. Place the key on the blank brick to activate the portal and teleport your party to level 5, location 24. 68. There is a silver spider keyhole on the north wall. Insert a ruby key in it to open the door. 69. These stairs lead down to level 8, location 24. 70. This is the destination of the teleporter at location 83. 71. The are two skeletal lords in this alcove. 72. This teleporter transports the party to location 82. 73. There is a message inscribed on the north wall that reads: "Weapon." 74. In this area is a +3 short sword named "Slicer." 75. There is a gold lever on the south wall. Pull it to open the door to location 74. Once this is done, location 80 and 77 can no longer be reached. 76. There is a message inscribed on the north wall that reads: "Armor." 77. In this room are +3 elven Bracers of Defense. 78. There is a gold lever on the south wall. Pull it to open the door to location 77. Once this is done, location 80 and 74 can no longer be reached. 79. There is a message inscribed on the north wall: "Magic." 80. There is a Ring of Wizardry here. 81. There is a gold lever on the south wall. Pull it to open the door to location 80. Once this is done, location hand location 74 can no longer be reached. 82. This is the destination of the teleporter at location 72. 83. This teleporter transports the party to location 70. Level 8 - Drow Outcasts (Map 8) Walls: The walls of this level are carved out of dark, purple bloodstone mixed with black onyx. Monsters: Driders and hell hounds inhabit this level. Locations and Events: 1. These stairs lead up to level 7, location 26. 2. These stairs lead up to the western stairs at level 7, location 32. 3. There is a spider carving on the illusionary northern wall. 4. There is a spider keyhole on the western wall. Insert a ruby key in it to open the door to the north. 5. There is a ruby key here. 6. There is a drow bow and a mage scroll of Vampiric Touch here. 7. These stairs lead down to level 9, location 1. 8. There is a drow key and a red gem here. 9. These stairs lead up to the eastern stairs at level 7, location 32. 10. These stairs lead down to level 9, location 86. 11. There is a jeweled key and a mage scroll of Shield here. 12. There is a drow key here. 13. These stairs lead down to level 9, location 3. 14. These stairs lead up to level 7, location 40. 15. There is a ruby key here. 16. These stairs lead up to level 7, location 33. 17. There is an inscription of a gem on the north wall. Insert a red gem to open the north door. 18. This is the destination of the teleporter at location 84. 19. On the east wall is a shelf and a spider button. Insert a key in the shelf, push the button, and a red gem appears. You can make as many gems as you have keys. 20. Written on the south wall is a message that reads: "One gem for one key." 21. These stairs lead down to level 9, location 10. On the southern wall there is a secret button that opens a passage to the south. 22. On the northern wall is a spider inscription. This wall is an illusion. 23. There is a drow key here. 24. These stairs lead up to level 7, location 69. 25. This is a spin trap that rotates the party 180 degrees--Watch your compass. 26. There are driders patrolling this area. 27. Your party is teleported here from location 29. 28. There is a Scepter of Kingly Might and a non-magic robe here. 29. Stepping in this square will teleport your party to location 27 and rotate them 180 degrees. 30. There is a non-magic flail here. 31. There is a suit of magical plate mail here called "Plate Mail of Great Beauty." Beware--the armor is -3 plate mail. 32. There are two driders and a hell hound in th is room. 33. There are two driders here. 34. On the north wall is a portal that requires the stone scepter as a key. Place the key on the blank brick to activate the portal and teleport your party to level 10, location 1. 35. There is a pair of drow boots here. 36. There is a cleric scroll of Protection from Evil here. 37. There is a Flame Gauntlet on the south wall. The spider button on the west wall opens the door to the north. 38. A Fireball flies down the hall from the north when you step here-- Sidestep to the west. 39. A Fireball flies down the hall from the north when you step here. 40. There is a pit here--Be careful when sidestepping a Fireball. 41. A Fireball flies down the hall from the north when you step here-- Quickly step forward and sidestep to the west. 42. A Fireball flies down the hall from the south when you step here. 43. There is a pit here--Be careful when sidestepping a Fireball. 44. There is a Flame Gauntlet on the north wall. 45. There are two hell hounds in this hall. 46. Stepping here teleports your party to location 48. 47. In the east shelf is a green-gem Ring of Sustenance. 48. Stepping here teleports your party to location 46. 49. Many hell hounds roam this area Beware! 50. There is a mage scroll of Invisibility 10' here. 51. A secret button on the south wall opens the passage to the east. 52. On the north wall is a spider button. Push it to open the passage to the north. 53. There is a cleric scroll of Hold Person here. 54. There is a message on the east wall that reads: `Turn around." Reading the message teleports your party to location 56, facing west. 55. The wall to the east is an illusion. 56. There is a message on the west wall that reads: `Turn around." Reading the message teleports your party to location 54, facing east. 57. On the west wall is a spider button. Pushing it opens the four doors to the south and release four hell hounds from behind the southern doors. 58. There is a non-magical ring and medallion here. 59. These stairs lead down to level 9, location 38. 60. There is a pressure plate here. Inside this room are twelve flame Gauntlets. 61. There are cleric scrolls of Cure Critical Wounds, Neutralize Poison, and Prayer here. 62. There are two driders in this area. 63. This door cannot be opened from this side. 64. This door cannot be opened on this side. The only way to access the room beyond is by dropping through a pit on level 7 east of location 16. 65. There is one hell hound in this room and two pits on the ceiling from level 7, location 16. The teleporter in the northeast corner transports you to location 1 on this level. 66. There are two hell hounds in the room. 67. There are four pressure plates in a row next to the pits. Each pressure plate opens and closes the adjacent pit. There is also a glowing rock here. 68. The spider button on the east wall opens and closes the pit at location G. 69. The spider button on the east wall opens and closes the pit at location D. 70. The spider button on the east wall opens and closes the pit at location A. 71. The spider button on the east wall opens and closes the pit at location B. 72. On the north wall is a portal. This is the destination of the portal at level 10, location 7. It cannot be activated from here. 73. There is a Wand of Lightning Bolt in the shelf on the wall here. 74. One hell hound roams this area. 75. Stepping on this pressure plate removes the wall to the west, but also makes the lockpicks in the room at location 78 to the south inaccessible. 76. Stepping on this pressure plate will remove the wall to the southwest, but will make the parallel hall to the north 75 permanently impassible. The mage scroll of Ice Storm at location 77 will then be inaccessible. 77. There is a mage scroll of Ice Storm here. 78. There is a set of lockpicks here. 79. This teleporter transports you to location 85. 80. There is an inscription on the eastern wall that reads: "One's faith repaid." 81. This location is accessed by falling through a pit on level 7, location 38. 82. There is a cleric scroll of Raise Dead and a Potion of Extra Healing. 83. This door can only be opened by the button on this side. 84. This teleporter transports you to location 18. 85. This is the destination of the teleporter at location 79. 86. In this alcove is a +3 long sword named "Nightstalker. 87. There are driders wandering in this area. Level 9 - Lower REaches of the Drow (Map 9) Walls: The walls of this level are carved out of dark, purple bloodstone mixed with black onyx. Monsters: Rust monsters and displacer beasts inhabit this level. Locations and Events: 1. These stairs lead up to level 8, location 7. 2. There is a spider keyhole on the west wall. Insert a jeweled key to open the door to the north. 3. These stairs lead up to level 8, location 13. 4. There is a keyhole on the east wall. Insert a drow key to open the door to the south. 5. On the west wall is written a message that reads: "One key for one gem." 6. There is a shelf carved in the west wall. Place a gem inside, push the spider button in location 7, and a jeweled key is created. You can do this as many times as you have gems. 7. On the west wall is a spider button. 8. On the east wall is a message that reads: "It is written, the key lies on the other side." 9. There is a spider keyhole on the east wall. Insert a jeweled key to open the door to the south. 10. These stairs lead up to level 8, location 21. 11. On the east wall is a portal that requires the stone dagger as a key. Place the key on the blank brick to activate the portal and teleport your party to level 7, location 65. 12. There is a pair of drow boots here. 13. The wall to the west is an illusion. 14. There is a +3 drow shield here. 15. There is one displacer beast in this room. 16. There is one displacer beast in this room. 17. There is a shelf carved into the west wall. If you place an Orb of Power (from levels 11 or 12) on the shelf, all magic items carried in your party will be identified but the Orb will disappear. 18. There is a message that reads: "Oracle of Devouring." 19. The wall to the east is an illusion. 20. There is a suit of chain mail here. 21. There is a mage scroll of Invisibility here. 22. The wall to the south is an illusion. 23. This door can only be opened from this side. 24. Stepping on this pressure plate closes and opens the door. Inside this room are two displacer beasts. 25. There are three arrows here. 26. Stepping on this plate deactivates the Hall of Thieves, location 28. 27. Written on the south wall is one of the following messages: "Thank you" or "You forgot something." 28. Down this hall, on the west walls, are carved shelves. As the characters step next to these shelves, some of their items will be placed there. The only way to deactivate this trap is to step on the pressure plate at location 26. 29. On the west wall is written: "Hall of Thieves." 30. On the east wall is an inscription of a gem. Insert a glowing rock to open the eastern door. 31. There are two displacer beasts in this room. 32. There is a drow key here. 33. On the east wall is an inscription of a gem. Insert a glowing rock to open the eastern door. 34. There is a mage scroll of Stoneskin here. 35. On the east wall is written a message that reads: "Watch your head." There are pits in the ceiling. 36. When you step here, a glowing rock flies from the east and lands here. Step on location 37 to get a second glowing rock. 37. When you step here, a glowing rock flies from the east, landing in location 36. 38. These stairs lead up to level 8, location 59. 39. On the west wall, above a pressure plate is the message that reads: "Donate sword." If any sword is placed here and the correct items are placed at locations 40, 41, and 42, the door to the south 43 opens. 40. On the east wall, above a pressure plate is the message: "Donate armor." If any armor is placed here, and the correct items are placed at locations 39, 41, and 42, the door to the south 43 opens. 41. On the west wall, above a pressure plate is the message: "Donate food." If any rations are placed here, and the correct items are placed at locations 39, 40, and 42, the door to the south 43 opens. 42. On the east wall, above a pressure plate is the message: "Donate missile." If any missile (rock or arrow) is placed here, and the correct items are placed at locations 39, 40, and 41, the door to the south 43 opens. 43. This door opens when the four items are placed at locations 39, 40, 41, and 42. There are 2 displacer beasts in this room. 44. There is a poison potion here Do NOT drink it. 45. There is one displacer beast guarding each of these rooms. 46. There is one displacer beast guarding this room. 47. There is one displacer beast guarding this room. 48. There is one displacer beast guarding this room. 49. There is a cleric scroll of Detect Magic here. 50. There are displacer beasts that guard this area. 51. There are two rust monsters that wander in this area. 52A. There is a spider keyhole on the south wall. Insert a drow key to open the western door. 52B. There is a spider keyhole on the south wall. Insert a drow key to open the western door. 53. There is one rust monster that wanders in this area. 54. There is a message written on the wall that reads: "The cunning and agile shall survive." The party should run down the hall to the east to avoid being hit by the dart traps in the illusionary walls to the north and south. 55. Stepping on this pressure plate will set off dart traps from the illusionary walls. 56. Stepping on this pressure plate will set off dart traps from the illusionary walls. 57. There are bones here. These are the remains of the fighter Beorham and his gear. There is a dagger, a shield, plate mail, helmet, holy symbol and an ancient +5 long sword named "Severious". 58. Stepping on this pressure plate will set off dart traps from the illusionary walls. 59. The wall to the south is an illusion. 60. There is an uncharged Magic Missile Gauntlet in the south wall. 61. There is a message written on the west wall that reads: "Drow word for button." 62. Stepping on this pressure plate sets off a Magic Missile from the area to the west. 63. There is a spider button on the east wall. Pushing it will activate a Magic Missile Gauntlet at A. 64. There is a spider button on the east wall - Pushing it will activate a Magic Missile Gauntlet at B. 65. There is a spider button on the south wall - Pushing it will activate a Magic Missile Gauntlet at C. 66. There is a spider button on the north wall - Pushing it will activate a Magic Missile Gauntlet at D. There is also a drow key here. 67. On the west wall is a spider button - Pushing it will activate a Magic Missile Gauntlet at F. 68. Stepping on this pressure plate sets off a Magic Missile Gauntlet at E. To the south is a spider button - pushing it also sets off a Magic Missile Gauntlet. On the east wall is a spider keyhole. Insert a drow key to open the door to the west. 69. The wall to the west will disappear after the appropriate actions at location 75. 70. This room can only be accessed by falling through the pit on level 8 at location 40. There is a Potion of Extra Healing here. 71. The wall to the north is an illusion. 72. There is nothing here. 73. There is a cleric scroll of Protection from Evil 10' here. 74. There are five darts and a cleric scroll of Dispel Magic here. 75. Throw an item through the northern wall and the wall to the west disappears. Next, throw an item at the newly revealed pressure plate to the west to cause the illusionary wall at location 69 to disappear. There are also pits to the west and south of this location. 76. These stairs lead down to level 10, location 47. 77. These stairs lead down to level 10, location 53. 78. Push the secret button on the south wall to open the passage to the north. 79. There is a cleric scroll of Raise Dead here. 80. There is one rust monster wandering in this area. 81. There is a Wand of Fireballs here. 82. On the west wall is a spider button. If this button is pushed after placing an item into the shelf at location 83, the item is devoured and the passage to the north opens. 83. There is an empty shelf on the west wall. 84. These stairs lead down to level 10, location 1. 85. There is a cleric scroll of Raise Dead here. 86. These stairs lead up to level 8, location 10. 87. There is a message on the south wall that reads: "Storage." 88. There is a spear here. 89. The wall to the north is an illusion. and there is a mage scroll of Armor here. 90. There is a cleric scroll of Flame Blade here. 91. There is one displacer beast in this alcove. 92. This door is opened by a button on the other side. 93. This is the pressure plate that opens location 69. A - F. Magic Missile Gauntlets. ;1;33mLevel 10 - Xanthar's Outer Sanctum, Mantis Hive (Map 10) Walls: The walls of this level consist of fitted stone, covered by moss and slime. Monsters: Mantis warriors inhabit this level. Locations and Events: 1. These stairs lead up to level 9, location 84. 2. There is a suit of plate mail here. 3. The hall between locations 3 and 4 is filled with teleporters that bounce your party randomly around this corridor. This pressure plate deactivates all teleporters down the east wall. To get here easily, follow the procedure described at location 4. 4. Written on the south wall is the message that reads: "Proper sequence." The correct procedure to bypass this hall is: A. Step into the first teleporter to the west of location 4 your party will be teleported down the hall. B. Turn 180 degrees from your new location, and step into the next teleporter-the party will then be teleported to location 3. 5. Written on the south wall is a message that reads: "Thirteen." 6. There are cleric scrolls of Remove Paralysis and Flame Blade here. 7. On the west wall is a portal that requires the stone scepter as a key. Placing the key on the blank brick activates the portal and teleports your party to level 8, location 72. This portal only teleports the party one way. 8. There is nothing here. 9. On the east wall is a portal that requires the stone ring as a key. Place the key on the blank brick to activate the portal and teleport your party to and from level 6, location 45. 10. In the four eastern alcoves are four mantis warrior guardians. 11. There is a poison potion here. 12. There is a Wand of Frost here. 13. There are cleric scrolls of Cure Critical Wounds and Flame Blade here. 14. If you press the button on the west wall, a mantis warrior will appear to the east behind you. There is a useless wand here. 15. Prince Keirgar is here. He should be returned to the dwarven camp on level 5. 16. The message on the east wall reads: "Welcome." A Magic Missile trap fires when you step here. 17. On the south wall is a keyhole. Inserting a skull key opens the south door. 18. Written on the north wall is "In case of fire..." 19. Opening this door reveals a button on the north wall. Pushing this button sets off a Magic Missile trap. 20. Opening this door reveals a button on the north wall. Pushing this button causes the party to be hit by a Fireball spell. 21. There is a message on the north wall that reads: "In case of flood..." 22. There are two mantis warriors here. 23. Written on both the north and south walls is the message that reads: "Hive." 24. Two mantis warriors guard this area. 25. There is a mantis warrior in this area. 26. There is an arrow here. 27. There is a mantis warrior in this room. 28. The pit in the ceiling here is from level 9, location 75. 29. If you enter this level at location 33, stow weapons on the pressure plates at locations 29, 30, and 31 to open the door to the north. 30. This pressure plate should be left alone unless the party entered at location 33. 31. This pressure plate should be left alone unless the party entered at location 33. 32. The writing on the wall to the north of this area reads: "Stow yer weapons." A mantis warrior guards this area. 33. These stairs lead up to level 9, location 77. 34. Three mantis warriors are in this area. 35. Mantis warriors patrol this area. 36. Here are the remains of the ranger Tyrra. He can be resurrected by the dwarven cleric. There is also a skull key here. 37. There is a sliding block in the corridor to the north that is moved with the levers at locations 37, 38, and 39. Push the lever on the south wall twice to move the block to the north and expose locations 38 and 39. 38. Push the lever on the west wall twice to make the block move to the south and expose the room with locations 40, 41, and 42. 39. Push the lever on the east wall twice to move the block north and expose the southern corridor again. 40. Written on the north wall is a message that reads: "Jump." There is a Potion of Giant Strength here. 41. This pit will drop the party down to level 11, location 1. This is the only way down to level 11. 42. Written on the north wall is a message that reads: "Jump." There is a Ring of Feather Fall here. 43. There is a Cleric scroll of Neutralize Poison here. 44. There is a secret button on the west wall. Pushing it opens the passage to the south. 45. There is a mage scroll of Cone of Cold here. 46. There is an arrow here. 47. These stairs lead up to level 9, location 76. 48. Here you meet Shindia, Xanathar's female drow elf spy. You will learn additional information if the party chooses to "Hear her out." Level 11 - Xanthar's Outer Sanctum, Lower Reaches (Map 11) Walls: The walls of this level consist of fitted stone, covered by moss and slime. Monsters: Mind flayers and xorn inhabit this level. Locations and Events: 1. This area is accessed only by falling through a pit at level 10, location 41. 2. Written on the west wall is the message that reads: "Your fate lies in the stars." 3. On the west wall is a portal which requires the stone holy symbol as a key. Place the key on the blank brick to activate the portal and teleport your party to level 7, location 67. This is also part of the "Celestial Stars of Navigation." a device that aligns the three concentric squares (containing locations 1-11), and allows you to explore the different sections of this level. To align the rings, press the buttons located around the perimeter to rotate the opening 90 degrees clockwise. Align the rings from the inner ring outward, and repeat the process as you complete different section of the level. 4. "Celestial Star of Navigation" button/opening. 5. There is a message here that reads: "Leave no stone unturned." 6. "Celestial Star of Navigation" button/opening. 7. "Celestial Star of Navigation" button/opening. 8. "Celestial Star of Navigation" button/opening. 9. "Celestial Star of Navigation" button/opening. 10. There is a mossy rock here. 11. Written on the south wall is a message that reads: "Alignment must be true." 12. This is a normal door-no keys are required. 13. On the south wall is a keyhole. Insert a drow key to open the west door. 14. There is +3 banded armor and a +4 long sword named "Slasher" here. 15. There is a non-magical ring here. 16. This is a normal door-no keys are required. 17. A secret button on the south wall opens a passage to the south. 18. On the south wall is a keyhole. Insert a drow key to open the southern door. There are also two xorn here. 19. There is a mind flayer here. Also, on the south wall is a portal which requires the stone orb as a key. Place the key on the blank brick to activate the portal and teleport your party to level 12, location 1. 20. A secret button on the west wall opens the passage to the west. 21. There is one mind flayer here. 22. There is one mind flayer here. 23. There is a Wand of Lightning Bolt here. 24. From here your party is teleported to location 31. 25. Your party is teleported here from location 28. 26. Your party is teleported here from location 35. 27. There is a mage scroll of Hold Monster here. 28. From here your party is teleported to location 25. 29. Your party is teleported here from location 33. 30. From here your party is teleported to location 34. 31. Your party is teleported here from location 24. 32. From here your party is teleported to location 36. 33. From here your party is teleported to location 29. 34. Your party is teleported here from location 30. 35. From here your party is teleported to location 26. 36. Your party is teleported here from location 32. 37. There is a Luckstone Medallion and a cleric scroll of Raise Dead here. 38. This is a normal door-no keys are required. 39. Down this entire hall are levers on the east wall. Continually move up and down the hall, setting all levers to the up position. Keep doing this, even though some of the levers flip back down, push them back up. Once they all remain up, a Wand of Frost is delivered to the shelf at location 40. There is also a dwarven Healing Potion here, which must be taken to the Dwarvews on level 5 to awaken their king. 40. There is a dwarven Potion of Healing in the south shelf. This needs to be returned to the dwarves' camp on level 5. A Wand of Frost also appears here after location 19 is complete. 41. There is a cleric scroll of Cure Serious Wounds here. 42. There are three xorn in this room. 43. There is a mossy rock and a cleric scroll of Raise Dead here. 44. In the maze between locations 44 and 45 there are seven xorn patrolling. 45. Xorn patrol this area. 46. Written on the south wall is: "Room of the Key." 47. On the west wall is a secret button that opens the passage to the west. 48. There is a drow key and a stone orb portal key here. 49. This is a normal door--no keys are required. 50. There is one mind flayer in this room. 51. Written on the east wall is "Chwat." 52. There is a secret button on the west wall that opens a passage to the south. There is also one xorn here. 53. There is one mind flayer in this room. 54. There is one mind flayer in this room. 55. On the south wall is a secret button that opens a hidden passage to the south. 56. There is an Orb of Power here. 57. There is one mind flayer guarding this room and a drow key. 58. There is one mind flayer in this room. 59. There is one mind flayer in this room. There is also a stone holy symbol here. 60. The bones that are the remains of the mage Kirath are here. There is also a spell book +2 Bracers of Defense, +2 Ring or Protection, +5 dagger called "Flicka", and a Robe of Protection +5 here. Level 12 - Xanthar's Inner Sanctum (Map 12) Walls: The walls of this level consist of opulent decor. Monsters: Stone golems and Xanathar himself inhabit this level. Locations and Events: 1. On the west wall is a portal which requires the stone orb as a key. Place the key on the blank brick to activate the portal and teleport your party to level 11, location 19. 2. On the west wall is a hole that reeks of smoke. 3. Push the wall ornamentation and a hidden passage opens to the west. 4. On the west wall is a sign which reads: "Turn back, no trespassing." 5. There is a normal door here. 6. Stepping on this pressure plate closes the door to the east. There are four stone golems in this area. One stone golem carries a skull key. 7. A button on the east wall opens the passage to the north. 8. This door can only be opened from the other side. 9. A button on the east wall teleports the party one square east, into the wall. Characters may step forward into the next room (with locations 12-15), or back into the previous one. 10. Push the button on the east wall to teleport your party to location 26. 11. Push the button on the east wall to teleport your party to location 57. 12. The door can only be opened by inserting a skull key in the keyhole. 13. A non-magical ring and a Potion of Healing are placed on this pedestal. If you go directly over and take the items, other items will be stolen from the party and lost permanently. To get the ring and potion, characters must drop their own small items before going to the pedestal. 14. There is a skull key here. 15. A non-magical necklace and a Potion of Healing are placed on this pedestal. This works like the trap at location 13. 16. This is where the stone golem is created from location 17. 17. Along the north wall of this room are three pedestals. To the south of each pedestal are three signs that read: "Stone for substance," "Potion for strength," and "Sphere for animation." Put a rock, potion, and orb on each of the appropriate pedestals, and push the button on the north wall to create a stone golem in location 16. Making golems is not a good idea unless you want more combats and EXP. 18. This door can only be opened from the east. 19. This room can only be entered from the south. The doors to the east and west can only be opened in this room. 20 - 22. The pedestal at location 20 has a large eye on it. Place an orb of power on each pedestal to the east at location 21 and west at location 22, and the eye and those pedestals will disappear. Place an orb of power on the pedestal at 20 and it will disappear. 23. Written on the west wall is "Room of the spheres." 24. Stepping on this pressure plate closes the door to the east. Opening the door reveals a button on the east wall. Pushing this button creates a Wand of Fireballs in a shelf in the south alcove. 25. There is a button on the east wall. Pushing it teleports the party to location 9. 26. A button on the east wall teleports the part one square east, into the wall. Characters may step forward into the next room (with locations 55, 57), or back into the previous one. 27. There is a button on the east wall. Pushing it teleports the party to location 57. 28A. There are three Orbs of Power here. 28B. This door can only be opened from the other side. 29. A secret button on the south wall opens the door to the south. 30. The button on the south wall opens the southern door. 31. There is one stone golem here. 32. On the south wall is a keyhole. Inserting a skull key opens the door to the south. This reveals a Wand of Magic Missiles. 33. On the north wall is a keyhole. Insert a skull key to open the door to the north and reveal a Wand of Magic Missiles. 34 - 37. These four rotating shelves will dispense a total of four iron rations. 38 - 41. Step on one of these pressure plates to close all of the doors to this room. 42. A secret button on the west wall opens the alcove to the north. 43. There are two Potions of Invisibility here. 44. On the north wall is a hole that reeks faintly of smoke - it launches Fireballs to the south. 45. Xanathar inhabits this area - BEWARE! The most effective way to destroy Xanathar is to use the Wand of Silvias. This is obtained from the dwarves after returning the potion to revive their king. The wand should be used to repel him into his spike trap at location 49. 46. There are light beam projectors to the east and west. Breaking the hidden beam sets off a Fireball from the north (location 44). The trap can be avoided if all your characters are invisible. 47 & 48. There is one large eye on each pedestal. 49. There are light beam projectors to the east and west. Breaking the hidden beam while visible causes spikes to fire at the party. Enter this trap with all characters invisible. There are copies of portals keys in the south shelf: a stone orb, stone holy symbol, stone ring, stone necklace, stone medallion, stone dagger, and a stone scepter. 50. Step on this pressure plate to close the door to the east. 51. Step on this pressure plate to close the door to the west. 52. There is a button on the east wall. Push it to create a shelf with a Potion of Speed in the north wall. 53. There is a button on the east wall. Pushing it triggers two Fireballs that fly east from holes west of locations 52 and 54. The Fireballs fly one square and then turn towards location 53 to hit the party. 54. There is a button on the east wall. Push it to create a shelf with an Orb of Power in the south wall. 55. There is a button on the east wall. Push it to teleport your party to location 9. 56. There is a button on the east wall. Push it to teleport your party to location 26. 57. There is a button on the east wall. Push it to teleport your party one square to the east, into the wall. Characters may see into the next room (with locations 47- 49), but must step back into the previous one. 58. To each side is a pedestal with a large eye on it. These eye triggers will release 3 stone golem guards from the south if your characters are not invisible. 59. There is a Potion of Vitality and a Potion of Invisibility here. 60. There is a Potion of Vitality and a Potion of Invisibility here. Portals The dwarves that built the halls beneath the Waterdeep sewers used a series of magic portals to move quickly through their underground empire. These portals are now used by Xanathar and his minions as a system of high-speed transportation. These portals and the stone items that trigger them make it much easier for the party to move and explore. There are 16 different portals, each one requiring a special enchanted stone item as a key. There are 7 different stone items in EYE OF THE BEHOLDER: holy symbol, necklace, orb, dagger medallion, scepter and ring. Portal Table ENTRANCE DESTINATION KEY ID LEVEL AREA LEVEL AREA PORTAL LEVEL AREA STONE ITEM A. 4 59 7 63 G 5 27 Medallion B. 5 24 7 67 E 5 26 Necklace C. 6 45 10 9 M 6 47 Ring D. 7 67 11 3 O 11 59 Holy Symbol E. 7 67 5 24 B 5 26 Necklace F. 7 65 9 11 K 2 37 Dagger G. 7 63 4 59 A 5 27 Medallion H. 7 63 - - - - - Gem* I. 8 34 10 7 L 4 23 Scepter# J. 8 72 - - - 4 23 Scepter# K. 9 11 7 65 F 2 37 Dagger L. 10 7 8 72 J 4 23 Scepter# M. 10 9 6 45 C 6 47 Ring N. 11 19 12 1 P 11 48 Orb O. 11 3 7 67 D 11 59 Holy Symbol P. 12 1 11 19 N 11 48 Orb *The stone gem that triggers the portal on level 7 is unavailable in EYE OF THE BEHOLDER. # The three stone scepter portals are connected in series. Entrance ID: The unique letter representing this portal Level: The level that the portal is located Area: The map area number where this portal is located Destination Level: Which level the party is teleported to Area: The map area number where the party is teleported Portal: The destination portal ID Key Level: The level on which the stone portal key is located Area: The map area number where the stone key is located Stone Item: Which stone key will activate the portal If you discover an Energy Bank in the Complex (they look like rectangular columns), you can use it as a supplemental power plant by placing it in the backpack. It automatically fills one of the vacant Energy Bank slots. Toggle the four supplemental Banks on/off-line by using F1-F4 (but remember they need to be `fuelled' from captured Energy Cells, just like the integral Matrix). The more Banks on-line, the more power is available for the PA, Shield, Weapons Systems, etc. Power is always shared equally between on-line PA systems. Energy can be drawn from or supplied to certain apparatus within the complex via the Energy Transfer Probe (ETP). PRIMARY MANAGEMENT SYSTEMS (PMS) The PMS controls the PA's main functions. The LEFT/RIGHT cursor keys select the system; UP toggles the selected system on/off-line. The first system is the PA's Power-Assist. On-line, this gives the player better control over the Armour, and access to the Powered Jump function and Power-Assisted Landing. The second system is the PA's Defence Field, which can absorb damage from hostile fire. The third system actually controls the status of a variety of Secondary Systems, including the ETP, Weapons, and the Sonic Key. The fourth system is the Auto-Repair which, if placed on-line repairs damaged systems. The status of individual systems can be ascertained through the status bars beneath the systems icons. Again, use the LEFT/RIGHT cursor keys to select the system, plus DOWN cursor to place that system in the Auto- Repair net. Power allocated to the Auto-Repair is shared equally between selected damaged systems. The fifth PMS controls the Sensors. If placed on-line (this system's power consumption is minimal), the Ring Indicator acts as a Doppler Detector with a 360 degree sweep. Targets are indicated by a green light. The Sensor system also controls the Pitch indicator, the Compass and the Cameras. SECONDARY SYSTEMS (SS) Secondary Systems are pla EYE OF THE BEHOLDER STRATEGY Many elements make up the strategies the party will use in EYE OF THE BEHOLDER These elements include: the characters that make up the party, the mechanics and tactics of combat, the equipment and spells used by the party the NPCs that support the party the monsters the party fights, and the techniques used to solve puzzles. The Characters There are many strategies for putting together an effective party of characters. Certain combinations of character classes and race are more effective than others. Single-Class vs. Multi-Class Non-human characters can be multi-classed characters, but that does not mean that they must be multi-class characters. Single-class characters have a number of advantages over multi-classed characters with the same amount of EXP. Single-class fighters have several advantages. With the same amount of EXP, they will average many more HP and have a better chance to hit than multi-class fighter combinations. Single-class clerics and mages will gain higher level spells much sooner than multi-class cleric or mage combinations. Spell casters become much more useful when they reach 5th level and can cast the 3rd level spells Fireball and Create Food. Characters can more effectively specialize in EOB than in other AD&D computer role playing games. With careful play, rear rank characters will seldom get into melee combat. This makes a single-class mage a viable character by reducing the effect of his limited abilities in melee. Also, the real time nature of EOB means that a character can only do one thing at a time; a character's ability to do many different things is often not as important as the ability to do one thing very well. The advantages of multi-classed characters are obvious, they combine the abilities of several different classes of character in one. Thus, fighter/mage can both melee effectively and cast spells, though he can  do neither as well as a single-class fighter or mage with the same amount of EXP. Multi-classed characters are often useful to add an additional capability to a party, such as thieving skills or additional clerical healing spells. Racial Advantages Because of the monsters and situations in EOB, certain race/class combinations are very effective. The following are some specific types of characters and their advantages. Dwarven Fighter: A dwarven fighter with a high constitution has a high resistance to poison, which makes it much easier to fight giant spiders. A dwarf fighter can also have a Constitution of 19, which can further increase his HP. A dwarf also allows the party to read the writing on the wall in the dwarvish levels of the game. Human Paladin: Only humans can he paladins. Paladins can fight as well as any fighter, plus they have the ability to heal by laying on hands and, they have the ability to cast some low level clerical healing spells when they reach ninth level. Elven Mage: A single-class mage gains levels swiftly and will quickly gain the ability to cast useful spells like Fireball. An elven mage with a high dexterity has a high AC, which makes it easier to survive stray thrown weapons. As a mage, an elf's maximum constitution of 17 does not limit his HP and his maximum dexterity of 19 can increase his AC. As mages cannot wear armor to increase their AC, a high dexterity is essential to a mage. An elf also allows the party to read the writing on the wall in the drow levels of the game. Human, Half Elven, or Elven Cleric: A single-class cleric swiftly gains levels and the ability to cast useful spells like Create Food. Humans, Half Elves and Elves can all have a maximum wisdom of 18 (thus gaining the maximum bonus spells) and have no level restrictions in this game. Half Elven Fighter/Mage/Cleric: This is the character with the most diverse talents in the game. This character can use almost every item in the game (excluding lockpicks), and has a limited ability to fight, can cast offensive spells, and heal. Unfortunately, a half elven fighter/mage/ cleric will go up levels extremely slowly, and will have very few HP for most of the game. Elven Fighter/Mage/Thief: The thiefly counterpart to the half elven jack of all trades listed before. This character can use literally every item in the game and can pick locks as well. Unfortunately, an elven fighter/mage/thief will also go up levels extremely slowly, and will have very few HP for most of the game. Gnome Cleric/Thief: A gnomish cleric/thief makes a good character to fill out a party that already has a single-class cleric. The cleric/ thief gives the party additional clerical healing spells plus the thieving ability of picking locks. The Party A party should include a good mix of classes and races to deal with the many honors in EOB. The player will need to decide upon his overall party strategy before making the characters in his party. In general, a party should have at least two characters who can fight well for the front rank, a character who can cast mage spells, and at least one character who can cast clerical healing spells. Fighters The party has many choices for the two front rank characters who can fight well. Most races make reasonable fighters, and fighter, paladin, and ranger class characters can all fight well. Even single-class cleric and dual class fighter/cleric characters can be effective front rank characters in the beginning levels of the game. Also, most of the NPC characters the party meets later in the game can fight well and could be used in the front rank. Spell Casters The choice of the various spell casters is also important to the strategy of the party. One character who can cast mage spells is normally sufficient for most parties. Mages must find their higher level spells on scrolls; the supply of scrolls is limited, so it is not efficient to divide those spells among several mages in a party. It is often useful to have two characters who can cast clerical healing spells. It is important not to get caught after a battle without a conscious cleric. A conscious cleric with a few Cure Light Wounds spells can heal as many HP in hours, as a party without a conscious cleric could heal in many days of rest. Party Makeup One strategy is to create a party of specialists who go up in levels with the fewest number of EXP This party works well so long as the warriors in the front rank never let the spell casters in the rear rank get into melee. Specialist Party: Dwarven Fighter, Human Paladin, Elven Mage, and Half Elven Cleric. Another strategy is to create a party of generalists who are multi- classed characters. This party should always have some character with the appropriate skill for a situation. But, such a diverse party will take a lot of EXP to get to higher levels. Generalist Party: Dwarven Fighter/Thief, Half Elven Fighter/Cleric, Elven Fighter/Mage, Half Elven Cleric/Mage A further strategy is to have a mixed party with specialist warriors in the front rank and generalist spell casters in the rear rank. This strategy makes sure that the fighters gain levels (and HP) as quickly as possible, but that the spell casters will have a wide variety of spells available. Mixed Party: Dwarven Fighter, Human Paladin, Half Elven Cleric/Mage, Gnome Cleric/Thief. Combat Mechanics Understanding the combat mechanics used in EYE OF THE BEHOLDER allows the party to use the most effective weapons and tactics in different situations. Each character's ability in combat is defined by his AC, THAC0, and damage. AC A character or monster's difficulty to be hit is represented by his Armor Class or AC. The lower the target's AC, the harder it is to hit the target. AC is based on armor and a dexterity bonus. Some magic items also help a character's AC. THAC0 A character's THAC0 represents his ability to hit enemies. THAC0 stands for To Hit Armor Class 0. This is the number a character must `roll' equal to or greater than to do damage on a target with an AC of 0. The lower the attacker's THAC0, the better his chance to hit the target. A character's THAC0 is based on his class and level. Note: the generation of a random number is often referred to as a `roll'. In determining if an attack hit, the number generated is from 1 through 20. The base roll is modified by the character's ability scores and any magic weapons. An attack is successful if the roll is greater than or equal to the attacker's THAC0 minus the target's AC. Example: A fighter with a THAC0 of 15 attacking a monster with an AC of 3 would need to roll: (THAC0 15) - (AC 3) = 12+. But to hit a monster with an AC of -2 he would need to roll: (THAC0 15) - (AC -2) = 17+ Damage When a hit is scored, the attacker does damage. Damage is the range of HP loss the attacker inflicts when he hits an opponent in combat, and it depends on the attacker's strength and weapon type. The damage each weapon can do is summarized in the Weapons List. Some monsters take only partial or no damage from certain weapon types. Skeletons, for example, take only half damage from sharp or edged weapons. Attacking Characters generally engage in melee combat, which is face-to-face fighting with weapons such as swords and maces. Characters also have other options, such as casting spells and ranged combat, with bows and slings. In general, a character attacks the enemy in the front rank on his side of the screen. When there is only one enemy left in a battle, it moves to the center of the square and characters from both sides can attack it. Combat Strategies To succeed in combat, a skilled player deploys his party well, casts effective spells before and during combat, maneuvers his characters into advantageous positions, and attacks using his most powerful characters and weapons. Deploying the Party Keep the heavily-armored fighters in the front rank and the vulnerable mages and thieves in the rear ranks. Equipping the Party Equip characters in the front rank with the most powerful melee weapons you can find. See the Weapons Table to see how much damage each type of melee weapon can do. As soon as you find enough weapons, warriors should carry a one handed weapon in their primary hand and a short sword in their secondary hand. Equip characters in the rear ranks with the most powerful ranged weapons you can find. See the Weapons Table to see how much damage each type of ranged weapon can do. Spell casters should have their holy symbols and spell books in-hand, ready to cast spells. Characters who use thrown weapons should carry weapons both in-hand and in their belt pouch for quick reloading. Front rank characters who use thrown weapons may wish to carry a shield or short sword at the top of their belt pouch. This shield or short sword will be readied automatically after they attack with the last of their thrown weapons. Be sure to recover your ranged weapons after each battle and to collect all of the ranged weapons you can find. Ranged weapons get used up quickly in battle, and they may have special uses later in the game. Wounded Characters Characters who are seriously wounded should be moved out of the front rank if possible. It is much easier to heal a wounded character than it is to bring a dead character back to life. Moving and Fighting If you are exploring an area, move with the compass on the screen to facilitate mapping. If you are moving through an explored area, move with a spell menu on the screen and an attack spell showing. Always move with the Adventure Screen up, you can't fight from the Equipment or Character Screens. With both the adventure screen and spell menu up you are prepared for battle. Prepare for battle before you open any door, climb or descend stairs, or push a button that could open a door or secret wall. Monsters often lurk behind closed doors or secret walls, and monsters are always ready for combat. Remember that you can move and fight at the same time. You can move backwards to dodge an enemy melee attack. You can move sideways to dodge an enemy ranged attack. You can even run away and close a door behind you to get away from a particularly nasty fight. Fighting from the Keyboard Fighting from the keyboard takes a little more planning than fighting with a mouse. To fight effectively, quickly choose the item you want to attack with and press the U key to Use it. There are two ways to move the item high-light and choose the item you want to attack with: the A, S, W and Z item cursor keys, and the F1 - F6 character selection keys. The party's equipment should be set up to take maximum advantage of the way you move the item highlight. If you use the A, S, Wand Z, item cursor keys to move the item highlight, place the six weapons the party uses most in the primary and secondary hands of the front rank characters and in the primary hands of the first two rear rank characters. Before a battle, start the item highlight on the primary hand of the character in the upper right hand comer. Practice quickly moving the item highlight in a circle through these six items, Using each item in turn. By the time the cursor gets back to the first item, that item should be ready to Use again. If you use the F1- F6 character selection keys to move the item highlight, place the four to six weapons the party uses most in the primary hands of each of the characters. Before a battle, start the item highlight on the primary hand of the character in the upper right hand corner. Practice using the F1 - F6 keys to quickly moving the item highlight in a circle through these four to six items, Using each item in turn. By the time the cursor gets back to the first item, that item should be ready to Use again. Once you can move the item highlight and use weapons quickly, add moving and casting mage spells to the combat rhythm. In general, if the combat situation requires that the party move, then interrupt your combat rhythm and move! To cast spells effectively in combat, take the first spare instant to Use a mage's spell book and open the spell menu. Resume attacking with weapons until you have another spare instant, then choose the spell level, the spell within that level, and then cast the spell. You can eliminate choosing the spell within a level if you memorize only the attack spells Magic Missile, Melf's Acid Arrow, Fireball, Ice Storm, and Cone of Cold. With a little planning and practice, you can fight as effectively with the keyboard as you can with the mouse. While the party's attacks may sacrifice some flexibility, they will gain in consistency and rhythm. Tactics The monsters on the first several levels are each designed to require a different combat strategy for maximum effectiveness. The player should try to learn different combat strategies to fight each type of monster most effectively. Level 1 The monsters on level 1 do not have special abilities or weaknesses. It only requires that the party learn to melee effectively to survive. Level 2 The monsters on level 2 are undead. The party should learn that these monsters can be turned by a cleric who has his holy symbol ready and in-hand. Level 3 The kuo-toa have ranged attacks. The party should learn to dodge the ranged attacks before closing with the monster to melee. Level 4 & 5 The giant spiders have a poisonous bite. The party should learn `shoot and scoot' tactics to keep out of melee. These tactics consist of learning to move backwards while attacking with ranged weapons and spells. Level 6 The kenku have multiple ranged attacks, travels in groups, and can surround a slow moving party. The party should learn to keep dodging until the flock has expended all of its ranged attacks. The party also needs to learn to use area effect damage spells, like Fireball, to clear out the flocks quickly and to move swiftly so as not to get trapped in a corridor with foes both in front and behind. There is a wizard on level 6 that has many area effect spells. Here the party needs to learn `hit and run' tactics. These tactics are to dodge back around a corner, strike at their foe as he presents his flank, and then dodge back again as he turns to face the party. The object of this tactic is to always avoid the enemy's devastating fire power. Level 7 The drow have weapons coated with a paralyzing poison and have a significant resistance to magic. The party should learn to rely on missile fire and maneuver instead of magic and melee, to defeat their foes. Once the party has learned all of these tactics, they have a chance against any of the monsters in the game. All the party has to do then is decide which tactic is most effective in each situation. Ability Scores and Other Characteristics Strength The Strength Chart lists the modifiers to melee hit probability and the damage adjustment based on the character's Strength. Strength Chart Ability Melee Hit Damage Score Probability Adjustment 3 -3 -1 4-5 -2 -1 6-7 -1 none 8-15 normal none 16 normal +1 17 +1 +1 18 +1 +2 18/01-50* +1 +3 18/51-75* +2 +3 18/76-90* +2 +4 18/91-99* +2 +5 18/00* +3 +6 19# +3 +7 20# +3 +8 21# +4 +9 22# +4 +10 * These bonuses are available only to fighters, paladins, and rangers. # These scores are only possible in this game through magic. Dexterity The Dexterity Chart lists the modifiers to missile hit probability and the AC adjustment based on the character's Dexterity. Dexterity Chart Ability Missile Hit AC Score Probability Adjustment 3 -3 +4 4 -2 +3 5 -1 +2 6 0 +1 7-14 0 0 15 0 -1 16 +1 -2 17 +2 -3 18 +2 -4 19 +3 -4 Constitution The Constitution Chart lists the Hit Point Adjustment that a character gets every level. Constitution Chart Ability Hit Point Score Adjustment 3 -2 4-6 -1 7-14 0 15 +1 16 +2 17 +2 (+3)* 18 +2 (+4)* 19 +2 (+5)* * These bonuses are available only to fighters, paladins, and rangers; for all other classes the maximum hit point adjustment for constitution is +2 THAC0 (Also known as THWAAKO! HAHA! Mict*!) THAC0 is not an ability score, but it is an important characteristic. The THAC0 Chart lists a character's base THAC0 for his class and level. THAC0 Chart Character Level Class 1 2 3 4 5 6 7 8 9 10 11 Cleric 20 20 20 18 18 18 16 16 16 14 14 Fighter 20 19 18 17 16 15 14 13 12 11 10 Mage 20 20 20 19 19 19 18 18 18 17 17 Paladin 20 19 18 17 16 15 14 13 12 11 10 Ranger 20 19 18 17 16 15 14 13 12 11 10 Weapons and Armor Weapons Weapons are divided into 3 classes: melee, thrown, and fired. Melee weapons are used only in close combat, while thrown and fired weapons are used at range. Characters in the front rank can use melee and ranged weapons. Characters in the rear ranks can only use ranged weapons. Note the Classes sections starting on page 23 in the rules that limit some character classes to certain weapons. The Weapons Chart lists the weapons with their range of hit point damage versus small, medium, and large-sized creatures. The damage done by a melee weapon is adjusted by the attacking character's strength and any magical bonus the weapon may have. Weapons Chart Damage vs. Damage vs. Small & Medium Large Melee Weapons: Staff* 1-6 1-6 Mace 2-7 1-6 Short Sword 1-6 1-8 Flail 2-7 2-8 Axe 1-8 1-8 Long Sword 1-8 1-12 Halberd* 1-10 2-12 Thrown Weapons: Rock 1-2 1-2 Dart 1-3 1-2 Dagger 1-4 1-3 Spear 1-6 1-8 Ranged Weapons: Sling&Rocks* 14 1-4 Bow&Arrows* 1-6 1-6 * These two-handed weapons must be used from the primaryhand. Armor Armor provides a character a base AC. The lower the character's AC, the harder it is for an attack to hit. AC is based on the character's armor and his dexterity bonus. Some magic items also help a character's AC. Note the Classes sections starting on page 23 in the rules that limit some character classes to certain types of armor. The Armor Chart lists the types of armor in E0B and the base AC they provide a character. Armor Chart Armor Type Base AC Robe 10 Shield* 9 Leather Armor B Scale Mail 7 Chain Mail 5 Banded Armor 4 Plate Mail 3 * A shield subtracts 1 AC from any armor it is used with. Boots, helmets, and non-magical bracers may look like armor, but they do not modify a characters AC. They can safely be left as weights on pressure plates. Magical bracers, however, can modify a characters AC. Spells Spells are an important part of a party's capabilities. The spells that the party's spell casters memorize will have an important effect on the party's tactics. In the following section, the spells have been divided into types: Offensive Spells, Defensive Spells, and Other Spells. There are specific hints on when each type of spell is most effective. Spells that are available only to clerics are marked with an *. Offensive Spells Burning Hands, *Cause Light Wounds, Shocking Grasp, *Flame Blade, Vampiric Touch, *Cause Serious Wounds and *Cause Critical Wounds: These are hand to hand magical attacks. The spell caster must be in the front rank to attack with them. Because of the time it takes to cast these spells and the vulnerability of many spell casters, they are normally the offensive spells of last resort. Magic Missile, Melf's Acid Arrow and Flame Arrow: These are ranged magical attacks that affect only one monster at a time. They allow the spell caster to attack from the safety of the rear ranks. They are the favorite offensive spells of lower level mages. Hold Person, Fireball, Lightning Bolt, Fear, Ice Storm, Cone of Cold, *Flame Strike and Hold Monster: These are ranged magical attacks that can affect several monsters in an area. Because of the damage they can do, they are often the preferred offensive spells of higher level spell casters. These area effect spells are especially effective when fighting many monsters. Look closely at the area of effect of the various spells. The spells that affect several squares are more effective against monsters that cannot attack in groups. The spells that effect a single square are most effective against monsters that attack in groups. Two of these spells take special care when they are used. If the target of an Ice Storm spell is within melee range of the party, the party will also take damage from the spell. The Hold Person spell only affects kobolds, dwarves, and drow. Defensive Spells Armor, *Protection from Evil, Shield, *Magical Vestment, *Protection from Evil 10' Radius and Stoneskin: These spells mainly provide protection against physical attacks. Cast these spells on your front rank characters just before dangerous battles. Stoneskin is often the preferred physical defensive spell of higher level spell casters. *Bless and *Prayer: These spells mainly provide protection against magical attacks. Cast these spells on your front rank characters just before dangerous battles. Healing Spells *Cure Light Wounds, *Aid, *Cure Serious Wounds, and *Cure Critical Wounds: These spells replace a character's lost HP. The Aid spell can increase a character's HP over his normal maximum value, but only increases HP temporarily. Cleric class characters should always have a few Cure Light Wounds spells memorized to quickly heal the party while resting. *Slow Poison, *Remove Paralysis, *Neutralize Poison: These spells slow or remove the effects of poison or paralysis. Keep a number of these spells memorized whenever the party is anywhere near a monster who can poison or paralyze the party. *Raise Dead: This spell will bring a character back from the dead. Keep one of these spells memorized once your cleric gets to a high enough level. Other Spells Detect Magic: This spell is very useful in evaluating the items the party picks up during the game. The spell causes all magical items carried by the party to glow blue. Invisibility and Invisibility 10' Radius: Invisibility is a useful defense for a character in the rear ranks who avoids attacking. Invisibility 10' Radius is useful to hide the entire party from mystic sensors and prying eyes. Even when the party is invisible, most monsters will sense the party's general location, though the monsters get big penalties on attacks against invisible targets. *Create Food & Water: This spell is very useful in the lower levels of the dungeon where food is scarce. Be sure to memorize this spell before the party begins starving not after! Haste: This spell is especially useful when fighting monsters who are very fast. The Haste spell allows a party to make melee attacks much faster. Cast this spell on your party just before dangerous battles. Non-Player Characters There are nine non-player characters that can join the party throughout the adventure. Some are found as bones that can be resurrected. The NPC list shows the character's class, alignment, race/gender, ability scores, and maximum hit points. The list also shows the location where you find the NPC, his initial status, and any equipment the NPC has on-hand or nearby. Tod Uphill Class: Level 5 Thief Alignment Chaotic-Neutral Race/Gender: Halfling Male Ability Scores: Str: 17 Int: 11 Wis: 14 Dex: 19 Con: 18 Cha: 16 Hit Points: 32 Location Level 1, location 2 Status Dead (bones) Equipment Lockpicks Anya Class: Level 4 Fighter Alignment: Chaotic-Good Race/Gender: Human Female Ability Scores: Str: 18/59 Int: 5 Wis: 11 Dex:14 Con: 16 Cha: 9 Hit Points: 45 Location: Level 3, location 40 Status: Dead (bones) Equipment: Leather Armor, Long Sword, Spear Taghor Class: Level 5 Fighter Alignment: Chaotic-Good Race/Gender: Dwarf Male Ability Scores: Str: 17 Int: 11 Con: 19 Cha: 9 Hit Points 45 Location Level 4, location 39 Status: Injured Equipment: Dwarf Helmet, Chain Mail, Axe Dorhum Class: Level 3 Fighter Alignment: Lawful-Good Race/Gender: Dwarf Male Ability Scores: Str: 18/29 Int: 13 Wis: 11 Dex: 16 Con: 17 Cha: 14 Hit Points: 28 Location: Level 5, location 27 Status: Okay Equipment: Dwarf Helmet, Chain Mail, Axe, 2 Rations, Potion of Healing Ileria Class: Level 6 Cleric Alignment Lawful-Good Race/Gender: Half Elf Female Ability Scores: Str: 10 Int: 12 Wis: 9 Dex: 15 Con: 17 Hit Points: 52 Location: Level 7, location 19A Status: Dead (bones) Equipment: Holy Symbol Beohram Class: Level 7 Fighter Alignment: Lawful-Good Race/Gender: Human Male Ability Scores: Str: 17 Int: 9 Wis: 15 Dex: 13 Con: 18 Cha:17 Hit Points: 55 Location: Level 9, location 57 Status: Dead (bones) Equipment: Helmet, Holy Symbol, Plate Mail, +5 Long Sword called `Severious," Shield, Dagger Keirgar Class Level 5 Fighter Alignment: Neutral-Good Race/Gender: Dwarf Male Ability Scores: Str: 18/92 Int: 15 Wis:15 Dex:12 Con: 19 Cha: 17 Hit Points: 45 Location: Level 10, location 15 Status: Injured (captive) Equipment: None Tyrra Class: Level6Ranger Alignment: Chaotic-Good Race/Gender Elf Male Ability Scores: Str: 16 Int: 14 Wis: 16 Dex: 18 Con: 17 Cha: 7 Hit Points: 45 Location: level 10, location 36 Status: Dead (bones) Equipment: Skull Key Kirath Class Level 7 Mage Race/Gender: Half-Elf Male Alignment: Neutral Ability Scores: Str: 11 Int: 17 Wis: 13 Dex: 18 Con: 8 Cha: 12 Hit Points: 21 Location: Level 11, location 60 Status: Dead (bones) Equipment: +2 Bracers of Defense, +5 Dagger, +2 Ring of Protection, Robe +5, Spell Book [There were pictures of each of the NPC's here but I didn't include them! BLOW ME!] Monsters Level 1 Kobold: These creatures are weak alone, but they can be dangerous when they attack in packs. All types of weapons are effective against these creatures. The clerical spell Hold Person is especially effective against Kobolds. Leech, Giant: These creatures are slow and can only attack one at a time, but they are much tougher than kobolds and can do a lot more damage when they hit. All types of weapons are effective against these creatures, but a novice party might want to keep their distance and attack leeches with ranged weapons and spells. Level 2 Skeleton: These creatures attack quickly and can pack together to attack as a mob. The best defense against a group of skeletons is to turn them by readying the holy symbol of the party's highest level cleric. Skeletons take half damage from piercing and slashing weapons like swords and daggers. Zombie: These creatures attack more slowly than skeletons but they too can pack together to attack as a mob. All types of weapons are effective against zombies, but the best defense against a group of zombies is to turn them by readying the holy symbol of the party's highest level cleric. Level 3 Kuo-Toa: These creatures are slow and can only attack one at a time, but they can throw lightning bolts at range. When you spot a kuo-toa, sidestep its initial lightning bolt, then rush in and kill it in melee before the creature can get another lightning bolt off. All types of weapons are effective against these creatures. Flind: These creatures can only attack one at a time, but are fast and can do a lot of damage. They have a fondness for ambushes, so be ready for battle as you open doors, turn corners, and move through areas they inhabit. All types of weapons are effective against these creatures. Levels 4 & 5 Spider, Giant: These creatures are extremely dangerous due to the lethal poison in their bite. These creatures can only attack one at a time, but are quick and takes several hits to kill. The best strategy when fighting a spider is to retreat and engage the spider with ranged weapons and spells. Dwarves with high constitution scores are resistant to poison and should be in the front rank in case the spider catches the retreating party. After each battle, be sure to quickly pick up your ranged weapon ammo and keep an eye out for other spiders. Your cleric plays an important role in the party's survival after a character is poisoned. If a character is poisoned, its is best to cast a Slow Poison spell on them and look for a Potion of Cure Poison, or a friendly NPC cleric with a Neutralize Poison spell. Level 6 Kenku: These creatures can pack together to attack as a group and can throw two Magic Missile spells at range before they close to melee. When you spot a flock of kenku, sidestep until they have expended their Magic Missile spells. All types of weapons are effective against these creatures, but area effect spells like Fireball are the most effective way to break up their groups. There is an entire community of kenku on level 6. Groups of them will continue to attack the party as long as they are on level 6. Be careful not to get surrounded, and move swiftly through the level to complete your objectives before too many of the kenku are alerted. Level 7 Drow Elf: Most drow, outside of the area covered in EYE OF THE BEHOLDER, kill strangers on sight. The drow elf community in EOB has a pact with Xanathar and are used to dealing with non-drow They may even be willing to bargain with wandering adventurers. The drow can pack together to attack as a group and have a high resistance to spells. In melee, they attack with long swords coated with a short-term paralyzing poison. Use the party's maneuverability to stay out of melee with the drow and use ranged weapon attacks against them as long as you can. Skeletal Lord: These creatures are an elite force of evil warriors created from the bones of fallen heroes. They can attack quickly, are very tough, and can pack together to attack as a group. The best defense against a group of skeletons is to turn them by readying the holy symbol of the party's highest level cleric. Skeletal lords take half damage from piercing and slashing weapons like swords and daggers. Level 8 Drider: These creatures have powerful melee attacks, a high resistance to spells, and are armed with two spears that they used as ranged attacks. When you spot a drider, sidestep until he has expended his spears and then engage with ranged and melee weapons. All types of weapons are effective against these creatures, but most spells are ineffective. Hell Hound: These creatures attack with a powerful bite and by breathing fire. They are resistant to some spells. They often attack in packs, but keep sufficiently spread out to avoid area effect spells. Maneuver to keep from being surrounded All types of weapons are effective against these creatures. Level 9 Displacer Beast: These creatures have powerful melee attacks and have the power to `displace' their image up to three feet from their actual location. Because of this ability, displacer beasts are difficult to hit with melee and ranged weapons, so it is best to engage them with spells. Rust Monster: These creatures have an insatiable appetite for all metal. When you encounter a rust monster, immediately move characters without metal armor to the front rank and keep retreating to protect the party's metal equipment. While retreating, engage the rust monsters with ranged weapons and spells. Level 10 Mantis Warrior: These creatures are extremely fast and carry two weapons, a thrown dagger and a halberd for melee attacks. The halberd is coated with the mantis warrior's paralyzing saliva. When you spot a mantis warrior, sidestep until he has expended his dagger retreat to keep out of melee, and engage with ranged spells. Level 11 Mind Flayer: These creatures are almost completely resistant to magic and their invisible psionic attack can paralyze the entire party. When a mind flayer turns to face the party, sidestep quickly to avoid its psionic attack. Retreat around corners and engage the mind flayer on its flank with ranged and melee weapons. All types of weapons are effective against these creatures. Xorn: These creatures are slow and tough, do a lot of damage when they hit, and are resistant to some spells. Engage the xorn by closing to melee, attacking, and then retreating before the xorn can execute its own powerful attack. Level 12 Golem, Stone: Xanathar's stone golems are less powerful than classical golems because they are built using short cuts and non-traditional materials. Still, these monsters are extremely tough, do a lot of damage when they hit, and are resistant to most spells in the game. Engage a golem by closing to melee, attacking, and then retreating before it can execute its powerful melee attack. Beholder: Xanathar the beholder has been watching your party since you accepted the Lord's commission and knows what you are capable of doing. Defeating him will not be an easy task! Beholders are almost completely resistant to magic because of the anti- magic effects of their central eye. A beholder has ranged attacks, that can devastate the entire party. To defeat the beholder, use the tactics that have worked against other monsters, and remember the clues that you have received throughout the game. Solving Puzzles Solving puzzles is an important part of completing EYE OF THE BEHOLDER. The following are some ideas to use while trying to solve puzzles. If you are having trouble with a specific puzzle, you can get additional help in the Hints section. If you are still stumped, you can check out the answer to the puzzle in the Solutions section. Keep Track of Levers and Buttons Some puzzles are activated in one part of the dungeon and executed in another part. Record the position of any button or lever that has no obvious function. If you can't seem to get through an area, go back and change these buttons or levers one at a time to see if they make it any easier to get through. Look For Writing on the Wall If you can't seem to to get through an area, look for writing on the walls in the area. Often, writing on a side wall is difficult to spot. Some writing may only be read if the party has a character of a specific race. Look for Hidden Buttons on the Walls Always check the walls for secret and hidden buttons and bricks. Moving sideways down a wall will often make hidden buttons easier to spot. Keep Your Eye on the Compass Watch the compass as the party moves. There are a number of traps that change the party's facing. Teleporters often reveal themselves when the party's facing changes. Leave a Trail of "Bread Crumbs" If you suspect the party is being teleported when moving through an area, throw an item past the suspected teleporter. Watch the item as you move through the area. The item will `disappear' when the party teleports. Save the Game Save the game anytime you think that something could happen that would hurt the party. Save the game at the beginning of each level. If a puzzle is difficult to solve, save the game and then try different solutions. If the monsters are attacking the party thick and fast, save the game and try different strategies. If things are getting really tough, save before opening doors. Go on When all else fails, go on with the game. The party does not have to open every door, fight every monster and obtain every item to win the game. Mark down any areas that the party bypasses. If the party gets stumped in a later area, or needs an item to go on, come back and try the puzzle again. Call Freddy Kreuger's BBS! It's BACK! The Secret of Monkey Island Unveiled a walkthrough by SYNDICATE Well, after many hours of playing this game and replaying it, it's finally right here on your computer. The complete walkthrough for the Secret of Monkey Island by Syndicate. Part 1 and 2 were typed by Baron Samedi. Part 3 was typed by Dynaster. If you get a little confused while reading this file, it's probably because you haven't explored the game enough before consulting this. This is meant to be a last-ditch effort for the hopelessly lost, not a bathroom novel, so please, try to finish the game with as little help from this text as possible. We left all the interesting but unneeded stuff out, so if you just print this out and walk right through you'll be missing 99% of the fun. Also included in this arc is a save just before the end. If you're not sure you wanna take the time to play this game, load up the save and check it out. Use the rootbeer on LeChuck while he's getting ready to punh you. The humor in the end is typical of what you'll find all through the game. Part 1 - The Three trials Open Scum Bar door. Walk in. Talk to the three important pirates behind the curtain. Tell them you wanna be a pirate. When you're done listening to them, wait by the door to the right. When the cook comes out, do NOTHING till he leaves the screen. Then, walk in the door. Pick up meat and pot. Use meat with stew. Pick up meat in stew. Open door to right. Walk out to the right of the dock and step on the board at the bottom 4 times, and after the 4th grab the fish before the seagull lands. Leave the bar. Go right through the archway. Go around the citizen and into the first door on the right. Pick up rubber chicken. Leave the room. Go back up to the lookout and to the pathway behind it. Go to the clearing. Go into the tent to the left. Get the bros' attention. Ask them how much they'll pay, then agree to do it. Tell them you have a helmet and give them the pot for proof. Grab your cash and go back to town. Talk to the citizen, and tell him you know Sven. Buy the map. Go thourgh the arch under the clock and into the shop. Pick up the sword and shovel. Talk to the storekeep and buy both. Leave, and go back to the path by the lookout. Go to the fork. Go to the path at the back of the screen. Pick up plants. Go to path on left side of screen. Go right. Go left. Go right. Go back. Go right. Go left. Go back. Go right and use the 'X' with the shovel. Go back to forest path, and go to the bridge. Give the troll the fish. Go to the house and knock. Ask the guy to teach you to be better than the swordmaster, and insist that you do, in fact, have what it takes (a little persistence overcomes his doubts). Give him 30 pieces and show him your sword. When the training's done, go back to the path. Go to a spot just to the left of the fork, and just wait around for pirates to run into you. You must be standing still to talk to them. ** This is where you must learn the art of the insult. Tell each pirate ** ** to prepare to die. The battles start with your insult. Always use ** ** one you haven't heard a response to, if possible. If the pirate has ** ** no comeback, you get another insult. If he knows the comeback he ** ** gets to insult you (but you just learned a response). A fight ends ** ** when one of you 'decisively' insults better. You must keep getting ** ** fights until someone tells you you're good enough to beat the ** ** swordmaster. ** Go back to the fork. Go back. Go back. Go right. Go right. Go left. Go back. Push sign. Go right. Fight the swordmaster. ** When fighting the swordmaster, she will try to insult you. You must ** ** keep coming back with witty responses. Here's a partial but ** ** extensive list of her insults and responses we've found to work. ** ** These should be more than enough to win, but if you lose, try again. ** ** You might even want to fight more pirates to learn responses you need ** ** but don't have. ** Insult Response I will milk every drop of blood from How appropriate, you fight like a your body. cow. My tongue is sharper than any sword. First you better stop waving it like a feather duster. No one will catch ME fighting as bad You run THAT fast? as you. I usually see people like you passed So you got that job as janitor after out on tavern floors. all? My name is feared in every dirty So you got that job as janitor after corner of this island. all? I've got a long, sharp lesson to And I've got a little TIP for you, teach you today. get the point? Every word you say to me is stupid. I wanted to make sure you feel comfortable with me. My wisest enemies run at the first Even before they smell your breath? sight of me. I've got the courage and skill of a Lucky for me you don't use them. master swordsman. Now I know what filth and stupidity I'm glad to hear you attended your really are. family reunion. My last fight ended with my hands I hope now you've learned to stop covered with blood. picking your nose. A Now go back through the town, to the governor's mansion. Use yellow petal with stewed meat. Give meat to dogs. Go into the mansion. Take vase. Go into door next to vase, and watch the fun. Go back to town and talk to the prisoner. Go to the store and ask for a breath mint. Go back to the prisoner and give him a breath mint. Give him the gopher repellant. Open the cake. Go back to the gov's house and walk to the gaping hole in the wall. After more fun stuff, Shinetop throws you in the sea. Pick up the Idol, and you'll take a sword and get out of the water. Go to the fork and follow the instructions above to get to the swordmaster's house again. Tell her about the governor. Go down to the shore. Walk to the pole. Use the rubber chicken on the cable. Climb down and go into the house. Tell the tattoo guy about the governor. Suggest that you get a crew together to get her back. Open the small door. Touch the bird (any verb should work). Go back to the path. Go to the lights (Stan's Used Ships). Tell him you don't have much to spend. Go to the Scum Bar. Take any 2 mugs. Go into the kitchen. Use ONLY ONE mug with the barrel of grog. VERY QUICKLY run for the jail cell. After going through the second arch, use mug near death with the other mug. Go to the prisoner's cell, and use the mug on the lock. Go to the shop. Tell the shopkeeper you need credit. Tell him you have a job, any job will do. ** This is VERY important. He will open the safe to get a note out. ** ** When he realizes you don't have a job he'll open it again to put it ** ** back. You MUST WATCH VERY CLOSELY. This part changes from game to ** ** game. The easiest way to remember is just keep track of where the ** ** handle changes direction. If you screw up, just leave the shop and ** ** come back in. He'll keep on doing it over for as long as you need. ** When you're sure of the combination, ask him to get the swordmaster. When he's gone, go to the safe. Pull the handle for counter-clockwise turns. Push the handle for clockwise turns. If you get it right (eventually, you will), it'll open by itself. Go back to the used ship salesman. Ask for the cheap ship, and tell him you want it on credit. Make him an offer. ** This next part really sucks, but what do you expect when you're ** ** dealing with a salesman? It seems the fastest way to get the boat ** ** is to offer 2000, 3000, 4000, 5000. Then start to leave but come ** ** back. Offer 5000 again then start to leave and come back. Offer ** ** 5000 one more time and he should give in. If not, just be ** ** persistent. ** Go back towards town. When you get to the dock you'll meet up with Stan and your Crew. Thus ends part 1. Solve for part 2 follows. Part 2 - The Journey Pick up feather pen and ink. Open drawer and look inside. Walk to rope ladder. Take the Jolly Roger. Go back down to the deck. Walk to hatch. Walk to door. Open cupboard and take cereal. Open cereal and look at the prize you get. Pick up pot below and to right of cupboard. Use business card in fire. Go up the ladder and down the next hatch. Open a keg on the left. Pick up rope. Open chest at bottom right of screen and look in. Go back to the captain's quarters. Use small key in cabinet. Take and open chest. Look in it. Go back to the kitchen. Use cinnamon, wine, gunpowder, key, cereal, Jolly Roger, dusty book, ink, pen, breath mints, both t-shirts, and chicken with pot. Peel yourself off the floor and go back to the cargo hold. Open the kegs on the left again. Go up to the deck. Use rope with cannon. Use gunpowder with cannon nozzle. Use pot. --- THE ISLAND --- (Part III) Go to the shore of Monkey Island. On the shore pick up the bananna. Go an inch or so north-east to a monkey... give him the bananna. NOw, go to the beach to your far north (a little bit west also) and grab the message (from now on grab all the messages, they are not prereques., but they can come in handy!)... You will next go to the fort... Here you take the rope and spyglass. Push the cannon and gun powder and a cannonball will fall out, take them both. Now go east on the map to the "Riverfort" and go up the two clifsides... On the top you will take a rock and then roll it down the side, this will end up hitting the tree on the south shore... go back down and on your way out grab the flit (which appears with a note by the dam)... Then take the gunpowder and use it with the dam... use the flint with the magnetic compass or anything metal and it will cause the destruction of the dam... Go to the pond from here (at the river's end and get the rope)... Now go back to the south shore and grab the two bannanas... give them to the monkey... go to the crack and then use the rope on the rock... then go down the rope and use the second rope on the strong stump... now go down and grab the oars... go back up and then go back to the rowboat off the south shore... you will then go along the eastern coast of the island around the east side and up to the northern shore... get out of the boat here and go to the village... At the village you will take the two banannas... Let the cannibals put you in prision and once you are in there take the skull and pick up the hidden board in the floor... this way you can escape... Go back to the southern shore and go to the monkey... give him both banannas (hungray eh?), now that he is fulk he will follow you around... lead him northeast untill you come to part of the island that looks like a penisila... there will be a clearing in the center of the area... take him here and pull on the nose of the totem pole... move away and he will do the same... now you can go through the gates to the monkey face... you will see a "little wimpy idol", take this and go back to the village... before they lock you up again give them the idol and they will let you in the hut. Go into the hut and take the bananna picker... when you leave the hut you will see the civilian (again!) and you should give him his bananna picker... in return you will receive the monkey head's key (a cotton swab)... you now go back to the clearing (southern shore) and use the key in the huge monkey ear... ta da! it will open up... -- LOST IN HELL? -- If you dont like mazes do not go to into the monkey's face... instead go back to the village and talk with the cannibals... ask them about the navigator and they will tell you that they can't give you him... while they are chatting among each other give them the literature you have on navigation and they will give you their navigating head... you will *NEED* him in the catacombs (even if you can get through the mazes)... -- HELL (CATACOMBS) -- Use the navigator and look at his head when ever in doubt (this can be tricky!)... He will lead you to the ship... To get aboard the ship you must ask the navigator 5 times (nicely! PLLLLLLEEEEEAAASSSSEEE...) to give you his necklace... He will break down and give it to ya... Go into the hatch and to the right and pick up the chicken... all you get is a ghost feather... use this on the sleeping drunk in the next room TWICE and he will drop this mug o' grog... then go to the captains room and use the magnetic compass on the key... (cling!) got it... Go downstairs and open the hatch with the captain's key... go down here and use the grog in the rat's dish... he will die off permiting you to take some of that grease... then take the handful of grease and use it on the squeeky door, it will now open and you can take the ghost tools... take the tools down to the glowing crate and use them with it, this will yeild the magical root!!! Go back to the village and it will (automatically) give the cannibals the root... they will make you the seltzer with it, but when you get back the LaChuck ship is gone and he is off marrying your hoe... -- The End: Ghostbusting -- You will then return to the first island and there will be a gost awaiting you at the dock... use the seltzer on him (Want some root beer?) and to the same thing to the ghost in the middle of town on your way to the church... once you are in the church you will stop the marriage of LaChuck and then he will give you a love tap that will send you flying like you did when you went out of that cannon... you will land in the grog machine, which LaChuck is nice enough to help you out of...then he will continue to beat you ass untill you pick up the root beer beside you and use it on him... The END.... I hope you enjoyed this adventure and make sure you get all the other Lucasfilm games... Also don't be afraid to do ANYTHING in this game--- i was unable to find a way to die! Special Hi's to The Shadow and Lucasfilm (the only software company we'd miss school and work for so we could stay up all night and play their games)... ================================================================ ===== ===== ===== The Secret of Monkey Island ===== ===== ===== ===== Walkthru By Baron Samedi and ===== ===== Dynastar of Syndicate ===== ===== ===== ================================================================  Autographix 101 Special Backgrounds for Havard Graphics ------------------------------------------------------- Keyed in by JaSon EliTe of the Evil Force ----------------------------------------- Autographix 101 Special Backgrounds ----------------------------------- With Autographix 101 Special Backgrounds, you can make your Harvard Graphics charts look as if they had been produced by a graphic artist. The extensive color palette and dramatic designs enhance your charts for more effective presentations. And if you have your logo reproduced on an Autographix Special Background, you can give every presentation a professional look. In addition to the Special Backgrounds, Autographix gives you 100 colors in a special palette option that enables you to create your own 16-color palette for use with Harvard Graphics. Autographix provides 101 Special Backgrounds: * 30 geometric backgrounds * 70 shaded backgrounds * One very special background created for your company logo, at your request There are no installation or memory requirements for using the Autographix Special Backgrounds. The backgrounds you select are applied directly to your slide files at the Autogrpahix Service Center. The 101 Special Backgrounds and the 100-color palette are easy to use. Just follow the simple steps in the sections below. Using Special Backgrounds ------------------------- It is important to decide which Special Background you want to use before you select colors for text and other objects in your charts. The Special Background replaces the palette background colour. Make sure that test and other foreground objects in your chart will be clearly visible against the special background you choose. For example, if you choose one of the Special Backgrounds that are shaded with black, you probably should not use black as a color for text or other objects in the chart. After you have chosen the Special Background you want to use, you create your charts in Harvard Graphics as usual, and put them in a slide show. Then you exit from Harvard Graphics and use the ToAGX communications utility to create a work order for slides with Special Backgrounds. Follow the steps below to use ToAGX for Special Backgrounds. 1. Start ToAGX and select the slide show you want to send. 2. Select the number of copies of 35mm slides, color overhead transparencies, and color prints. 3. Choose Select special background and type the number of the Special Background you want for each chart file. Press Enter after you type the Special Background number. *NOTE: Identifying numbers for Special Backgrounds are printed at the bottom of each color background sample. 4. After you have typed the Special Background number and pressend the Enter key, press F10 to save your instructions. Send your order to the Autographix Service Center, and we do the rest. Customized Logos ---------------- Four sample coustomized logos are shown at the end of the standard Special Background illustrations. If you want Autographix to create a Special Background using your logo, all you have to do is send us artwork or drawings of your logo. Autographix will provide a suggested layout design and estimated price for your approval. For more information about Special Backgrounds or customized logos, please call Autographix Customer Support at (800) 548-8558, ext. 1000, or in Massachusetts, (617) 272-9000 ext. 1000. If you have a customized logo, you use the identifying number that Autographix has assigned to your logo. Using the Autographix 100-Color Palette --------------------------------------- The 100-color palette shown facing the first page of Special Backgrounds gives Harvard Graphics users a full range of colors to choose from. Each square on the chart shows the RGB value number you use to create the color. To use the Autographix 100-color palette, follow the steps below. 1. Start Harvard Graphics and select the Setup Menu. 2. Select the Color Palette option, and type AGX for the Palette file. 3. Choose the colours you want from the palette shown in the booklet. Then type in the new Autographix RGB color values in the right hand column under Recorder. *NOTE: If you are using Harvard Graphics version 2.12, you should enter the values under Output. 4. If you have an EGA graphics monitor, and you want to show approximate RGB values on the screen, type the RGB values from the palette in the left hand column under Screen. Refer to Appendix B-15 in the Harvard Graphics manual, "What the Screen Numbers Mean," for information about screen variances. 5. Save the palette by giving it a new name. Then press F10. 6. Create a slide show with your Harvard Graphics charts, and preview the slide show for accuracy before you use ToAGX to send it to an Autographix Service Center. Important Notes about Palettes and Color ---------------------------------------- Please read the following notes and comments to make sure that your slides, transparencies, and color prints are what you expect. Chart Color Combinations ------------------------ Chart colors help you emphasize your message. But remember, too many colors are confusing. A limit of five colors in a chart is a good guideline. When you have a broad spectrum of colors to choose from, try to narrow the colors you select to a specific colour group. For example, choose your colors from the primary warm, or cool color groups. Red, blue, and green, the primary colors for slides, are good for business graphics because they all contrast with each other. To emphasize one or two elements in a slide, you can use a warm color, such as red, orange, or yellow, to contrast with the cool colors, such as blues, greens, and violets. Or you can reverse the scheme, and use a cool color to emphasize an element in a slide where other text or objects are warm colored. Starting With a Palette Other Than AGX -------------------------------------- If you type the Autographix 100-color palette values in a palette other than AGX, as, for example, HG.PAL, you must change at least one Screen value after you change the Recorder (or Output) values. If you do not change a Screen value, the Autographix Service Center uses default colors instead of the colors you selected. Transparencies and Color Prints ------------------------------- Color contrast is greater in overhead transparencies and colour prints than in slides. This means that dark colors appear darker and light colors appear lighter. For example, dark blue might look black, while pale yellow might look white. You can call Autographix Customer Support for a free overhead transparency that shows how AGX,PAL colors look on overhead color transparencies and color prints. Special Palettes on Systems With Two 3.5" Drives Only ----------------------------------------------------- If you have two 3.5" diskette drives and you are using a changed palette, be sure to copy the new palette and HG.CFG files onto the ToAGX disk before you use ToAGX to send your order by modem or copy it to diskette. For more information, please read Appendix B, "Using ToAGX with a Two-Drive System," in the ToAGX User's Manual. Remember that the .PAL file on the ToAGX diskette is the palette that is used for all subsequent slide shows you send to Autographix. You can change the palette on the ToAGX diskette by following these steps: 1. Copy the palette and HG.CFG files from the ToAGX diskette to the Harvard Graphics diskette, or some other diskette, to save the information for later use. 2. Delete the palette and HG.CFG files from the ToAGX diskette. 3. Copy the next palette you want to use, as well as its HG.CFG file, to the ToAGX diskette. Text Suggestions ---------------- For text-only charts, use different heading sizes to differentiate between titles and subtitles. use underlining, italicizing, or contrasting colors to highlight key points in your text. But remember, too many font attributes or colors can be confusing. If you are using a special background, remember that the color of text and other objects should be chosen to contrast with all of the shades in the background. If you are planning to use color prints or overhead transparencies instead of slides, you should keep text sizes as large as possible. Very small text appears fuzzy in prints and overheads. Customer Information -------------------- To talk directly with an Autographix Customer Support Representative about the steps for using Special Backgrounds, creating a customized logo, or using the 100 color palette with Hardvard Graphics charts, call Autographix at (800) 548-8558, ext. 1000, or in Massachusetts, (617) 272-9000, ext. 1000. We are happy to help you in any way we can to get the most out of Harvard Graphics with the 100-color palette and the Autographix 101 Special Backgrounds. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -END OF DOCUMENT- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JE.... Supplied by Jason Elite of Evil Force The Full Docs Of BOOLY From LORICIEL! ------------------------------------- I.LOADING THE GAME: Insert the BOOLY disk in your internal drive and switch on your computer. II.PROTECTION: At the beginning of the game you will be asked to look for a specific word at a precise page of this manual:type this word on your keyboard and press .If you give the correct answer, you will be through with this rather unpleasant phase.Otherwise, we will give another chance, but it will be the last one...If you give two wrong answers, the disk will catch fire and your address will be at once given to competent authorities. III.CONTROLS: Use the mouse to control the game on Atari ST/STE and Amiga.On Amstrad CPC/CPC+, you can use the joystick or the keyboard.On IBM PC & Compatibles, you can use all three of them. IV.THE GAME: BOOLY is a simple game: you just have to bring all the objects you see on your screen to their "GOOD" state which is indicated on the control panel. For example, all the blue squares on the first level must become grey.You click on the objects to reverse their color.But, as we like to make things difficult for you, some of the objects may be connected, so if you click on one of them, others may react too and be reversed.Normally the connections are invisible but you have the possibility to see them by simultaneously pressing the two buttons of your mouse, or by pressing the key (if you don't have a mouse).If you choose to see the connections, your time potential is discounted pretty rapidly, so be moderate... Click to quit. To win a stage is very satisfying and allows you to score a number of points equal to 50 times the number of seconds you have left on the chronometer. These points will be a great help for you to play the next "CHALLENGE" stage. When you win a "CHALLENGE", you have access to a code that you will use next time you play in order to start from the level you won. V.TIME: At the bottom of your screen , you can see two chronometers: the first one shows the remaining total time, the second one shows the time left to the current player.In case of a one player game, they show identical times. VI.CHALLENGES: At the end of each "LEVEL", that it, after solving three stages, you arrive to a "CHALLENGE" stage.The rule of the game remains the same:all the objects must be turned to grey. The main differences between these stages are: ---------------------------------------------- .You play on the whole surface of the screen, that is, 10x6 objects. .The objects have 3 different states instead of 2. .It is impossible to see the connectors. .The time available to you to solve a stage depends on the number of points you scored at the previous "LEVEL". .If you win a "CHALLENGE" stage, you get 50.000 points and a one minute bonus for the next stages. .To loose a "CHALLENGE" is not eliminatory, but you ill be brought back to the same "CHALLENGE" stage till you find the solution. .There is no bonus for these stages. .A player disqualified during a "CHALLENGE" will get back into the game at the next level. During a "CHALLENGE", you have the possibility to see the time you have left by clicking on the right-side button of the mouseor by pressing the Space Bar on CPC.To quit the "CHALLENGE" mode, click twice on the upper left side of the screen. VII.SEVERAL PLAYERS GAME: In a several players game, each player disposes of 5 tries before passing, as well as a certain time corresponding to a total time divided by the number of players.Only the one who solves a stage will score,and the player supposed to play right after him will begin the next stage. VIII.BONUSES While playing, you will notice that some of the objects can get you a bonus. You get this bonus when you solve a line (horizontal,vertical or diagonal), and the more objects there are on this line, the more bonuses you get.If you simultaneously solve several lines, you grow very rich... It's up to you to discover the ropes of the system. IX.OPTIONS You go this panel by clicking on the right-side button of the mouse or by pressing the Space Bar on CPC. You quit the same way. __________________ / GOOD / START / ------------------- / MUSIC / EDIT / ------------------- / OPTIONS/ PLAYERS/ ------------------- / LOAD / SAVE / ------------------- / RESET / ------------------- .The "GOOD" icon: shows you in which state you must turn the objects in to complete the current stage. .The "START" icon: allows you to start a new game.If you wish to start at a precise level, just type the code corresponding to the level you chose. .The "MUSIC" icon: the music panel allows you to choose from 4 different musics for your game.To quit, just click on "EXIT". .The "EDIT" icon: the editor allows you to create and save your own stages. To use them in a game, just ask for it in the panel of special options. The following choices are available to you: ------------------------------------------- .To place an object. .To remove an object. .To place a connection. .To remove a connection. .To move an object. .To erase the stage. .To generate an aleatory stage. .To load or save up to 1.000 stages. N.B: You will not have the possibility to create an unsolvable stage with the editor as the program checks all the mistakes and corrects them. . The "OPTIONS" icon: by clicking on this icon, you reach a second panel of options that will allow you to give the game the parameters you want. .Possibility/no possibility to see the connection. .Scroll interrupter. .Bonuses/no bonuses. .Loading your editor file as a game file. .Music/no music. .Play on aleatory boards. N.B: These options are automatically saved when you quit the scores board.(No saving option with the tape version). N.B: Any modification of the options marked with a red triangle will re-initialize the game. .The "PLAYERS" icon: allows you to change the number of players. Be careful: to use this icon will re-initialize the game. .The "LOAD" and "SAVE" icons: allow you to save a current game and to resume it when you want (not on CPC tape).All the options and parameters of the game are saved. ATTENTION: All the saving procedures in the editor or in the game must be made on the original disk.So, avoid write-protecting it (there is no saving option on the tape version). .The "RESET" icon: by clicking on this icon, you open the security panel and you start the alarm-signal.If you confirm the "RESET", you quit the game. ------------------------------------------------------------------------------ ced on-line by selecting PMS switch 3 and pressing UP cursor. They are controlled through the SS Display. The SS Display operates in three Modes. The 9 and 3 keys on the numeric keypad scroll through the three Modes, and the lights on the right of the display show which is currently active. WEAPONS Mode One allows the player to select one of four different systems to be active. The 7 and 1 keys on the numeric keypad scroll through the four items, with the currently selected item both appearing in the PMS display, and being highlighted in the Secondary Systems Display. The first unit is the Plasma Projector. This is mounted on a pod beside the helmet visor, and fires directly forward. Press FIRE to operate the weapon. The second unit is vacant at the beginning of the game, but could be used for a second weapon or for another device. The first applicable device picked up will be loaded into this slot automatically; should you wish to change devices, drop both, and pick up the actively required device first (the other will be stored in the backpack). The third unit is the Energy Transfer Probe (ETP). If the ETP is selected and on-line, it flashes when brought into the proximity of a system with which it can interact. The ETP can drain power from Fuel Cells to on-line Energy Banks. It can also provide power to start-up Field Generators and other systems. The fourth unit is the Sonic Key. If this is selected and brought on-line, it alters the Icon Strip Display to show the sonic codes known to that Key. To operate, first select 1-3 icons from the Strip by scrolling the icons with the < and > keys and using SPACE to select. Selected codes are transferred to the Key Display to the right (loading a fourth code clears the display). Press FIRE or RETURN to activate ("play") the Sonic Key. If the correct code(s) are played, the Key can operate almost any device in the Complex. If the Key is played without any codes loaded (or if F9 is pressed), it will Interrogate a system within the Complex, seeking to discover the right combination. This can be attempted more then once. An Interrogable system within range of the Key causes its on-line indicator to flash red/green. If the Interrogation is successful, the Key will draw the code from the system, and this can then be played back to operate that system. Should the PA's Key not know the relevant Code, Interrogate will be unsuccessful. However, some systems can give the Volunteer extra codes, which can then be used from then on. SECONDARY SYSTEMS - CAMERAS The other two Modes for the Secondary Systems Display refer to the operation of Remote Cameras. Mode Two is Reception Mode. If the Sensory Array PMS is on-line, pictures from a camera which has been placed and activated can be viewed. Up to four cameras can be monitored, and the active camera is selected using the 7 and 1 keys on the keypad. Mode Three operates in much the same way, but allows the joystick to be used to control the camera (in Mode Two, it still controls the PA). Standard cameras can pan left or right and can be zoomed in or out using the joystick. By pressing FIRE simultaneously moving the joystick up or down, the Camera tilts up or down, in the same way as the PA. The special `Parrot' camera (Camera 1) is mobile and, therefore, the joystick actually controls its movement through space as the PA is moved. It cannot be Zoomed in and out; however it can fly closer to its target, which has the same effect. Note that by pressing 5 on the keypad, you can have the Parrot return to you, provided that you are in the same room. TAKING/DROPPING OBJECTS The Cellular Backpack carried by the PA can carry up to 16 items. Except when used with the Sonic Key, the Icon Strip shows those items which are carried in the backpack. To drop/place an item, select it by using the < and > keys to scroll through the items, and SPACE to select. Certain items require a Sonic Key sequence to be activated. These can be Interrogated to obtain the code, using the normal procedure. Items can be picked up throughout the Complex by reversing the procedure. First, make sure the Icon Strip window is over a vacant space, then approach the object. When it flashes in the window, it can be picked up by pressing SPACE. MISSION ABSTRACT THIS DOCUMENT IS CLASSIFIED UPMOST SECRET This document, and the enclose holo-stills from classified vid-cube footage, contains all the information the War Council of the Democratic Union possesses about Cybercon III, its central Brain Stem, and the Defence Complex at Mount Adam. Thanks to intelligence gathered at enormous cost, the WCDU has discovered the previously-unknown location Brain Stem of the Cybercon III system. The Defence Complex was constructed alongside the development of Cybercon to provide a sterile, hermetically-sealed environment for the Brain Stem, which is the core Command Centre for all Cybercon's activities. Sensory and reconnaissance data indicate that the Defence Complex was designed to provide access to technicians and inspectors through a heavily guarded entrance on the west side of the mountain. This was sealed by Cybercon at the beginning of the current emergency. However, it seems that a second entrance on the south side was also constructed, and was left as a deliberate blind spot or fail-safe by Cybercon's creators. This entrance will admit a single operative, after which it places an energy seal across the portal until the operative returns, or the Complex's sensors register no life signs. It is proposed that a single Volunteer enter the Defence Complex, with a view to achieving one of two favourable outcomes. The first is the complete neutralisation of the Brain Stem, which would effectively bring to an immediate halt all Cybercon's activities worldwide. Failing that, the operative should seek to dismantle the force wall that shields the Complex, so that additional forces can be admitted to achieve the primary objective. MISSION PARAMETERS; OBJECTIVES AND RESOURCES The Volunteer will enter the Complex by the southern entrance at the earliest opportunity, in co-ordination with a diversionary show of force at the main entrance by WCDU forces. The Defence Complex is a multi-layered, tri-dimensional combat environment, designed to provide a graduated response to any attack on Cybercon III's Brain Stem. It must be stressed that, like Cybercon III, the Defence Complex has an auto-diagnostic defence capability, which uses its resource to complete its function, free from human agency or control. However, there are two key advantages for the success of the mission. First, although self-contained, the Complex was not designed to completely deny all human interface. Before the Cataclysm, accredited human agents were admitted to carry out construction, logistic and maintenance missions. This means it is not a function of the Defence Complex to isolate itself and the Brain Stem, and there exist within it control centres, equipment and facilities designed for human operation. Second, to the best of our knowledge, Cybercon III is not controlling the Defence Complex; the two systems remain largely independent of one another, as they were designed to be. Cybercon appears to have raised the Defence Condition of the Complex to its highest rating, hence the force wall. It is also sensible to suppose that Cybercon can dispose of its own resources within the complex. However, it seems that the Complex is not operating in a way to deny all human access. Once he has gained admittance, the Complex should be user-friendly to the Volunteer at a basic level. That is to say, there will be heat and light, no unshielded radiation sources, and all interfaces - such as doors and lists - operate normally. The Volunteer should, therefore, be able to move around relatively freely, within the normal design constraints of the Complex. To further enhance the prospect of a successful mission, the Volunteer will be equipped with a Maintenance Exo-Skeleton (MES), which used to the common protective equipment for technicians and programmers working with Cybercon. The MES was discovered at a military airbase abandoned as surplus by Cybercon, and has been fully upgraded and reclassified as PA. The armour's value is that it shares common systems with all Cybercon-originated equipment - including the Defence Complex. The Volunteer should be able to use the PA in the Complex environment, and should find additional systems and internal interfaces will be compatible with the PA. To augment the utility of the PA, as much ancillary equipment as has been possible to configure to its interface has been added. Defensive equipment has been taken from a disabled Cyber-wheel robot, providing the Volunteer with a 25mm Plasma Generator and full Stasis Field generation. Additionally, a Sonic Key, the basic interface tool for communicating with the Defence Complex, has been equipped. It is important to recognise that - due to the extreme urgency of the mission - evaluation tests in the equipment has been limited. However, its ancestry with the Cybercon system should mean it provides adequate resources for the job. THE HISTORY OF CYBERCON The following information is provided as background. The WCDU cannot be sure that the information is wholly correct, nor does it surmise that it provides any intelligence directly relevant to the mission. Cybercon's origins lie in the power struggle between the Confederate Democratic Union of States and the Alliance of Holy States, latterly known as the Southern Alliance. The residual weaponry of totalitarian regimes overthrown by the mass revolutionary movements which pre-figured the Alliance gave it an immediate advantage in the initial phases of the war with the Union. The Union's technological advantage was partially offset by these weapons, and by the sheer weight of numbers on the Alliance side. During the first phase of the war, when parts of Europe were overrun, the Union was unable to cope with the command and control of its diverse weapons systems. Control foundered at the interface between human policy-makers and electronic `minds' of the advanced weaponry. At this point, amidst great secrecy, Union scientists provided an answer:- Cybercon, a cybernetic artificial intelligence which did not need human guidance for individual commands, but which operated within the set parameters of the Union's requirements. Only Cybercon, it was argued, could operate the military resources of the Union swiftly enough to meet the multiple threats in each theatre. The overwhelming nature of the threat to Union security was the simple justification for the enormous expense of the project. When Cybercon came on-line, people throughout the Union breathed a sigh of relief. As it took control of the Union arsenal, as it developed new defensive weapons, and as it utilised those weapons with incredible response rates across the globe, the threat from the Alliance began to recede. But ultimate peace could not be obtained by holding the enemy at bay. Though the Alliance's primitive defence capability had been neutralised, the potential of billions of people might still be exploited; the Alliance might still overwhelm Cybercon. With this in mind, the Union continued to pour money into development, and the finest cybernetic scientists of their generation were co-opted into the project to conduct advanced research. Cybercon evolved into a second entity, now given the power to make offensive war against the enemy. The resulting collapse of the Alliance was rapid. Cybercon II's processing was now even more intricate, yet still incredibly fast, allowing it to plan and control its offensive campaign to a degree unimaginable to any human commander. Within three months, the final outcome of the war was no longer in doubt, although it took six years to quell the last bastions of the Alliance. During that time, Cybercon passed into the third stage of its evolution, and the cloak of secrecy which had veiled its activities became an impenetrable wall. Although outward signs of Cybercon's activities remained - at the airbases and missile sites it maintained and utilised, and through its communications with its human `masters' - the location of its key centres became the subject of almost mythical conjecture. Cybercon was hidden away even from the natural curiosity of its political overlords in the Union; increasingly, it also reduced its dependence on humanity for any of its vital functions. Powerful armoured robots conducted its war operations, others ran factories producing vital equipment and stores. Slowly, the number of human beings directly interfacing with the various sub-systems dwindled. Cybercon III was independent, self-sufficient - and answerable only to its own logic programs. Almost inevitably, there came the disastrous price to be paid for such folly. Like a thunderclap from a clear sky, Cybercon released the full range of its advanced robotic and cybernetic weaponry against the world. Simultaneously, every great city in the world was vaporised by nuclear weapons, fired from bases which were themselves rendered inoperative by auto- destruct mechanisms. Within hours, all human agencies of government and policing were destroyed. The survivors, abandoned and helpless, asked "Who did this to us? Which of our enemies has Cybercon failed to defeat?" The answer became clear only slowly - Cybercon itself was the culprit. Humanity had made the mistake of divesting too much responsibility to a soul-less machine. Cybercon interpreted its prime directive - the preservation of the Union and saw the greatest danger to the Union as its own people; had it not destroyed all other threats? Following such remorseless logic; Cybercon preserved the Union by destroying all within it. Even the destruction of its bases and outward sub-systems was deliberate; with no viable target for them to be used against, they were destroyed to prevent any part of their technology entering human hands. Human survivors, in rural areas, wastelands and sheltered country, were easily herded and culled by Cybercon's advanced Cyber-wheel robots. But a few were capable of resistance. The revived WCDU has fought Cybercon for several years, with some small success against lone Cyber-wheels or isolated sub- systems. But those success have merely focused the mind of the machine back on the human problem. Once more Cyber-wheels are rolling across the land, seeking out survivors and nests of resistance. This time, Cybercon will not rest until all human life has been eradicated. THE DEFENCE COMPLEX The WCDU discovered the whereabouts of Cybercon's Brain Stem through good fortune and painstaking research. An exploding Cyber-wheel broke upon a vestigal underground command facility dating from the late 21st century. Within, the WCDU discovered theoretical documents about a self-supporting command centre, with access to all necessities within its perimeter, and yet which would be small enough to be practically invisible. The ideal location, the document theorised, would be beneath a mountain which had both rich mineral resources and flowing ground water sufficient for industrial power and cooling purposes. The Brain Stem - Cybercon's central command facility - remained undiscovered at that time, despite all efforts. Cybercon's communications systems were deliberately intricate and arcane, to make tracing signals back to their source impossible. However, the original belief had been that the site could be tracked by monitoring all the activity of Cybercon's robots. Sooner or later, it was theorised, equipment, fuel, replacement parts or other items would have to be delivered there. The document showed this might not be the case - Cybercon's Brain Stem could be completely isolated. The WCDU's resources were switched at once to a major search to find a site with the requisite resources. That site is Mount Adam. Surviving geological data records showed Mount Adam to be a site with great potential. It is undistinguished and lies some distance away from pre- Cataclysm urban centre or geological `hot' zone. Reconnaissance then discovered two heavily-camouflaged entrances, both shielded by an impenetrable force wall. These entrances must date from an early incarnation of the Cybercon, when human agents had access to the facility. Cybercon appears to have attempted to further conceal the main entrance by means of triggered land-slides. Our knowledge of what lies beyond the Force Wall is extremely limited, but we do have some intelligence from early vid-film taken inside the complex during Cybercon's earlier incarnations. The Defence Complex's sole function is to provide security for Cybercon's Brain Stem, although the facility also manufactures and recycles robots, and operates mineral mines, power plants and other stations. The Force Wall and Mount Adam itself provide proofing against thermo-nuclear blast or conventional externally-supplied high explosive. The Defence Complex is designed to provide proofing against infiltration by commando, terrorist or special forces - a sign that the design of the Complex was supposed to permit more general human access. Captured vid-film shows the bulk of the complex consists of inter-connecting passageways, rooms, shafts and trenches. In theory, the Complex could have several thousand such units, although the likely limit is about 500. Further, the Complex is divided into a number of discrete sectors, which connect only at a limited number of points. The Sectors have extremely variable designs, aimed at disrupting intruders' learning patterns, and to test their capabilities against a number of different defence environments. Passive defence plays a considerable part in the Complex's design. Approved human agents were equipped and trained to access only those parts of the Complex required by whatever mission profile they had. Low-grade security was provided through a Sonic Key, which would be issued to the operative before he entered the Complex. These keys exist for all manner of Cybercon's facilities, and operate by playing audible tones to a sensory instrument. By issuing a key containing a limited number of tones, the Complex effectively restricted the equipment any operative could use, and complicated the approach routes to the Brain Stem. Although some doors within the complex operate sensing the approach of a human or robot, others require a Sonic Key code. The Union has obtained such a Key, which gives the Volunteer low-grade access to most levels of the Complex. The operation of the Key is the same whatever the end device may be. In some cases, the required code will be displayed on or near the instrument; in others, the operative would normally have been expected to know the required code. END OF PART 1 - PART 2 COMING IN DOC DISK 33ich floor you are on, and which others the elevator serves. The second shows if the elevator is on your floor, and if it is ascending/descending. Inside the elevator car, the Sonic Key sequence for each floor is indicated on the rear wall. One important refinement has been added to the Sonic Key supplied to the Volunteer. This is an interrogate function. 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ZA}9bFA(G6< RfNt/DuR=Ri?}?l[jb5F<)MR om1zxa} g4bj?*{\|) 6aO3RvLFwQ<.ANΎBNw7wZDhN& 2ܿ.Rj!8~bDV(D6шI"o_EI5ʱC& A,rMr W6:,PëAŸ$4Q'@Rg_Q/ ;+$,q"3ZܐQ?I$/ 1[E`IQ dLW$X?߆E $Q& ت"aVD Kn ?8ې0;twg!g &  N:J:pڥ8("[DGC ][xW b:'?'fB</0 Ѽo;3ϛUXv3v?Y~]BD0{?!޸[ >sp2[n"7j9P?сLȄ#Ã-U Fd#DZg7" p?7BY/.*PМ{3Kxp|<m79!i>=&QiA>[F"͸xrP;$E'4B\x֡)gD"1ya@ݳrVgP4 [/ faFp1I(Ap7Z\#PĄ0LC=Ngy`IiktV߶/4R[X?,"8H#SGf0pT/̚vPvׄV<f`btCN"~Y؃5U@8AU* b!Hxp4RHyAP~  !0VaD~ydVpb$X/ zY84amELd_K!\DQ>?~?8rY8H<Fq/ U"aY[K?x]BFY8>Z a0QW8qLX/Y.8 Tb {?DaH%ΐl4IUr)X$Y8`|F|Ch BAO݅%P%DYyI@/ "^Bj'PD>7QR ?' @N', < ߍ43L՘Ӣ*Y9pFɝzbD/F{V-YczqxRD TTkvτt`=py`M 8+]:(I1b{xP373ي @WH0Rx}|ѣP(ӮN-o!(Zב`xbP4 ) Ɛ);HP\QnnDx+U #6?4F&p!aP0R4 T.s4&!^IT?U z 9_"Eݽ(VT-fpclf(W=p:Zau#׆d"ڏI5#z |b ;2אT! pO Xݫ_#2U_޿%>ѮQup0&^^ 2_#C1M)(9aCpH?ym*гp~T2T: yB"I 3 0@[l`/<9v<[,a]Fp%M,O0GPvY+v.9`aWcQDi˻Z0ukB3*1^Ka$c<|-`zՔP!k Lv'/w4 ćҧ^{$X4Z f=zIHp9AͳϡH8GE+CJ߄.OmSQ!6 §˯kB7ۤL?z$Oc-`3o E6Yma)38Y]PuR]⹒2g?<#(~=rXQ>p0\?vr) ƽ;a ~Naلx.fyF (RmDꅣ%7cA "U%х `*:Y$t p Wm^dSupplied by Jason Elite of Evil Force DOCS FOR DEMONIAK BY VOLTAIRE Demoniak has arrived. This is not good news. This Demoniak dude you see, is a large demon from a parallel universe, who enjoys enslaving entire planets. NORMAL future mythology would have mankind's shiny space fleets whizzing out and bombing the beast. Mankind's state, however, in this future view, bears sad similarities to the present day. The world's in a mess & we couldn't organize a round of drinks in a distillery, let alone a galactic strike force. Thus world saving is left in the hands of private enterprise. Luckily one man has his act together, a certain Doc Cortex, the cleverest man in the entire universe. He gathers together a band of misfits to help him build the ultimate bomb, the only thing that can stop Demoniak. Demoniak is a text adventure. Now before you delete this file and the two disks the program is on PLEASE READ ON. The adventure has been largely forgotten since the 16-bits made it big, because these machines allowed glorious pictures and sounds while adventuring. Why be satisfied with mere text? In Demoniak the descriptions and story rattles across the main game screen, while you interrupt the game interjecting actions for the characters you currently command by entering text commands. Traditionally, there would have been no choice of the character you control but in Demoniak, it can be any one of 50 characters, who all have different views of events. So during the game you are leaping around a galaxy of planets and personas, aiding the gang of five (Doc Cortex, Sondra the psychic, Flame the fire girl, Sirius the muscle, and Madlock the magician) in their quest. The worlds the team visits are crazy places and a black nihilistic humor pervades the whole game. Each of the 50 characters you can become has psycho- logical problems that loom large just when you need it least. To achieve free movement you need to learn to appreciate the game's amusingly warped perspective The 50 characters all have defined characteristics and objectives,so the curious will have great fun becoming periphery players & pushing the Demoniak universe to its logically mad conclusion. The mind-reader Sondra is fun, because her psychic abilities let you watch the thoughts of the person she's talking to. Now, those of you who enjoy the slash and hack of Dungeon Master or Eye of the Beholder are going to have a big attitude adjustment to make til you become used to the "logic parser"(text/game interface). The parser is far more intelligent than the average Infocom text basher. It allows compound sentences and shortcut commands. You are still forced to master the syntax system to succeed and annoy ance is inevitable as this process runs its course. Typing the wrong command earns a "you do not need to use the word..." and a vicious circle of harried and frustrated key bashing commences. The limitations of the text adventure mode can not be held against Demoniak, as it forces the form and frees it considerably from previous constraints. Thrills are few and excitement is sparse but the challenges of a 50 way logical puzzle-49 more than usual- are intriguing! Refreshingly, the combat is partic flexible and reasonably tense. You can even become your enemy and mess with their happy fighting thoughts. There are many excellent graphics still screens and a very well done animated introtroduction. This is not text only. So if you dread the thought of actually using your brain rather than strumming a joystick please give this to a friend.......or come enjoy the warped universe i nside your own head!!!! Here are a few key hints and short-cuts: Demoniak works from DF0: only. You must put Disk 2 into DF0: when prompted even if you have 2 drives (How very European) If you want to talk to someone, type their name then enclose what you want them to say in " ". Example: Cortex "What is a 3 toed eye muncher?" n= go north s= go south e= go east w= go west u= go up d= go down o= go out l= look around x= show exits quit= quit save= save game Now go play and discover your own. Voltaire Houston, Texas 6/2/91 Supplied by Jason Elite of Evil Force TANGRAM GAME INSTRUCTIONS ************************* "Tangram" is an ancient Chinese puzzling challenge, in which you have to put seven specifically shaped geometric forms on top of a dark grey figure in the playing area, making sure all of it is exactly covered. "Tangram" offers you 200 of these figurs, with two modes of difficulty for 1 or 2 players. The game concept may sound easy, but will no doubt pose a serious challenge even to hard core puzzle fanatics! In the menu that appears after the title picture and program credits, you will be able to specify whether you want 'NOVICE' or 'EXPERT' mode, and whether you want to play with 1 or 2 people. In 'NOVICE' mode, the time counter decreases every two seconds, and the levels are offered with gradually increasing difficulty. In 'EXPERT' mode, the time counter decreases every second and the 200 levels are offered in a totally random order. In the menu, there is also a possibility to type in a five-digit password belonging to a level you have already completed before. Pressing RETURN starts the game In the game, you can select and de- select the geometric parts by clicking on them with the left mouse button while moving the pointer over them. You should put them down on the figure in the playfield area in a way you consider appropriate. You can turn them around by pressing the right mouse button. Completing a figure has to be done within a specific time. If this time runs out, your bonus points will be de- creased. Once these run out, you can purchase 'continues' that have to be paid with your standard points. Extra (bonus) points will be awarded according to the amount of time left upon completing a level. In the status display, the topmost figure is your score. The one below that is your bonus score. Under that, you will see the time counter that de- creases. Pressing the space bar causes the program to pause. F1 toggles Music. Here are the first Levelcodes: ----------------------------- 1st - ***** 11th - 52476 2nd - 71863 12th - 19614 3rd - 05244 13th - 65932 4th - 93554 14th - 10370 5th - 65874 15th - 42619 6th - 10024 16th - 56979 7th - 97961 17th - 87672 8th - 42441 18th - 76982 9th - 10567 19th - 30639 10th - 93863 20th - 95157 A mangled file, so all the codes aren't here...when we get a complete file we'll update....... ********************* * ZAK McKRACKEN * * CODES * ***************** The Letters "A - L" represent the buttons on the key pad as below. Just use the cross reference given to find the correct sequence. || | | | A B C D | | | | E F G H | | | | I J K L | | | | | SECTION 1. A B C D E F G ____________________________________________________________________ 1 ACGB HHHI BKGI LDHK CBIA HBJC IIKJ 2 JBJK FEKA BFJA GFKC IFLJ CIDJ CLEL 3 AJDA FJEC LKDC LKEJ EKFL AEGB KBGI 4 KBGJ DBHL LCGL CAHB AAII CFJK FDKA 5 ELGK GCHA BKGA HDHC JDIJ CDJL CGKB 6 FBJC CIKJ LCJJ ECKL EFLB FLDB LHKB 7 AIDJ BLEL LHDL HKEB JKFI CKJK GBHA 8 CAGK CDHA FLGA ALHC JIIJ KEJL BCKB 9 BCJC LCKJ DDJJ ADKL AGLB EHDB HAEI 10 CHDJ AAEL DIDL DLEB BLFI ALGK CCHA 11 BBGB LBHI HCGI ACHK DAIA FFIC DFKI 12 CEJK FCKA BDJA GDKC IDLJ JJDJ CJEL 13 ELDA LLEC IHDC LIEJ EAFL DKGB CDHI 14 LIGJ KCHL BKGL FBHB HBII ABJK AEKA 15 HDJB JDKI IHJI KEKK GHLA CIDA HIEC 16 LHDI JAEK AIDK ALEA FLFC DLGJ BLHL 17 GBGA DBHC HCGC JCHJ CCIL CFJB CHKI 18 LEJJ EEKL AFJL DDKB BDLI CJDI LJEK 19 KIDL GLEB FHDB IAEI BAFK AKGA GDHC 20 KCGI DCHK AKGK CBHA HBIC JBJJ LGKL 21 EDJA BDKC FEJC DEKJ AELL BKDL EIEB 22 DHDC CIEJ JIDJ CIEL BLFB ALGI LLHK 23 EKGL ABHB ECGB LHHI LCIK LFJA EFKC 24 LHJI BEKK JFJK ADKA FDLC JJDC LJEJ 25 DIDK DLEA CHDA IAEC KAFJ DAGL DDHB 26 CCGC ACHJ DKGJ BDHL EBIB CBJI EGKK 27 DFJL GDKB CEJB AEKI JELK AKDK BIEA 29 BKGK FBHA BCGA GCHC ICIJ BCJL BFKB 30 IEJC KEKJ JIJJ LFKL CDLB DJDB BJD CHUCK ROCK......CHEATS wee look what i found when hacking a little in chuck rocks...: some built-in cheatmodes... hehe ..! much better than all the lame trainers ...! ok enter anything of the below on the title screen: R Y 4turn frame (for a levelselector, press 1-5 when playing!) G  A 0mortimer (for a zoneselector, press F1-F5 when playing!) R (Remember to press in the correct order, like F1-2-3-4-5... not F5-2-4-1-3 (the game will crash) estrano (for a FLY MODE... awesome! press left Shift when playing,, and you can FLY... way cool! haha) 2she loves cleaning windows (for infinate energy) life is my dream (for infinate energy) 6fast aint the word (for infinate energy) 2its fairy bowbelz (for infinate energy) 2uncle sams (for infinate energy) ....remember to include the digits, and the space between the words...! ok.. check'em out... PS, to get infinate energy, you dont have to type all of those sentences above just choose one of them...! : TП?yu6BhCv7M?JV:'' y@`a62 ׇ8: Bp n@lൣgzh.X>F q}FA+2FXɿ[.bf)W؈1F{ a /fz(//+\29A0fL"C>EÂa#wCY| HD s`df^)CnySZe(Ectr#Images)M~1//90#V!hon1-794-0j71.PleacreditHIjethismusic!{YThanks!Jn->*dBP Am (6bP0 ޑo2@E8(p i!*CYQEQ9N> |pXHS|IBYBZB[Q?>SGO*2aP!Tar XC EB9o`Ҷ ;`XaV dfk`HkH \`>`41+oglaN"@v>FJNH4hlp4#v|4#H#HҺX;4PNu2P,Ҵ*q0 V-He. T"Q8xAZ6z/,{պ^.>fMz<-VHDB*RRh6vD*BCDJ*EFG&J3:0P0I-u>0B( IE>g*Do DLP`l<['Մ&A=:ږcc7+D@PK噒V>KX L<B0SZSBBAX۶x6yD80Dno}DC=CH:B`"HCJEoGreAR`=|R/YJ: atm`J[eBg臍ReLl5lFr?0.0-$ @Xe ` Pd"ib͖(A.Nu M / g#jaw GGggp0S#ˣccc}Y8cccc©aaaa{eQaaaa>,aaaa'Ȳ+R}p!FCOPY Pro News for version 1.0c The error message "Floppy head has NOT reached Track 0" is fixed with better timing. In disk analyse, the Protect and Analyse function only works on drive A and B. Streamer/Restore now writes files with the length 0 bytes coorectly back to disk. Safer partitions initilaizing on end of streamer/restore. if directory window display nonsence, just reset. Streamer/restore no longer use the disks serial number for disk recognition, instead it is using the binare disk number in the bootsector, from, offset $C0. The disks are still FCopy III compatible. This solution fixes the NEW DISK errormessage.(?) The accessory memory managment is now Ataris suggestions/reference.(?) The Streamer/Restore function now works correct (without crashing) HD driver V.2.07 delivered with Diskud harddrives (CCD) News for verion 1.0 Changes made after the manual was printed: FCOPYPRO.ACC made by copying FCOPYPRO.PRG to FCOPYPRO.ACC. Music while you work with the TITLESNG.PRG (sampled instruments) The backup folder does not contain the INSTALL.PRG the progran now supports the 10-mzh-FDC switch(?). the 12 and 13 sektor format has been tested. set the drive configuration to HD 3.5 or HD 5.25. Regard the "High density recognition". To format a hyperdensity disk set density to HD and choose a format with up to 13 sectors per track. When formatting 10 sectors per track and the following settings, (Fast format OFF and Fast headers ON) FCopy use a new spiraltechnique that is 10% faster than the konventional technique. A few HD drives are too slow for this technique. the accesstime will be slower instead of faster. You will ercognize it when scanning such a disk. The reading will not be a s smooth as normal. Following is a table showing the accesstime with the old and new texhnique. Alte technik = old technique Neue technik = new technique Neue technik auf zu langsame laufwerken = new technique on too slow drives. Laden = load / read Speicher = save / write If using FSELECT by M.Patzel, please choose Redraw Mode when working together with FCopy. FCopy use the fileselector only for Image Copy, Save COnfig., Inspect Disk/Save/Load. You should have no problems if you use the original file selector, or the one supplied with Turbo C. The function More Options can be reached with the Space or the O-key. If you use a HD drive with steprate 6ms, please switch to this in the More Options dialog. The help program HYDSEL (Hyper Density Selection) to recognize hyper density disks should not be uset parallell to FCopy. When making a streamer backup of a partition, please set Get Sectors to USED. Using ALL is only adviceable when the FAT is corrupted, or you want to get a backup of deleted files. try to have at least 750kB to 1mB of free memory when making backups. STREAMER F4 The backupdata is stored sector by sector, not file by file. The program does not read the files, just the sectors of the choosen partition. Choose either GET ALL sectors or GET USED. If you use the ASLL function on a 10mB partition, FCopy will backup all the 10 megabytes, even if only maybe 2mB was used. Tips: FCopy was not intended used for the daily backup of just a few files, but the program is fast and comfortable for backups of complete partitions/harddisks. This is useful when you are going to copy a harddisk to another one, or, which you should do at least twice every year, make a backup of it. With the function Optimize partition when writing back will collect all the files in the beginning of the partition, speeding up the read and write operations. 4.1 Fcopys backupdisks are TOS compatible. They have a bootsector, two complete FATs and a directory. You will find one file in the directory, which gives info about the the backup. the name starts with PART_, then comes a letter corresponding to the partition (C, D, E, F etc...). As exstention Fcopy use the disks number in the backup, f.ex. #12 for the 12. disk used. The first one is #1. The file's date is the date of the backup. A file could look like this: PART_E .#01 13-04-91 23:42 !! FCOPY READS THE INFORMATION ABOUT PARTITION AND DISKNUMBER FROM THE BOOTSECTOR. TAKE KARE NOT TO OVERWRITE THE BOOTSECTOR WITH A VIRUS OR A VIRUS PROTECTOR. WRITEPROTECT IT IMMEDIATELY AFTER FINISHING THE BACKUP. 4.2 TO MAKE A BACKUP Call up the STREAMER function. You'll get up a dialogbox asking wether you want to read (make a backup) or write (restore a partition). Finally you have to choose a source partition (from which you want to make the backup), and a destination partition (to write the backup to). See pic. 15. >If you click on Directory, FCopy will display the content of the choosen partition/drive. Click OK to start the backup, or Abort to cancel. when you start, Fcopy will read as many sectors from the source partition as your memory will permit. Then the program will ask you to insert the first destination disk. The it will continue reading sektors and asking for new disks until the backup is completed. If you choose the datacompression, Fcopy will show you the compressionrate. !! When you make a backup, Fcopy will treat the settings in the main menu as with multiple copy. It is recommended to use Verify Destination, Get Used sectors and Smart Formatting to make a backup as quick and safe as possible. The desierd format is choosen in the disk configuration part of the main screen. See V1.3 about choosing the correct sector format. If you want Fcopy to compress the backup data, please indicate this in the More Options dialog box. Please notice the following: It is much safer not to compress the backup dta. If you should et an disk error while restoring a partition, you have the possibility to choose either Cont. or Best Match. You will only loose the data on the bad sector. If the backup is compressed you can loose much more data, as with compression each byte is depending on the previous ones. FCopy does this a little safer, as it is dividing the data in blocks, and compresses each block independantly. A block is normally 128 kByte. Thus you will "only" loose 128 kB if you get an error. TIPS If you get an error while writing the backup to floppy disks, don't press CONT. Instead you should chose NEW DISK. With CONT you are almost shure to loose the data not aleready written. With NEW DISK you simply replace the faulty disk with a new one and write what was already written to the faluty disk to the new one. V.4.3 Restoring o write a backup back to a partition you just hae to call up Streamer, click on the Write button, select destination and source path and click OK. NEW the destination partition may be any partition (in princip). Just take care of the following: The sectorsize (in bytes) must be the same as on the source partition. For partitions up to 16mB the sector size is normally 512byte. With partitions on 16-32mB it is 1024 bytes. If you don't have any partition bigger than 16 mB you can just forget about this paragraph. To find out about the sector size, you can use your harddisk software, or the FCopy function Inspect Disk. (V.1.7) If the destination partition is smaller than the source partition, you must at least have enough space for all the used sectors. If so, Fcopy automatically switches on the function Optimize partition when writing back. Backups made with Fcopy III are compatible with FCopy Pro. You can even use the Optimize Partition--- function. Phhhh!!! That's it. My german-teacher at college would not like the translation, but you should get a rough idea of the contents. I#m very interested in everything you download of new stuff, specially Double Click software. My latest update of their software is at least 4 months old. You don't have to send me the new stuff every week, but it would be nice if you did now and then. I already have a copy of FCopy Pro, but it's the original version with the formatting bug ("Floppy head has NOT reached Track 0"), so I would not mind a copy from you, since I always get this message with my external drive.. On this disk you will also find an 333kB, 18.272 word-pairs german to english dictionary. I found it on an ST CLub disc, and have converted it to MultiLang format using Superbase Professional. I just removed all spaces in the original file with Tempus, exept for one. The I replaced the last one with another character, suitable as a Superbase filed separator. When I exported the file from Superbase I just used * as a file separator and * + CR as record separator. I'm adding the norwegian translations these dys. It's a tremendous job. So far I have added 600 words. In additions I have to change some of the original translations from german to english as they are wrong, and it's impossible to find a norwegian word matching both the german and the english one. The main problem is actually that the most of the words cn be translated in more than one way. That is why it's so important that MultiLang will display all matching records, not only the first one found. The speedimprovement of the is great! Version 1.0 took 6 minutes to reach the last german word in the dictionary. The new version only takes 34 seconds (running from my harddisk). You can hear how effective the new routine is, as the harddisk sound like a machinegun (instead of a rifle beeing loaded between each shot). Do you have a german program called TURBO ASSEMBLER? It is ia formerly commercial program from the company OMIKROM, but is now released as shareware. 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Magic-users cast many powerful offensive and defensive spells. Clerics cast healing spells to revive wounded characters as well as both defensive and offensive spells. A spell can exist in one of four forms: in a character's memory, in a character's spell book, in a scroll or in a wand. A spell-caster with a memorized spell can cast it using the CAST command. Spells are memorized during rest while encamped. Spells in scrolls or wands are cast with the USE command.