Hero Quest Complete Documentation for The Humble Guys (THG) by Humble DOX
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The Humble Guy's HumbleDox
Presents
Hero Quest
Complete Documentation
Hero Quest: PC Version
ENGLISH
System Requirements
1. An IBM PC, XT, AT, PS/1, PS/2, Tandy 1000 series or 100% IBM compatible computer. 640k RAM 3. MSDOS 2.1 or higher.
Recommended
1. A hard drive.
2. Mouse
Playing Hero Quest from floppy disk.
1. Insert the Hero Quest Install disk into drive A, then type A:, and press the
Return key. I you wish to play the game from a drive configured as anything
other than drive A, of course, you should alter the instructions accordingl, Make
sure that the drive you have the current disk in is the default drive. Next.
type 'HERO', and press the Return key.
2 The game will now load automatically. All further instructions will be presented
on the screen.
Installing Hero Quest onto a Hard Drive
Insert the Hero Quest Install disk into drive A, type A, and then press the Return
key. If you wish to play the game from a drive configured as anything other than
drive A, of course, you should alter the instructions accordingly-Make sure that
the drive you have the current disk in is the default drive. Next, type
INSTALL and press the Return key. The game will now install itself onto the
Hard Drive. All further instructions will be presented on the screen.
Configuring Hero Quest
The first time you play Hero Quest you will be presented with a series of
questions about the graphic display and sound card. This will allow you to
configure the game for future use. Once you have done this, you need never set up
Hero Quest again Should you wish to alter it simply press the S key during the
introduction section and you will be given the opportunity to reconfigure the
game.
Graphic and Sound Cards Supported
Hero Quest supports EGA, VGA and Tandy graphics cards.
Hero Quest supports both the Adlib and Roland sound boards.
Enhancements for PC Hero Quest.
Wherever possible, Gremlin will alter the specifications of a game in order to fully use a machine capabilities. As a consequence, there are several alterations to the instructions as given in the manual.
Return of the Witch Lord
The major difference between the PC and other versions is that the PC has the first
expansion pack, 'Return of the Witch Lord', built in, giving you an extra ten quests
to complete. A quick warning though-these extra quests are more difficult than the
original and consequently you must finish the original quests before beginning
the Witch Lord quests. Once you have completed the original quests, go to the
Select Quest menu, and click on the 'Next Page' option. You will now be
presented with the list of Witch Lord quests. On both sets of quests, we
recommend that you play them in the order in which they appear on the screen,
from top to bottom.
The second alteration is that on the 'Shop', 'Inventory' and 'Cast Spell' screens,
instead of a text list being presented on the screen, icons will appear instead.
These are selected in exactly the same way as a text item, by putting the pointer
over them and clicking. To save you guessing, the name or action of any new
icon will be presented in a text window on the screen. The Cloak of Protection
and the Bracers, although detailed in the manual, are not included in the computer
version.
The PC version of Hero Quest also supports both standard PC mouse and standard
PC joystick inputs. In addition, pressing the right mouse button will take you back
to the previous menu, or onto the next player on the main game screen. If you are
ale Using joystick, the large Enter key has the same effect as the right mouse
button.
Quit
This option is new for the PC version, and allows the whole party to quit a mission
il they wish Pressing the Control and Escape keys together will take you back to
the main menu, and restore all the characters to the status they were before
beginning this quest.
Refresh
This option gives you a completely new figure bearing the name of your own
character. Any gold, treasure or weapons that your character had acquired are
lost. This. we felt, was a little more realistic, and made completing the Challenges a little harder.
Keyboard Controls
Q-Up A-Down O-Left P-Right Space bar-Fire
Large Enter key-Emulates right mouse button described above
Pressing Ctrl and Esc together will exit to DOS from main menu.
Esc: Skip the intro: If the Esc key is pressed during the intro, you will be taken to the Language screen.
Introduction
For the last eight months, Gremlin Graphics have been
working hard to recreate the excitement and skill of Hero
Quest the board game on your home computer. It has been
hard work, but now everyone involved in this project is
justifiably proud of their achievement.
For newcomers and Hero Quest veterans alike, we advise
that you read through both the game rules and the computer
specific instructions first before attempting to play the
game. Although this might take a little time, it's worth it.
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 Rogar the Barbar-
ian. 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 their 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
fronl distant Athelorn and Telor the Wizard whose sorcery
was to save Rogar on many occasions.
For many years Rogar trained his army, being careful to
avoid open battle with Morcar's General until all was ready,
but ever harrying their supply lines, wiping out many Orcs
and Goblins.
The]l came the day for which Rogar 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
arm: es of Rogar poured down upon the enemy from two
side, and battle was joined. Many foul creatures and good
men perished that day. Yet, as the light of day faded it was
Darll.ness that fled the field. But the victory was not abso-
lute. Morcar and his general escaped beyond the sea of
Clav~s, and even now they plot their revenge.
Soon their plots will be ready and the Empire will have
need of a new Rogar. But where are the heroes to equal
him? You have much to learn if you are to become as great
as Rogar 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 recorded in it's count-
less pages. Through Loretome I may guide you, but I may
not intervene, lest a greater evil befall the
World, and Chaos triumphs forever.
Amiga
1. Insert the game disk into the built in disk drive on your
Amiga.
2. Plug your mouse into port number one.
3. Turn on your computer and monitor. The game will now
load automatically Follow any on screen loading prompts -
for further instructions.
Atari ST
1. Insert the game disk into the built in disk drive on your
ST.
2. Plug your mouse into port number zero.
3. Turn on your computer and monitor. The game will now
load automatically. Follow any on screen loading prompts
for further instructions.
Playing HeroQuest
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
characteristics, their own strengths and weak-
nesses. 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 automatically 'moderated'. So,
when you have bought a piece of equipment that will in-
crease the number of dice that you roll, the computer will
automatically incorporate 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 Char-
acter' option. When you are to play a new game of Hero
Quest it's important that you go to this menu first. To chose
any particular option, move your mouse pointer over the
Option illustration, and then click on the mouse button.
ally particular option, move your mouse pointer over the
option illustration, 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 the 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 pointer over the particular option and then clicking the left mouse button. The
options available 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 taking
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 chose one character each,
or may chose to represent two each. If there is only one
player, then that player can chose whether to go it alone as
one character, or to involve up to all four character~ 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, chose 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
O _ during a quest.
Load/Save
Load - This option will load a character previ-
ously saved to disk. If you chose 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 chose this option, you
will be presented with a menu which will allow you to save
the character at eight points on a disk. The eight points will
be shown, and clicking on any of them will save your char-
acter to the t 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 chose this option, simply follow
the on screen instructions, taking care not to format your
game disks.
Exit
Obviously, 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 chose. If you
chose 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 panel reading 'I understand Mentor'. Click on this once you have read the scenario and feel ready to
begin your quest.
Buy Equipment
As you play the game, you will find gold and jewels which
w]ll increase your wealth. This can be spent on better ar-
mour 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 of the screen. whilst their current money status will be
shown on the right. Underneath is a list of all the weapon~s
and armour, along with their price which is shown to the
right. To buy any particular item simply click on it. Provid-
ing 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 char-
acter are included in the Spell Book at the end of the in-
structions. Once you have finished buying your equipment,
the next player clicks on his character, buys what he wishes,
d 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
for Data disks which Gremlin will be issuing over
the next few months. When you chose this
option, make sure you have inserted the expan-
sion disk first, and then just follow the on screen
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, chose '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. Before you
start to play, read through the following rules.
Order of Play
In each game, the Evil Wizard is represented by the compu-
ter', Each player moves in turn, starting with the player
nominated by the Evil Wizard. The character nominated
will he 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
are'nt obliged to carry out any action on your
turn, and you may chose 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 the screen.
Movement
The squares in the playing area is 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 indi-
cated 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 this 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 a door 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 opened 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 compu-
ter 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 the special instances indicated in the Spell Book
at the end of the instructions. Once you are in a 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 dependent upon which character you are repre-
senting, and are as follows:
Wizard 1
Dwarf 2
Barbarian 3
Elf 2
For each skull you roll your opponent 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 charac-
ter 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 point
reaches zero, the character is eliminated Since
the vast majority of monsters have only one
body point, they will be eliminated by any roll of a skull for which they fail to roll a shield.
Eliminated characters and monsters are immedi-
ately removed from play. When a player is eliminated all the gold and weaponry that the eliminated character was carrying will be returned to the place of origin. In the instance of some special weaponry this will mean that the players left alive may have to re-trace their 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 differ-
ent types. The sets are Earth Magic, Water Magic, Air
Magic and Fire Magic.
At the start of each game the Wizard will chose three sets of
spells, and the Elf one. The Wizard chooses one 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 chose 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 provided 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 be-
tween 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 be seen in a
room on the screen, on a playing area surrounded by a
number of icons, each of which has a particular function.
The illustration following should tell you what each is for.
Current Character
The current character. To his right the four numbers indi-
cate, 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 any 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 treas-
ure. 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 carried, Weapons
carried, Armour carried, Tool Kit, and under
neath 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 in is highlighted. An alternative way of moving is,
once you know how many squares you can move, click on the
square that 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 spin-
ning coin will be seen at the bottom of the screen. Clicking
on the left mouse button will freeze the coin, indicating the
umber of squares you will be allowed to move on 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 pas-
sage. 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
e 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 charac-
ter 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
one 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
affect 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 of these traps will be displayed on your
monitor. If a player searches for traps in a room
that contains a trapped 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 appropriate room the treasure will be re-
vealed. 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 treas-
ure, the wondering 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 round the first quest. Once you
have completed one quest, you should be able to find your
way round 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 success-
fully 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 subsequent quests. In this case, you may keep any
Quest treasure you have found, and you may spend any
treasure recorded on your character inventory to purchase
better equipment (armour, weapons and so on). 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 that 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 cross-
bow may be fired. When firing the crossbow or
throwing a weapon the procedure for rolling
combat dice in attack and defence remains the
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.
The Quest Of Morcar
Quest One: The Maze
"This will be your final test, before you set forth on your real
Quests. Be sure to use all the skills that you have been
taught. You must attempt to find your way out. Several
monsters have been placed in the maze. They will try to
stop you, so take care. Whoever finds out his way first will
be rewarded with 100 gold coins. This maybe used to by
equipment for the adventures to come.
Quest Two: The Rescue Of Sir Ragnar
"Sir Ragnar, one of the Emperors most powerful knights
has been kidnapped. He is being held prisoner by Ulag the
Orc Warlord. You are to find Sir Ragnar and bring him back
to safety. Prince Magnus will pay 200 gold coins to the
character who rescues Sir Ragnar. The reward may be split
between several adventurers, but no reward will be paid if
Sir Ragnar is killed whilst escaping."
Quest Three: Lair Of The Orc
"Prince Magnus has ordered that the Orc War
lord Ulag, who was responsible for the kidnap
ping of Sir Ragnar, should be sought out and
killed. Whoever kills Ulag will be rewarded with
100g gold coins. Any treasure found in Ulag's
stronghold may also be kept."
Quest Four: Prince Magnus' Gold
"Three treasure chests have been stolen whilst being taken
to the Emperor. A reward of 200 gold coins has been offered
to anyone who can return the chest and ALL the gold. The
thieves are known to be a band of Orcs hiding in the Black
Mountains. They are led by Gulthor, a Chaos Warrior."
Quest Five: The Maze Of Melar
"Long ago, a powerful sorcerer by the name of Melar created
a Talisman which would enhance the wearers understanding of magic. He kept the Talisman with him at all times,
fearing it might be stolen and used by the allies of Morcar. It
is said that he left the Talisman in his laboratory at the
heart of his Maze. Melar s Maze is guarded by many traps
and magical guardians It also rumoured to be haunted by
those who have sought the Talisman and perished in the
attempt. This Talisman would be a valuable asset to any
warrior in our battles with Morcar.'
Quest Six: Legacy Of The Orc Warlord
Ulag~s foul offspring, Grak, has sworn revenge on those who
killed his father. Although it has taken him several months,
he has finally tracked you down and captured you in an
ambush. Now you are held prisoner in his dungeons where
he racks his brains to devise a terrible punish-
ment for you. While the guard sleeps, however,
you manage to pick the lock of your cell with an
old rat bone. You must find your equipment and
escape.
Quest Seven: The Stone Hunter
"The Emperor's personal wizard, Karlen, has disappears.
The emperor fears that he has been murdered or has suc-
cumbed to the lures of Chaos magic. You are to find out
what has happened to Karlen and, if he is alive, bring him
to safety . You will be paid 100 gold coins each upon return-
ing."
Quest Eight: The Fire Mage
"The Orcs of the Black Mountains have been using Fire
Magic in their raids. Balur the Fire Mage, is thought to be
responsible for helping them. NO fire magic can harm him,
and the Emperor's Wizards are unable to counter his spells.
You have therefore been chosen to enter his lair, deep
beneath Black Fire Crag. The Emperor will reward you
with 15 gold coins each for Balur's destruction."
Quest Nine: Race Against Time
"A guide has led you into a dungeon that is rumoured to
hold a great secret He has led you down many dark corri-
dors and finally you find yourself in a room with three
doors. Suddenly the guide puts out his torch and in the
darkness you hear him laugh. Farewell my Heroes, he
sneers as he makes his escape. You realize to your horror
that it is a trap! You must escape or perish in this dark
forgotten hole."
Quest Ten: Castle Of Mystery
"Long ago a crazy wizard, Ollar, discovered the
entrance to a gold mine. Using his great powers
he built a magic castle above the mine to protect
it. The castle had many magic portals and was
guarded by a host of monsters who were trapped
in time Can you find the entrance? Others have tried, but
the castle has thwarted them every time."
Quest Eleven: Bastion Of Chaos
"The lands to the east have been plagued by marauding Orcs
and Goblins. The Emperor has ordered that a band of wor-
thy heroes should be sent forth to destroy them. The Orcs
are well protected in a strong underground fortress known
as the Bastion of Chaos. They are led by a small group of
Chaos Warriors. You must fight your way in and kill all the
monsters that you find. You will be paid a bounty of 10 gold
coins or each Goblin killed, 20 gold coin for each Orc killed,
and 30 gold coins for each Fimir or Chaos Warrior killed."
Quest Twelve: Barak Torn - Barrow Of The Witchlord
"War with the Eastern Orcs is brewing, and the Emperor
needs to unite the lesser kingdoms for the conflict to come.
To do this, he must find the ancient Star of the West as
worn by the Kings of Legend and by Rogar when he battled
with Morcar in ages past. Anyone who finds the gem w]ll be
given 200 gold coins. The gem lies in Barak Tor, the re.sting
place of the Witch Lord. "
Quest Thirteen: Quest For The Spirit Blade
"You have awoken the Witch Lord, also known as
the King of the Dead, a powerful servant of
Morcar The Spirit Blade is the only weapon that
can harm him. He will pose a most serious threat
to the Emperor in the coming war. The Witch
Lord must be destroyed before he can bring his
army of Undead to attack the Emperors forces.
.....You must first find the Spirit Blade, for only this
ancient weapon can harm him. The Spirit Blade was forged
by the Dwarves of the World Edge Mountains and cooled in
the Elven fountain of Lebin. The sword now lies in an
ancient ruined temple, and you must recover it."
Quest Fourteen: Return To Barak Tor
"Now that you have found the Spirit Blade, you must return
to Barak Tor and defeat the Witch Lord. The Emperor has
ridden forth to meet the Eastern Orcs at Black Fire Pass. If
you fail, the Witch Lord will lead his army of Undead and
attack the Emperors forces from the rear. Then nothing will
remain to prevent the Forces of Chaos overrunning the
land."
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 moves. 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.
Genie
This spell conjures up a Genie who will do one of the follow-
ing: Open any door on the board (the rooms contents should
be put out) or attack anyone on the board. He will attack
only once with five combat dice. 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~ any-
where 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 disrigarded.
Water Spells
Water Of Healing
This spell may be cast on any one player. It will restore up
to foul 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.
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 may be used to attack diago-
nally. You may also throw the Spear, but if you
a do so you lose it. 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. May not by used by the Wizard.
Amour
Plate Amour
Plate Armour allows you to roll four combat dice in defence,
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.
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 de-
fence.
Wand Of Recall
The Wand of Recall allows you to cast two spells instead of
one during your turn.
Talisman Of Lore
The Talisman allows you to increase your Mind points by two as long as you
have the Talisman in your possession.