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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.
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