DogAndPanda: bane_hints.htm

bane_hints.htm

A Fantasy Role-Playing Simulation by D.W.Bradley

Playmastef rS Compendium

The Official t§nt Guide

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S^Bout this Oiint Quide

Bane of the Cosmic Forge is an extremely intricate game... full of mystery, puzzles, people and an assortment of monsters and weapons that would make any castle owner proud. With so much detail, it's not surprising that everyone needs a little nudge every now and again.

That's just what this hint guide is for... to fill in the spaces and to answer your questions. It's divided into three sections: information about the game itself and its designers, hints and tips to get you started, and all the details you need to understand the items and monsters within Wizardry.

While we don't like to tell anyone how to play a game, we feel it's best that you use this hint guide only when you are stuck. Half the fun of Wizardry is solving the puzzles, discovering a spell that will vanquish a monster or uncovering a unique power within a weapon all by yourself. By using this guide sparingly, we can guarantee you'll get the most out of everything Bane of the Cosmic Forge has to offer.

Itthat would you lik& to see?

We'd like to know your answer. After all, you're the one who is playing Wizardry. Who would know better? If there is anything that you think would help Wizardry to beat the fur leggings off of other fantasy role-playing games, we want to hear about it. Send your comments and suggestions to:

Sir-tech Software, Inc.- Product Development

P.O. Box 245

Ogdensburg, New York 13669

Still have questions?

If you're stuck in Bane of the Cosmic Forge, and can't find answers to your questions in this guide, we've got someone waiting to help you.

The Wizardry Hotline (315) 393-6633

Monday - Friday ~ 4:00 - 8:00 p.m. Eastern Time Weekends and Holidays — 12:00 - 4:00 p.m. Eastern Time

Bane of the Cosmic Forge application software copyright © 1990 by Sir-tech Software, Inc. and D.W. Bradley.

All logos, printed graphic designs and printed materials copyright © 1990 by Sir-tech Software, Inc.

Bane of the Cosmic Forge Paymaster's Compendium copyright © 1991 by Sir-tech Software, Inc. All rights reserved.

All rights reserved. No part of this book may be reproduced in any way, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise without prior permission in writing from the publisher, except by reviewers, who may quote brief passages to be printed in a magazine or newspaper.

1234567890

Wizardry is a registered trademark of Sir-tech Software, Inc.; Reg'd TM - Canada and Japan.

Wizardry (Bane of the Cosmic forge

...was created, programmed and designed by (DSW. (Bradtey...

...this guide zvritten and editeabtj (Brenda garno...

...aitgame messages by (D.w. (BradCeu...

...items and weapons byjeffrey^ette and (DM. (BradCey...

...artwori^by^edfeoonthanakit and^iCC^Briggs...

.thanks to 'Todd ftshtey, (MikeSanderson andCapt'nTldventure...

XX                                                 Tabte of Contents

Introduction-

Creating the Party & Other Strategies-------------------------------------------------------------------2

Before You Enter the Dungeon----------------------------------------------------------------------3

Creating Your Party-----------------------------------------------------------------------------3

Selecting Your Characters' Races---------------------------------------------------------------3

Selecting Your Characters' Professions---------------------------------------------------------5

Drawing Out the Party---------------------------------------------------------------------------6

The Roll of the Dice-Frustration? Did you say, "Frustration?"

Allocating Your Characters' Skill Points-------------------------------------------------------7

Entering the Dungeon--------------------------------------------------------------------------------7

The Pre-Combat Check--------------------------------------------------------------------------7

Your First Encounters---------------------------------------------------------------------------8

After An Encounter------------------------------------------------------------------------------8

A Rude Awakening------------------------------------------------------------------------------9

Accumulating Experience Points----------------------------------------------------------------9

Gaining a Level----------------------------------------------------------------------------------9

Experience Points Needed-----------------------------------------------------------------------10

Practice Makes Perfect (Skills)-----------------------------------------------------------------12

Selecting Spells----------------------------------------------------------------------------------13

Locked Doors------------------------------------------------------------------------------------14

Gates---------------------------------------------------------------------------------------------14

Treasure Chests----------------------------------------------------------------------------------14

Non-Player Characters--------------------------------------------------------------------------14

Spotting Secret Items & Passageways----------------------------------------------------------15

Fountains-----------------------------------------------------------------------------------------15

Moving On---------------------------------------------------------------------------------------15

Calling All Monsters-----------------------------------------------------------------------------15

Save Your Game---------------------------------------------------------------------------------15

Interview with David W. Bradley------------------------------------------------------------------------16

Maps, Messages, Hints & Tips---------------------------------------------------------------------------20

Castle - Ground Zero---------------------------------------------------------------------------------21

Castle - Lower Level---------------------------------------------------------------------------------24

Castle - Towers---------------------------------------------------------------------------------------31

Castle - Upper Level---------------------------------------------------------------------------------34

Skull Door - Part 1-----------------------------------------------------------------------------------37

The Belfry--------------------------------------------------------------------------------------------38

Cavern & Giant Mountain---------------------------------------------------------------------------39

Giant Mountain (Upper)-----------------------------------------------------------------------------43

The Mines---------------------------------------------------------------------------------------------44

The Pyramid------------------------------------------------------------------------------------------50

Skull Door - Part II-----------------------------------------------------------------------------------55

Castle Spires------------------------------------------------------------------------------------------57

River Styx--------------------------------------------------------------------------------------------58

Tomb of the Damned---------------------------------------------------------------------------------63

Swampland-------------------------------------------------------------------------------------------64

Hall of the Dead--------------------------------------------------------------------------------------66

The Enchanted Forest—---------------------------------------------------------------------------71

The Temple of Ramm--------------------------------------------------------------------------------74

The Chamber of the Cosmic Forge------------------------------------------------------------------76

All Those Things That Go Bump in the Night & the Goods to Bump Them Back--------------------79

Items List (preface)-----------------------------------------------------------------------------------80

About Dice Rolls--------—--------------------------------------------------------------------------81

Items--------------------------------------------------------------------------------------------------82

Monsters----------------------------------------------------------------------------------------------95

1

cThe year is 1981. Sir-tech is housed - in entirety - ivithin a svc by-nine foot space rented from a local novelty manufacturer. cIhe office staff is a bit limited, too. In charge of customer relations, public relations, sales and development is Egbert Sirotefc.. who is also the vice president. 9{grman Sirotek^ handles accounting, customer relations, distributor sales and any other tasks which come his way; he is also the controller. Robert Woodheadand Andrew Qreenberg are the whole of development. On the way out the door are the first 100 Wizardry disks. <Ihey have been up a good portion of the night copying the disks... one... by... one.

Ten years have passed since that day the four nervously shipped the first one hundred copies of Wizardry to the world of computer users. (Hung in plastic bags from display racks, Wizardry competed with word processors, accounting packages, spreadsheet databases and other titles of "noble" pursuit. Scarcely a game could be found. After all, many reasoned, computers weren't made for games. And so Wizardry waited. Moping someone would notice. Ten years and nearly 2 million copies later, clearly someone had.

r+s r-+* /■*■•

At the same time and on opposite ends of the United States, (David W. (Bradley had begun to program what would become Wizardry V: Mean of the (Maelstrom. (Being a fan of fantasy role playing and computers, 'Davidnaturally mixed the two. In the office where he worked, the game passed from disf^to disband person to person. (People who were supposed to be typing memos, planning corporate stratums and comparing financial sheets, were instead trouncing through dungeons, battling dragons and collecting gold pieces.

In 1984, (David contacted Sir-tech Software about his program, then called "(Dragons (Breath." In just a few weeks, the game was a hit with Sir-tech's office staff, too. 9{prm and%ob Sirotek^decidedit was just too good to pass on, and so set the production wheels in motion.

After its release in 1988, Wizardry V won several gaming awards and increased the series' fame to even higher levels. And that's when it happened - David threw the entire system out the door on its ear.

And from the ground up, beginning with a simple "(Hello World!' program, David Bradley sculpted a system that had been his own for 10 years • a system that would eventually garner more awards than the previous five Wizardrys combined. (But according to David, "([hat's only the beginning."

2

Creating The (Party

Sind Other

'Essential Strategies

of the

'Bane of the Cosmic Jorge

adventurer

How do you create the perfect party? How many experience points do you need to reach the next level? What's the best way to deal with locked doors? You'll find the answers to these questions and more in the section which follows.

Designed as a gamer's aid, the advice it offers is crafted from the contributions of dozens of gamers who have made it successfully through Bane of the Cosmic Forge. Whether you're a seasoned player or an adventurer just beginning your trek into Wizardry, the suggestions found here will certainly help you in your travels.

'Before you "Enter ^foe dungeon

You've just installed Bane on your computer, and you're eager to get into the dungeon where the adventure waits for you.

Not so fast. You're about to create a party that you'll have to live with for the whole of your adventure! The more time and effort you put into developing these characters, the more performance you'll get out of them.

Creating Your Party

The party is the very heart of any role playing experience. The characters you create to adventure through Bane of the Cosmic Forge will soon become your electronic friends. You'll know them nearly as well as you know yourself.

With such variety, however, selecting a party which will meet all the challenges of the Wizardry world can be quite a puzzling experience. To be exact, there are 297 possible character combinations to choose from, and from that selection, everyone seems to have a different idea about which characters comprise the "best possible party". And that's okay. It's always been a personal decision. However, some general guidelines do exist. They are discussed in the following sections.

Selecting Your Characters' Races

A character's race is an all-important trait. Races offer your party members special benefits such as a lowered armor class or certain resistances, and typically dictate which professions your characters may enter.

When you're considering the makeup of your party, think of what you'll need as you enter the Wizardry world: fighters who are fast and strong; spell casters who are intelligent, pious or both and thieves who are dexterous, fast and intelligent. Different races within Wizardry offer each of these benefits naturally.

The Lizardman, for example, makes for an excellent fighter. Using the chart below, you can see where each race excels along with any unique traits it may possess.

Each race has its own strengths and unique traits.

I Races'          M Races'

strengths || weaknesses

Looking at the chart, you can see that each race, with the exception of the well-balanced Human, leans toward a particular profession. For example, if you're looking to create a Priest, good candidates for race would be an Elf, Dwarf, Gnome or Rawulf - all have good piety and would likely take few bonus points to enter the profession. Likewise, the Lizardman, Dracon and Mook all lean toward fighting professions.

4

Just as the Lizardman leans toward a fighting profession, so too do the other races lean toward their own professions. The chart below shows you just how well the different races match up to the professions.

Certain races are made to enter a particular profession.

handsomely: the Felpurr, because of its legendary speed, has a naturally low armor class. The Ninja, by the same token, lowers its armor class through its study of Ninjutsu. A Felpurr Ninja, then, has a doubly low armor class! On top of that, your Felpurr Ninja also has resistance to spells and missiles hurled in its direction. Not a bad character! And there are others just like it! Just look at the benefits these races have to offer:

Some races have unique resistances

Race requires least amount of bonus points to enter the profession.

Second Place

Resistances ^^

Humans

None

Elues

Hypnosis & Sleep Spells

Duiarues

Magical Spells & Poison 1

Gnomes

Magical Spells

Hobbits

Magical Spells

D Faeries

Magical Spells

Lizardmen

Mental Spells & Acid

Dracons

Mental Spells & Acid

Felpurrs

Spells & Missiles (SPD)

Ramulfs

Cold

^B Mooks

Magical Spells & Cold

While it's important to compare a character's race against the profession he or she hopes to enter, it's equally important to consider what benefits you'll receive by selecting a particular race - some races have a naturally low armor class; others have special abilities.

When you combine a race's natural talents such as a high strength or a resistance to magical spells with a profession's bag of tricks like critical hits or spell casting, you can create some astounding characters! For instance, consider the Felpurr Ninja. While it is a hard character to roll, the combination of its race and profession will pay off

As you're creating your party, try to take advantage of the resistances Wizardry's people have to offer - and study those resistances carefully. You'll find that some races' resistances are superior to others. The Elf, for example, has a resistance to Hypnosis & Sleep spells. However, the Lizardman and the Dracon have resistance to all mental spells. What's more, the Dracon can even breathe acid upon its opponents!

Despite a race's leaning, no race is limited to any particular profession. With a high enough roll of the dice, any race can enter any profession. Choose your characters1 races in terms of the benefits they can offer to you and your party.

Selecting Your Characters' Professions

Inside the Wizardry dungeon, your characters will find monsters bent on stalling their adventure, locked doors, treasure chests, NPCs with unique personalities and hundreds of other surprises at the turn of every corner. To face everything Wizardry has in store for you, you'll need a blend of characters whose skills and talents compliment one another.

Typically, the first three characters in your party deliver and accept the damage to and from opponents. So, you'll need at least three characters who can fight well. The Fighter, Ranger, Valkyrie, Samurai, Monk, Ninja and Lord fit this bill. Next, you'll need someone to heal the damage caused by the monsters your party faces. The Priest, Alchemist and Psionic are well-suited for such a position. Of course, you'll also want a spell caster capable of incanting a bit of chaos himself. The Mage, Psionic or Alchemist can do the trick. Lastly, you're going to need someone, a thief perhaps, who can get you into those locked doors and treasure chests.

Following the guidelines above, you could create a party which consisted of three Fighters, a Priest, a Mage and a Thief. While this party covers the basics, it doesn't take full advantage of all Wizardry has to offer. Could you get an extra healer in there? An extra damage caster? Maybe even four characters capable of fighting well? Be greedy... get all you can get into a single party!

The party which follows covers all the bases and then some. Contained within just six characters, you have a Fighter, a Samurai, a Monk, a Ninja, a Priest, two Mages (one is the Samurai), an Alchemist (thanks to the Ninja), a Psionic (from the Monk), a Thief (again, thanks to the Ninja) and a Ranger (by building the Ninja's Scouting ability). That's 11 characters for the price of 6!

5

By using elite characters, your party will be more powerful.

Depending on your preferences, you may like one of the party combinations below:

Ualkyrie

Fighting, Priest Spells

Ninja

Fighti ng, Alchemist Spells Thieving

Samurai

Fighting, Mage Spells

Priest

Fighting, Priest Spells

Psionic

Psionic Spells

Mage

Mage Spells, Scouting

An elite party with a lot of healing power.

Fighter

Fighting, Scouting

Lord

Fighting, Priest Spells

Samurai

Fighting, Mage Spells

Priest

Fighting, Priest Spells

Mage

Mage Spells

Thief

Theiving Skills

Easy to roll, lots of healing/damage power.

6

Drawing Out The Party

After you've reviewed all of Wizardry's races and professions, you likely have some ideas on what you'd like within your party. The chart on the bottom of this page will help you to understand and refine your party's potential.

Just fill in each character's profession and race, and check off his or her contribution to the party. Then, note any special abilities or resistances in the last column.

When you've finished entering the information for each character, hopefully there will be a checkmark in each column -if there is, then you've covered all the bases. If there's more than one checkmark per column, so much the better! Should you find a gap, however, try to find a character who can fill it.

The Roll of the Dice

Once you've decided what characters are going to make up your party, get yourself a cup of coffee or a large glass of soda, and prepare yourself for a wait. After all, you're at the mercy of the dice roll. If you want a Ninja, for example, you'll need at least 15 bonus points. For other profession/race combinations, the ante is just as high. (The chart on page 14 of the manual will tell you how many bonus points you'll need for any combination.) Just remember, the time you spend creating your party is an investment; you will save it two-fold as your super characters progress more quickly, vanquish monsters with ease, and recover from combat with flair.

w* V

Combat |

Spellbooks

Skills |

1 Resistances

Profession Race

Fight

Critl

Ialc

MAG1

PRl]

PSII

| Scoutl

Skuld.

Leger.j

1_____1

Frustration? Did you say, "Frustration*!"

If you've already created your party and it's exactly what you

hoped for and it took you less than an hour, you can skip this

section... but don't brag about it!

"It took me two hours to create this party," he said. It's common. Dice rarely roll the way you want them to. Just ask anyone who's ever been to Las Vegas.

As you're creating your party, you'll grit your teeth when you see the dice roll is a slim one point away from the amount you need to create your super Monk or Ninja. And perhaps, as if to rub it in, you may get a scarce 5 points from the next roll!

Instead of breaking pencils over these close rolls, use them to your benefit. Let's say you're trying to create a Felpurr Ninja and you need a roll of at least 15. Finally, you roll a 14 (teeth grit, pencil breaks). Instead of creating a "junk" character, use these points to create a super fighter, priest or other common profession. After all, it's likely you'll have at least one character in your party who is not of the "elite" ilk and can benefit from such a high roll.

Other people even make a game of creating super characters. "I say you'll get the Ninja within 10 rolls... ah, no... make it 15 rolls. Yeah, 15." No kidding.

Yes, rolling the ultimate party can be frustrating. However, try to be patient and firm. If you want a Felpurr Ninja, don't setde for a Felpurr Samurai. Just rest assured that eventually you'll get the bonus points necessary to create each of the characters you've designed.

Allocating Your Characters' Skill Points            TMlring tflC (Dungeon...

Once you've successfully rolled one of your super characters, congratulate yourself! Now, it's time to give the character some extra power by way of skill points.

Wizardry typically provides each character with a few extra bonus skill points to add to his or her area of expertise. As you allocate each character's skill points, remember what you created them for...

Fighters

Add points to a weaponry skill such as Sword. You may also add points to the character's Scout ability.

Samurai/Ninja/Monk

Add points to the character's Hand & Feet, Ninjutsu and magical skill. If you have enough points, drop one or two into Oratory as well. If the Ninja is to be your "Thief, add points to Skulduggery and Legerdemain, too.

Valkyrie/Lord

Add points to a Weaponry skill, Theology and Oratory.

Priest/Mage/Psionic

Add points to Oratory and their area of magical expertise.

Alchemist

Concentrate your points in the character's Alchemy skill; Alchemists need no oratory.

If your character didn't get enough bonus points to allocate everywhere you'd like... don't worry. Characters usually get extra skill points each time they gain a level and each time they practice a particular skill. Be sure to check out "In the Dungeon, Practice Makes Perfect" later in this guide.

With all of your characters created, it's time to select from that repertoire the elite six who will serve as your party throughout your adventure.

As you add each member of your team, be certain that the character meets the expectations you had for it. If not, it might be worth your while to create another.

Add the six members to your party placing the strongest characters in the front and the spell casters and non-fighting types (alas, the weaker ones) to the rear. Take the time to review each character and equip their armor and weapons while you're there. Once you've finished, then you're ready to head into the dungeon.

Once You're in the Dungeon.

Once you have selected the brood which will comprise your party and have made your way into the entrance chamber of the castle, save your game. Why? Just in case your characters meet an untimely death after their first combat, you won't have to go to the trouble of adding the members, equipping them and making your way into the dungeon again. You'll just have to resume your saved game.

The Pre-Combat Check

After spending so much time putting your troop together, you're eager to see them perform. However, before that first encounter, spend a few minutes to do a pre-combat check.

*    Check the order of your party. Fighting characters with the highest hit points should be in the front. The weakest characters should be in the rear.

*    Note the ranges of your characters' weapons. Don't put someone with a short range weapon in the third position.

*    Check your characters again to make sure everyone is equipped.

*    Know which spells your spell casters have available.

8

Your First Encounters

Everyone's equipped, the adrenalin is flowing and your head fighter is determined to make rat pies from the creatures standing before you. It's finally time to put everything you've created into action.

How you handle the combat all depends on the number of monsters you encounter. For example, let's say your first encounter was with nothing more than one, paltry rat. With three of your characters swinging a sword at him, there's a good chance that he will be killed, or at least severely injured, during the first round of combat.

However, suppose you encounter six rats traveling in two groups... two in the first group, and four in the last. Obviously, you'd handle things a bit differently. Your ultimate goal, however, is to disable all the monsters as quickly as you can. With a bit of luck, the strategy below will do just that:

Fighting Characters: Fight the 2 monsters in group 1

Spell Casting Character: Cast a Sleep spell on the 4 monsters in group 2

In the previous example, you're putting three of your fighters on just two rats. In all likelihood, they will kill one and injure the other; however, they might just kill both. The Sleep spell, on the other hand, will disable all four monsters in the second group if it is successful. So, in the next round of combat:

Fighting Characters: Attack sleeping monsters in group 2. If a rat from group 1 is still alive, have one of your fighters attack it.

"Healing" Character: If any party member is injured, cast a healing spell on him or her.

Spell Casting Character: It's optional, but if you want to play it safe, cast another Sleep spell on the second group to "re-sleep" any monsters which have been awakened.

After the second round of combat, if all goes well, you'll have only a single rat left and it might be asleep at that! In the third round of combat, your fighters can quickly vanquish it.

Throughout your early encounters, this type of strategy can be applied to virtually any situation, regardless of the type or number of monsters. For three groups, for example, you could cast a Sleep spell on the largest, attack the second largest and hope the smallest group doesn't cause you too much damage. If you have another spell caster who can cast Sleep or some other type of damage spell on the third group, you're even better off.

As you progress through Bane of the Cosmic Forge, you'll encounter other types of monsters who have special resistances, cast spells against you or possess other unique powers. Of course, your party's spell arsenal will have increased, too. You'll be able to Silence the spell casters, Fireball the giants or summon other monsters to help you in your battle.

Just remember the essential combat strategy: disable as many monsters as you can in the first round of combat. How you disable them, by killing, spells or otherwise, is dependant upon the mettle of your fighters and the power of your spell casters.

After an Encounter

After an encounter, a party typically needs both healing and rest...

1.   If your party is in reasonably good shape... no one is dead... save the game.

2.   Since your healers likely used all of their spell power in combat, they will need some rest before they can help anybody. Find your party a quiet alcove, and bed down.

3.   Once your party wakes up, the healing can begin. Heal as many of your characters as you can, and when the spell points run out, rest again. Afterward, heal them some more.

A Rude Awakening

What if some monster barges in while your party is sleeping and starts to kick your thief s teddy bear all over the room? No worries. Since the party has rested, for part of the night at least, your spell casters will have some spell points available. Additionally, your fighters will have regained a portion of their stamina and maybe some of their lost hit points. As soon as everyone wakes up, they'll be able to fight off the intruder.

Even if the monster succeeds in delivering some heavy damage to your sleeping party, it won't matter. You saved the game first. Just quit and resume the game with your healthier party.

Accumulating Experience Points

As your party encounters more and more monsters, you'll obviously collect more and more experience points. These points pay off generously in the form of experience levels.

Using the tables on pages 10 and 11, you can see just how far your characters have to go before they're able to advance to the next level of experience. The number of experience points listed is the number of additional bonus points your character will need to reach the next level of experience.

Gaining a Level

Each time your characters gain a level, it's your best chance to improve their chances of entering Adventurer's Hall of Fame. Although Wizardry's dice will choose the hit points and statistic increases for your characters, you'll be able to influence at least two changes on your own... the skills you increase and spells you select.

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12

Practice Makes Perfect

Each time your character gains a level, Wizardry usually gives you several bonus skill points to add to a character's skills in any field you like. While it may be tempting to add all of these extra points into a character's weaponry skill or perhaps another discipline, you'll find many of the character's skills have already increased on their own... simply by practice.

For the most part, each time your character successfully uses a skill, it will increase, and because Bane of the Cosmic Forge is well balanced, these skills tend to increase in direct proportion to your need for them. Because of this balance, there are some skills which will, for the most part, take care of themselves. As in the "real world", practice makes perfect.

Fighting Characters: Each time they successfully use their weapon, their skill with the weapon increases. Consider adding points to such areas as Scout or Artifacts. For the Monk, Samurai and Ninja, you may want to increase Ninjutsu or Kinjutsu. For characters who also have a magical bent, add points to their area of magical expertise.

Spell Casting Characters: Each time they successfully incant a spell, their Oratory increases. Add points to their area of study instead. While this increases on its own throughout the character's early levels, it's a good idea to help it along with some extra points. After all, your character may learn more spells.

Thieving Characters: Each time they successfully pickpocket a character or unlock a door or chest, their thieving skills increase. You may choose to add points to Ninjutsu or Scout instead.

Since these skills grow on their own, use some of the points which you might normally allocate to them in areas where your character still needs to develop. While you're distributing all of those extra skill points, remember that it's better to create specialists than to give everyone a smattering of skills. For example, allow your Mage to become the scouting expert; you don't need more than one scout in your group.

The listing of skills which follows gives you a quick breakdown of each skill's effect. Looking them over, perhaps you can see where you'd like your characters to improve.

Weaponry skills help characters use their weapons accurately.

Lets you use.^B

=n

Wand & Dagger

Small weapon

Sword

Any aword

Rxe

Any axe

c o

CL

m

L

Mace 8* Flail

Mace, flail, hammer|

Pole & Staff

Any pole or staff |

Throw

Anything thrown

Sling

Any sling/bullet |

Bow

Any bow /arrow

Shield

Any shield

Hand & Feet

Bare Hand or Foot

Physical skills help your characters

perform acts of the hand, mouth or body

deftly and with finesse.

Helps you to..^l

1 Scout

Find hidden things

fcj Music

Play instruments

pfl Oratory

Cast spells (well)

fej Legerdemain

Pickpocket NPCs

VI Skulduggery

Open a chest or door |

^Ninjutsu______

Hide / Lower AC |

Academia skills are a learned ability such as an area of magical expertise.

1

Helps you to...^

flcademia

Artifacts

Use Items

Mythology

Identify Monsters

Scribe

Use Scrolls

Alchemy

Learn ALC spells

Theology

Learn PRI spells

Theosophy

Learn PSI spells

Thaumaturgy

Learn MAG spells

Kirijutsi

Critically hit_____]

13

Selecting Spells

Aside from boosting your characters' skills, Wizardry often allows your magic users to select a new spell or two when they gain a level. With several new and untried spells before you, it's often difficult to know which to pick.

Generally, each time a character is offered spells, he or she will find in the list both spells which hurt the monsters and those which help the party. In order to survive within Wizardry's sometimes harsh environment, you'll need to select some spells from both extremes.

To help the party, any spell which cures anything or protects the party from potential damage is extremely useful. The best from each realm are listed below:

Fire Spells: Fire Shield

Water Spells: Cure Paralysis, Ice Shield

Air Spells: Air Pocket, Silence, Cure Poison, Purify Air

Earth Spells: Armor Shield, Direction, Knock-Knock, Create Life, Cure Stone

Mental Spells: Sleep, Cure Lesser CND, Divine Trap, Detect Secret, Mindread, Sane Mind, Illusion, Wizard's Eye

Magic Spells: Heal Wounds, Enchanted Blade, Magic Screen, Conjuration, Resurrection

Each of these spells will help to protect your party in some way... either from death or from a monster's attack. Others allow you to see things which may aid your quest. Should any of the above spells appear in your magic user's list, be sure to choose them. While you're doing so, remember that all of your magic users work together - for example, if your Priest already has the Resurrection spell, and your Mage is offered Resurrection too, you may be better off selecting another spell that your party currently doesn't have.

Of course, adventure wouldn't be complete without spells to put the monsters in then-place. As with the healing and helping spells, damage spells have a general measure of worth, too: those spells which disable the monsters or better yet kill them are the best to select. From each realm, there are several spells which accomplish the task with finesse:

Fire Spells: Energy Blast, Fireball, Firebomb, Firestorm, Nuclear Blast

Water Spells: Chilling Blast, Iceball, Deep Freeze

Air Spells: Stink Bomb, Poison Gas, Whirlwind, Toxic Vapors, Noxious Fumes, Asphyxiation, Deadly Air

Earth Spells: Acid Splash, Blades, Acid Bomb

Mental Spells: Mental Attack, Psionic Blast, Death, Mind Flay

Magic Spells: Make Wounds, Dispell Undead, Anti-Magic, Lifesteal, Death Wish

The spells listed above are, to a certain extent, the best of the crop. Spells which merely blind, weaken or otherwise allow the monsters to continue slashing your party just can't do the trick as well. If you don't see a spell listed, however, that doesn't mean your characters shouldn't select it. After all, on occasions, a combination of different damage spells could prove disastrous to your opponents.

Tired of Killing?

As your party adventures through Bane of the Cosmic Forge, you'll encounter many things besides monsters: there are traps, tricks and puzzles to stall you, locked doors and chests protecting the bounty of some monster's cache and NPCs who are willing to aid you in your quest. In the sections which follow, you'll find hints on how to best handle these situations.

14

Locked Doors

A stable feature in the landscape of Bane of the Cosmic Forge is a locked door. For the most part, locked doors shield something your party has been looking for or hide a passage to another part of the dungeon.

When you encounter a locked door, your party has four courses of action: force the door open, pick its lock, cast a Knock-Knock spell or use a key on it. Of all those options, picking the lock is your best bet -it's the only one which will increase your character's skill. If your character fails to pick the lock in his first attempt, try again. If he's successful, he'll gain a point in skulduggery. Should he fail, however, and jam the door you can always use a key or cast a Knock-Knock to open it.

To open a locked door, use a key,

pick its lock or cast a

Knock-Knock spell.

Knock-Knock spells may also be used to identify the lock on a particular door. To open a typical locked door, you need only a good thief or a strong fighter. For a specially or magically locked door, however, you'll need a special key or an item. When you cast a Knock-Knock on such a door, Wizardry will tell you that it is "JAMMED". Had it been a normally locked door, Wizardry would have responded, "SUCCESS" or "FAILURE".

Gates

In medieval times, a castle's gates were an almost certain protection against unwanted intruders. The Bane King undoubtedly had this in mind when he built his castle - you'll find them all over the place! Some gates, your party will never be able to open. The others, however, typically require a key or a press of a button. When your party finds an interesting key (which does not include copper, chrome or iron keys), try it on all the gates you can find... until one of them opens. While you're there, search the walls or small rooms around the gate; you might find a button which will open it.

Treasure Chests

There's nothing that can please a party more than treasure chests loaded with new armor, swords, potions and a bit of gold to boot. Of course, loaded treasure chests don't yield their goodies to anyone who comes asking... you've got to get around their traps first! When your characters come across a trap, first of all, have every character inspect it. Although some of your characters may not have any insight to offer, you'll be surprised occasionally. Afterward, if your spell caster is able to cast Divine Trap on the chest, do so. Now your party will have a good selection of letters to work with. Write the letters down on a piece of paper, and put your brain to work. When you're just getting used to Bane's unique chests, it might take a while to unscramble the trap's name. However, the more chests you encounter, the easier it becomes.

Non-Player Characters

Your party's not the only one who came to Wizardry's world to seek adventure. There are entrepreneurs and thrill seekers throughout Bane of the Cosmic Forge who have, for one reason or another, decided to stay in the area even after the King and the Forge changed its history forever. As you read through this guide, you'll find interviews with many of the NPCs who make Wizardry such an intriguing game.

IS

Spotting Secret Items and Passageways

The easiest way to find secret items and passageways is available through your spell caster: Detect Secret. When the "eye" starts to blink, you know you're near something good. However, there are also other "common sense" ways to discover these mysteries. Secret items and passageways can usually be found: in corners of rooms; where you see items "scattered about the room"; at hallway "dead ends" and in one-by-one rooms.

Fountains

Throughout the entire Wizardry world, you'll find many fountains. Most fountains provide your characters healing, stamina and some fountains even replenish spell points. On the other hand, there are also fountains whose water has gone *bad*. Typically, these fountains poison anyone who drinks from them. While there is no way to tell the good fountains from the bad, there are ways to use the fountains to your party's benefit. Before you try a fountain, save your game. Mark the location of the fountain on your map (or in your memory), and note its effects. After you've spent a few days exploring the dungeon, you should have a good number of fountains marked. By returning to and using these fountains, your party can conserve spell power and rest time - instead of casting "Heal Wounds" or "Stamina", you can drink from a fountain.

Moving On

Eventually, your party will have explored the first level of the castle, gained a few levels, and you'll be ready to move on to bigger and better things. So, you head downstairs to see what's waiting for you. And then it happens. You encounter a bunch of half-mad Brigands who aren't impressed with your bright, as yet non-combat worn, plate mail. So they promptly, if not a bit rudely, remind you of your inexperience. Maybe you should have waited after all.

It happens to almost every Wizardry player at one time or another; your party's just not ready for what the next locale has to offer. So, spend some extra time in an area where your party is comfortable... even if you've already explored everything... until your characters gain another experience level. Once you've got a few more notches on your shield, head out and try it again.

Calling All Monsters

There is no Wizardry rule so true as this: if you want an encounter, you can't find any monsters; if you don't want an encounter, you'll walk into the Monster Family reunion. Suppose you're looking for an encounter, and just can't seem to find one - you're trying to gain another experience level before exploring a new section of the dungeon. The easiest way to get a monster's attention is to rest. Most monsters can't resist a sleeping party. If you get an encounter while resting, some members of your party will typically remain asleep, and if hit, they will take more damage than they normally would; however, once hit, the character will also be awake. Just make sure you have your healing spells ready, and you'll be able to take what comes.

Save Your Game

For a Bane of the Cosmic Forge player, the words "Save Your Game" should be written in stone. There was never so great a Wizardry party that a magnet couldn't destroy it... or a hefty group of monsters... or a power surge.

Saving your game is more a strategy than most players imagine. You should save your game after every encounter, after a character gains a level, after solving a puzzle or a riddle, before venturing into a new area, before attempting a puzzle or riddle, before stealing from/killing an NPC. Most importantly, after you've finished playing for the night, do one more thing before you shut your computer off: make a copy of your save game disk or file (SAVEGAME.DBS) and store it in a safe place.

16

David W. Bradley

With his first scenario, Wizardry V: Heart of the Maelstrom, finished, David W. Bradley began work on what he hoped would become a new generation of Wizardry. No one, including David, would imagine the successes this new Wizardry would command - and that was only the beginning.

Q: You've just finished Wizardry V. You're on to something new. What made you decide to change Wizardry's entire system to make Bane of the Cosmic Forge?

A: Because that's what was necessary in order to bring a computer fantasy role-playing simulation up to state of the art development.            After

Wizardry V was done, I decided that I would never touch the old Wizardry system again. I set about to create a totally new kind of fantasy role-playing               computer simulation. So, I started over from scratch incorporating all the ideas I had amassed from 10 years experience in live role-playing.

17

Q: How did you get the idea for Bane's plot?

A: In a flash. Literally, just like that. Everything that I had thought of, all of my characters and sub-plots, fell into place.

Q: Do you remember the first line of code you typed for Bane?

A: I wrote a little test program just to test out the C compiler. And I probably just kept on adding to that: a three line program that printed "Hello World" and it eventually evolved into Bane.

Q: How long, beginning to endy do you estimate it took you to create Bane of the Cosmic Forge?

A: I started the preliminary sketch work in February of 1988, and then began work that summer. For the most part, it took a year and a half. Add to that a decade's worth of live fantasy role playing and devising my own system just to get the background to create Bane. Some of my earlier attempts at programming role playing games display some of the early foundations and principles of Bane.

Q: How did you become interested in computer programming ?

A: I didn't become interested. It was an accident and then I got addicted. Now I can't kick the habit. I sat down in front of a computer and started typing in some stuff. And I haven't stopped yet.

Q: When did you first become interested in fantasy role playing?

A: I didn't, it was an accident, too. I didn't really know that much about it and a couple of friends wanted to get together and try some stuff out. I remembered hearing about fantasy role playing, but I didn't really know anything about it. We sat down and kicked it around for a while and had a great time.

Q: You know, I still remember you saying, "Bane ofthe\ Cosmic Larva."

A: I did not say "Bane of the Cosmic Larva."

Q: Yes you did.

A: Unless we were joking around.

Q: We were going through the dictionary and you were saying "Bane of the Cosmic..." whatever. You were picking out all these names. Eventually, you came "out with "Bane of the Cosmic Larva."

18

Q: How did the two, computer programming and fantasy role playing, come together?

A: Shortly after I began role playing, one of the first computer role-playing games was released. I thought, "My goodness, this computer can do that?" So I started programming my own kind of adventure games and it grew out of that.

Q: How long were you role playing before you began to write your own material?

A: I played as a player for about three or four years before the person who ran the campaign left. There wasn't anybody to continue on as game master, so I just took over the job and started writing and crafting the scenarios. So my adventure game writing developed along with my computer programming.

Q: Before Bane hit the market and all the positive feedback came, what were your initial instincts telling you about it?

A: Ah, you never know. I knew it was going to be a good game, I knew the story and all that went with it, and I loved it. I generally do stuff where it all feels right. But still, you never know.

Q: But you liked the way it turned out?

A: Oh, yeah. I think I'm doing something fairly unique - my own style and brand of FRP. I love to spend a lot of time thinking about the story and the characters and the subplots and twisted stuff. I wish I had more time to play with things from a technical point of view, but still when it comes to the story, the plot and the depth of play, I think we're offering something special that no one can get anywhere else in the world.

Q: Do you consider the story, the adventure, the most important part of the game?

A: I consider all aspects important. I don't consider any one aspect any more or less important than another. But the substance of the game is, I believe, definitely critical.

Q: What's a typical day while you're in the middle of game design?

A: "Hell" is the first word that comes to mind. "Chaos" is another good one. "Total Chaos" is even better. That's my final description "Hell, Total Chaos."

Q: How many hours a day do you work on the average?

A: It depends on if I get to go play golf or go to a movie that day or night. I was able to play golf three times last year if that gives you any idea of how much work I've done. And I probably saw about 20 movies. So subtract the five to seven hours of sleep I get a night, and subtract an hour for lunch every day, and the rest of it is when I worked last year.

Q: What's the hardest part of a game designer's job?

A: The most demanding aspect of it is having to spend so much time coordinating and working with other people. Ultimately, my main enjoyment comes from being able to sit back when it's peaceful and quiet and write a part of code that's going to do something new and astounding or something that no other computer game has ever done before and/or to come up with a character that's just a really neat character or an idea that just tickles me. That's the fun part, but when I have to deal with everybody else's problems - getting the graphics right or getting the sounds right - and all I'm doing is the technical stuff, it's work. That's where all the discipline comes in. It can become very frustrating at times because my own inclination is to lock the door or take a walk outdoors where it's just nice and peaceful. So, it's only fitting that because I have such an enjoyment for peace and the outdoors that I live in Hell, Total Chaos.

Q: Is the actual creation then the most fulfilling part of game design?

A: Actually, it's fulfilling in three ways: creating a program that is going to produce something never done before, crafting a story and its characters, and the general effect that both of these elements are going to have on someone playing the game. If it wasn't for the enjoyment of creating the story and the programs and then trying to craft something beautiful from them, I wouldn't be doing it at all. Probably.

19

Q: So, you're just doing this for the fun of it and the fun it provides other people. What about the fame that goes along with it?

A: Well all of that is fun for a little while, but I guess I got over it with Wizardry V. Now, I have a good time doing what I'm doing. I'm so busy thinking about the next Wizardry that I don't really get into the show business part of it as much as I probably should. That part of it hasn't gotten a lot of attention from me... which is probably better for us all. (Snortle...)

Q: Once you had finished Bane of the Cosmic Forge, did it turn out to be bigger than you had imagined?

A: I didn't even cover a fraction of what I wanted to get done. Bane is so elementary and limited in comparison to where I want to take it, and yet, I've only got so many hours in a day.

Q: So you mean that whatever is coming next will cover another eighth of what you want to do?

A: Well, if it does an eighth, it will be okay. Ultimately when I sat down to map the entire story, with Bane being the beginning of that story, how much of it can be told in the sequel is still a small percentage. However, I estimate that even if it's twice the size of Bane, it would still be a very small percentage of the overall, total story. On a scale, I suspect that I could still be working on it six years from now. Let's just say, the story extends far beyond where even the sequel will end up. In fact, it already looks like the sequel is going to be continued into at least one more.

Q: Do you intend to make any major changes to the system?

A: The graphics system is being changed now. Instead of text and graphics, we're moving to total graphics, and we're rewriting the whole internal system to work with the total graphics environment. It will still be very much a strategy, plot and interactive character type of game. It is not becoming a real-time game where you just keep punching buttons until the monster dies. It will never become that for me.

Q: If you had to create a David Bradley to go pouncing through the dungeon, what type of character would he be?

A: Well, actually, I am in Bane, but I'm all of the other creatures in the game. But just a single character? How about a Samurai scientist.

Q: What is your own party like?

A: There are a few standard characters that I've played with since the original Proving Grounds came out for the Apple II. There are four characters that serve as the foundation of the party: an Elf Samurai, a Dwarf Fighter, an Elf Mage, and a female, Human Priestess.

Q: What do you recommend to people who want to do what you're doing?

A: If you want to do something, you just do it. You'll learn all you need to know along the way.

20

Maps, Messages, 9iints & ^Tvps

In the sections which follow, you'll find all you ever wanted to know about the world of Bane of the Cosmic Forge. Each section is divided into four parts:

*          A map of the level or area

*          A general description of the area

*          Frequently Asked Questions & Their Answers

*          Complete Messages and Notes

With four different references, you can get any level of answer you want. Looking to the map, you can find out where things are, but not what they are. In the question and answers, you'll typically find hints to help you on your way, but not the answer in itself. The message listing, however, contains the complete message text and tells you exactly what to do at any given location.

The sections follow each other in the same order that people generally play the game. However, don't let the order of this guide limit you! Part of the fun of Wizardry is taking chances... heading into the unknown before you even know what's waiting for you.

21

The Castle - Ground Zero

22

The Castle

One hundred and twenty years have passed since the last of a generation kicked up the dust of these once regal halls. There's now a mystery in the air, and a silence which seems to still everything in wait. It may be this muffled calm, or perhaps a certain smell in the air, which tells you that this Castle, like all bygone castles, holds a story as rich as the King's cache itself. And it all begins here, where you are standing - on the once threshold of his Queen and her King.

Your Quest

It all lies before you - 200 hundred hours of adventure. All at once, it's a welcome and a scary proposition. You'll explore dozens of locales in search of the Cosmic Forge or anyone who knows of its whereabouts. In the process, you'll uncover yet other tales -some still in the making. Good thing you've got a hint book in your swag bag!

Ground Zero - The Castle Proper

You'll begin your adventure here in the Castle Proper where many of the King's official meetings took place. Throughout its rooms and halls, you'll get your first taste of Bane's inhabitants and the first chapter of its story: the summons for the sale of daughter, Rebecca.

In the Castle's main chamber, you'll also find two chests which hold a bounty most welcome to adventurers: healing potions, a resurrection amulet and cures for what ails you. Across the way in another chest, your party can pick up even more goodies.

The main level of the Castle also leads off to many different areas which, at one time, housed the Castle's occupants. From here, you can reach all four towers, the spire, the belfry, the Castle's upstairs and downstairs.

Frequently Asked Questions & Their Answers

Hey, all of these doors are locked and I can't get into any of them. What am I supposed to do?

Keep trying. Unless a door is "jammed", there's still a chance that you can pick its lock. Later on, it's likely your party will pick up some keys to open the doors.

Additionally, if your spell caster learns Knock-Knock, he'll get you in for sure. Lastly, when your thieving character gains a level, put a few extra skill points toward Skulduggery.

What am I supposed to do with the dried olive goo on the floorstones?

Nothing. Whatever left it behind is long gone, and its "remains" are of no importance.

Who's Rebecca, and what's the summons for?

Rebecca is the demon child - but you'll find out more about her later on. The summons is a purchase agreement between the King and Queen and another couple for the sale of their child.

How do I open the gate on the northern end of the Castle?

If you search the walls around the gate, you'll find a button which will do the trick.

I got through the first gate, but how do I open the second one - directly north of the first.

That gate will open by itself - in time. There's no need to come back and check it periodically; when it opens, you'll know it.

What do I do with this Key of Ramm?

Hang on to it. You'll need it later on in the game.

Castle - Ground Zero - Messages

1.    Approaching the gate with confidence, you know if things get too hairy you can always turn and run back out...

2.    Hmmmm...

3.    You are in the entrance chamber of the castle. It appears to be empty, and a heavy coat of dust covers the floor. Small scampering noises echo down far distant corridors, a reminder that it is you who are the intruder here...

4.   Rotted wood is all that remains of the broken furnishings scattered about the room.

5.   Piles of rotted furniture lie strewn around the room. In the center rests the remains of a massive wood table, suggesting a former meeting chamber.

6.    A few remnants of broken chairs lie clumped in this once dainty parlor.

7.    Only dust and cobwebs remain in this now empty room.

8.   Neatly inscribed upon the metal face of the chest are these words: Open Me First. Inside the chest are several items and a scroll which reads: A Cure But Twice, And Healing Thrice, One Life For Thee Times Seven.

9.    Neatly inscribed upon the metal face of the chest are these words: Open Me Second. Inside the chest are some gold coins, a sword, and a scroll which reads: Beware the Narrow Corridors of the Mind.

10.  The majestic splendor faded long ago from this grand hall. The corpse of a decaying dining table, long enough for half a hundred people, now rests crumbling upon the floor.

11.  An old stone oven and fallen shelves tell of a kitchen where royal feasts were once prepared. Now it is "time" who is the chef, and the kitchen has become the meal.

12.  Bare stone shelves line the walls of this former pantry.

13.  Fibrous shreds of stained rot cling to the walls where colorful tapestry once proclaimed sovereignty in this official chamber. With grim mockery, the sweeter

23

taste of a mighty throne perched high above the room has long turned sour, as it sits condemned to languish in its own final sentence. If there is any last judgement to be decreed upon this fallen chamber and tarnished throne, it must be gleaned from the decay that it laps upon its own dais as itself festers and rots, bearing witness to emptiness, filth and stench, silently weeping tears of its owned despoiled substance.

14.  Although this small chamber seems as dilapidated as the others, peculiar obtrusions up through the floor show signs of a more recent invasion made by entities unknown.

15.  Examining the obtrusions, you detect a dried olive goo around some of the uplifted floor stones.

16.  A fallen desk and several chairs lie crumpled on the floor of this regal private chamber, no doubt a place of counsel and costly bargaining.

17.  (Search) Searching through the remains of the desk, you find an old torn parchment which reads: "Summons of the Vicar and Mistress, to be paid 100 gold pieces for the sale of the Daughter Rebecca..." other parts of the document are either missing or illegible.

18.  Keep Gate Closed During Service Hours. (Note: the gate at #18 closes and the gate directly north opens later in game... by themselves)

19.  (Search) A button appears. Press it to open gate at 18.

20.  Pieces of old bone litter the ground, and deep red stains color the earth.

(After solving the King's Altar) Everyone lands with a sharp "THUD!" You see something move inside the bars of a gate in front of you... Rapid movement flashes across the gate once more... Only a faint blur of motion is seen as the thing darts through the gateway to attack the party...

21.  Lodged within the throat of a crushed skull you discover a strange key, as if the deceased was trying to swallow it when...

22.  You hear some kind of rustle or flap from somewhere nearby. Perhaps it is only the wind descending from one of the towers...

24

The Castle - Lower Level

25

The Castle Barracks - Lower Level

The musty smell of ale, leather and long neglected foods lead you to believe this floor was not one commonly graced by his or her majesty. Rather, it appears to be the barracks, a home for the servants, guards and others in their employ.

A few of the original crew remain, like Queequeg, the Castle's merchant, who still holds a few items up for sale.

Life in the Barracks

Taking a walk through the Castle Barracks, you realize that this is one big place (take a look at the map, and you'll know it is)!

For you and your adventurers, the lower level of the Castle is really a two-part adventure: since the level is essentially divided, you can only do so much and explore so far at one time. The first part of this level extends to the jail. Beyond the jail waits a world filled with hazards - at least for the lower level party!

So, how do you explore this level to its fullest without dying?         Begin by

investigating all the areas you can reach -from Queequeg to the jail; you won't be able to get into the Captain's Den right away, however. After you've had your fill of this turf, head upstairs to ground zero. From there, take a trip up the Castle's four towers and its spire. Perhaps you can visit the Castle's upper quarters as well; it is there that you will find an "entrance" to the second section of the lower level.

Frequently Asked Questions & Their Answers - Section 1

How do I get into the Captain's Den?

You need the password. Queequeg will tell you, provided you tell him where the captain's treasure is buried. If you've just entered the level, don't worry about it. You won't need to enter the Den for a while yet.

How do I find out where the treasure is buried?

In the jail, you'll find a Deadman's Log (28). Before its owner passed away, he wrote long of his journey. In his words, you can find the answer.

How do I get into the jail?

You need the Jailer's Key. You can find it hidden in a desk drawer near the jail's entrance (26). It will also open several other gates in the jail.

I can't read the Deadman's Log. It's in code.

As you explore the second section of the lower level, you'll find an item which will decode the scrawlings for you.

How do you open the eight gates on the northern wall of the jail?

Fortunately, you can't. Who knows what type of monsters would come through if the gates were opened! Eventually, after you explore other areas and your party becomes more experienced, you'll end up on the flip side of the gates.

In the jail, there's a skeleton within a cell. I've searched and searched, but I can't find anything.

There are two skeletons within the jail. Accompanying the remains of one, you'll find the Deadman's Log. The other fateful soul, however, left nothing behind.

I've entered this room which has a ton of graffiti on the walls. On one wall, there's something which looks like a mousehole. What am I supposed to do here?

If you happen to have any cheese (9), you can lure the mice out. But beware! There's a lot of them! So many, in fact, that when they come after the cheese, they'll blow the whole wall down!

Where is Snoopcheri?

Look for a wall with a mousehole... and read the answer above.

26

I've just found a Stuffed Beagle. What on Earth am I supposed to do with this?

Head back to the room with the graffiti. Look at all the walls carefully. On one you'll find a cry for a long lost dog by the name of Snoopcheri. If you're wondering where to return it, ask Queequeg.

I've met Queequeg, and bought some Mystery Oil from him. What does it do?

You'll use the Mystery Oil later on in the game; it will help you to draw some conclusions.

I've also found this old wine bottle, but can't find any use for it.

You will... much later on in the game. Take note of it.

There's was an old armor dummy propped in a comer. I searched it, and as my hand touched it, it dissolved. Did I do something wrong?

No. The dummy was just so old and so worn that it needed nothing but a breeze to disintegrate entirely.

Frequently Asked Questions & Their Answers - Section 2

I've just defeated that dreadful snake, wound my way down the stairs and appeared here -a hazard area. Where am I?

You're at the bottom of a staircase directly behind the Castle's jail... on the lower level, of course.

There's four gates that I can't open (42). What do I need?

You need the Dungeon Key. Search the rooms in the hazard area. In one, you'll find it.

I've just found a Bell Key. What does it do?

It opens a room in the Castle's Belfry.

In the hazard area, there's a cave-in. The rocks can't be moved by hand. Can I get through?

Yes. You need a pick of some sort (32). Use the pick to pull the rocks free and open the passage.

How do I get through the wall with the loose stone?

Obviously, someone had removed the stones at one time, perhaps to hide their treasure. If you use the Miner's Pick, you can pull the rocks free.

These women just darted up the hallway in front of me, swung across a gorge... and of course, they took their rope with them. How do I get across?

You need your own rope - and you can find one in the Belfry. Since the rope won't do the trick on it's own, you'll need a hook to secure it on the other side.

I've got this nifty little ring. What does it

do?

-Use the ring to decode the scrawlings in the Deadman's Log. As you read of his travels, you'll find out where the treasure is buried. Tell Queequeg its location, and he'll clue you in on the password to the Captain's Den.

How do I get into the cage in the center of the Captain's Den?

You need a Silver Key. Many years ago, L'Montes locked the Captain in the cage you see before you. He holds the key to this day. You'll find him in one of the Castle's towers. Of course, he'll likely want something in return.

I'm in front of a gate and I can see water on the other side. How do I get the gate to open?

You can't. At least not right now. Once you've made it further in the game, you'll find a North Exit Key which will allow you to open the gate from the other side.

27

Castle - Lower Level - Messages

1.   The room is filled with bodies strewn about the room. At first glance, they all appear to be dead... You hear a loud noise,

"ZZZZZZZ.... ZZZZZZZZ....." Suddenly

the door slams shut! A throaty voice growls, "Hey you! Get offa my foot!!"

2.    (Search) A button appears. Press button and a passageway opens.

3.    Armament racks used to line the walls of this small chamber, but have since fallen away and turned to rot. There is a pile of debris lying up against the facing wall.

4.    A large heavy canvas has been wrapped around some kind of huge crate. Both canvas and crate have deteriorated to rot, and the hard outline of a figure is silhouetted underneath.

(Search) Carefiilly taking the tattered remains of the canvas away from the crate and its contents, you see what appears to be the corpse of a dead knight. It is then that you realize it is an armory dummy, and was apparently left behind when the castle was vacated. Inspecting the equipment, you salvage a fine set of chain mail armor, along with a crested shield.

5.    A barracks full of broken cots turned to rot is all you find here. Wait. You heard a noise... (Meet Queequeg - see interview in this section)

6.    Old wooden racks, rotted and fallen to the floor, were made for holding stock once upon a time. An old decaying armor dummy is slumped in the corner, slowly becoming powder. Oops! The dummy just turned to dust!

7.   Four stone tables divide the room, and are so regularly placed that they make you think of a mess hall.

8.    Several barrels which were stored here have rotted and split open, spilling a bunch of sealed packages to the floor. Most of the packages have turned hard, but dampness has helped to keep one of them fairly soft.

9.    (Search) Opening it, you find a rather noxious cheese, ripe with age and wholly inedible.

10.  This room appears to be the barracks, although nothing lies here now except rotted broken cots.

11.                          Captain's Den No Trespassiri

A slot opens up on the door, and from behind it a grotty voice mutters, "What's Da Passwurd, Matey?"

"ThassSnotlt!"

"Buzz Off... Swabs!"

(Skeleton Crew)

"Awright..."

"C'monin...."

(continued..)

Thick smoke fills the air inside this mangy den, and huddled about each of the tables, clutching a bottle of ale or steaming brew, is the wildest gang of thieves, rogues, brigands, pirates and cutthroats ever assembled under a single roof. As soon as you enter the room, action grinds to a halt, all eyes rivet onto you, and a deadly silence ensues... Glancing at each of the tables, it is amazing how much you can notice within a single second; a pile of gold coins, the faces on a deck of cards, even the chip on a corner of a set of dice. All this, and every little detail of every nasty face staring at you as well. In the odd moment you have before you think you are going to die, something about the situation will stand out as if to tell you a secret, or solution to your impending demise. It is just such a moment, and you cast your gaze across the room, away from the faces and stink and smoke, and you behold a curious sight - mounted, behind steel bars, erect, sporting a twisted smile cum grimace, is the preserved figure of a man dressed in scarlet tailcoat, white ruffled shirt, blue knickers, a black tricorne hat, and wearing locks of black curly hair two feet long. It isn't the black patch which covers an eye, nor the stuffed green parrot on top of his shoulder, nor even the odd expression that haunts his queer face which holds your attention; it's that upon his right arm, just where a hand should be, there protrudes a polished hook made of bright steel. It is all the time for a reverie you have, for suddenly, a great big fat stinking greasy pig of a toad stands up to you and belches, "Ah'mCap'n Matey!"

Avast ye swabs! We don't cotton to no strangers unless they's proved themselves in

28

11.  {continued) some kinda mortal contest! Round here we got two ways o' contest, tha' ole fashioned way beiri fight'n, an tha' more civilized way, which is o course, drink'n!! Ya wants ta fight, or is it drink'n? (Fight) So be it! Let's get'em boys!! (Drink) Ah, my kind 'o contest! Har Har Har! Let tha* drinks a pour!! Each round costs 50 g.p. Buy a round? (No) Get outta har ye whimps!! (Yes) Bottoms up! Har Har Har!! Glub! Glub! Glub! Mmmm... that shore hit tha' spot! Yar lookin' a mite pale thar, matey! Haw, ah ain't even teched yet!! (If you can drink more than he can...) Ah thank ah'm gonna be sick! The captain passed out! You won the contest!! (If he can drink more than you can...) You fall to the ground unconscious! The captain's men throw you out! (// you run out of money) Yar outta dough, ye scabs!!

12.  Inside the gate stares the preserved corpse of the hook-handed pirate. It looks even more macabre up close.

13.  (To open the gate, use the Silver Key L'Montes gave to you) Apparently, the gate was locked with good reason. When you touch the body it disintegrates into a pile of ash and bone, leaving naught but a coat, a tricorne, a stuffed parrot, an eye patch, and, of course, the sinister steel hook. (You receive the above named items)

14.  (If you didn't kill him in contest...) In the far corner of the room, Captain Matey is heaped upon a mangy old bed, blissfully snoozing away...

15.  (// you didn't kill him in contest..) The drunken captain is sprawled across the bed, snoring like a baby toad... The Captain wakes with a start! ZZZ-Arooug... Ahum... Hump! Wazzat??!! Who's messin' in me chambers??!! Avast ye swabs! Pra-pars tah die! (Encounter with Captain Matey)

16.  The walls of the room are covered with faded graffiti and scrawled writing. A few rotted tables lie clumped upon the ground.

17.  Ore Rumble Friday Nights At 8

18.  When you want that someone special dial 1-900-LADY

19.  Trebor Sux. You notice a small hole at the base of the wall. Mice probably... (Use Noxious Cheese) Waving the noxious cheese in front of the hole produces a faint

cluttering noise from somewhere on the other end of the hole... The cluttering noise is growing much louder, and you can feel a vibration behind the wall... suddenly, the wall explodes in a wild frenzy of crazed giant rats!!! (Opens passageway)

20.  $$ REWARD $$ Lost "Snoopcheri" Contact L'Montes

21.  (You find a chest which was carefully hidden by the Captain. Inside is the long lost beloved of L'Montes, Snoopcheri)

22.  The room looks devoid of anything of much import and was probably used as a storage area.

23.  An old set of wine racks has crumbled to the ground, but it looks as though they were cleaned out some time ago.

24.  (Search) Spending a few minutes to search the room has yielded naught but an empty old wine bottle. (Receive wine bottle) Strange though, you uncovered some kind of odd obtrusions underneath the rotted racks, poking up through the ground. Examining the ceiling, you see cracks of a similar nature, and nothing nearby suggests any possible source to their origin.

25.  A rotted desk lies in ruin across the room, collapsed about its center from an apparent blow. It is surrounded by scattered documents, which also seem quite deteriorated. Examining several papers, it seems they are legal writs of some kind, citing criminal charges and followed by execution orders.

26.  (Search) Concealed in a small compartment under the desk, you find a key...

27.  (Use Jailer Key to open the gate)

28.  The skeletal remains of a human rest against the wall of the dungeon, the bones appear to be undisturbed since the time of death. (Search) Searching through the bones, you see a loose stone protruding up. picking up the stone and looking underneath, you discover a small logbook filled with strange glyphic scribblings. Many of the pages are too stained to be read, but the final portion of it appears legible, if you could find a way to understand the unusual marks. (To read the book, you need the JR Decoder Ring)

29.  The skeletal remains of a human rest against the wall of the dungeon. The bones appear to be undisturbed since the time of death.

30.                * HAZARD AREA * KEEP GATE CLOSED AT

ALL TIMES

31.  Lots of old bones are lying throughout the lair, and the monster that dwelled here obviously ate very well. You see remnants of things left behind by the victims, all who were probably dragged here against their will...

32.  (Search) Most of the debris seems to be rotted junk, but one item appears useful and looks to be in good shape... (You find a Miner's Pick)

33.  Scattered bones tell the tale of some poor fellow who wandered a little too far from safety... (Search) Searching through the scattered bones, you uncover an interesting key... (You find the Dungeon Key)

34.  Inspecting the wall, you detect traces of a recent excavation, and subsequent replacement of stones. It looks as if someone dug a passage and then covered it back up. (Use the Miner's Pick to excavate the wall)

35.  Stones fallen from a cave-in block the passage through the tunnel. The rocks are too tightly packed together to try and move them by hand. (Use the Miner's Pick to clear the wall)

36.  Looking down the tunnel, you spy some very strange looking black women, with white marks painted on their faces and carrying long spears and hide shields. One of the women suddenly points in your direction and they quickly vanish into a passage on the left...

37.  You are standing at the edge of a wide chasm, which gapes before you as if it were a gigantic bottomless pit. On the other side, you spot a group of the strange black women, hurrying away from the edge and hauling a long rope made of vines after them.

(In your haste to cross the chasm, you use the rope) The chasm is too deep for the rope to reach the bottom, and without any way to make it catch onto the other side, it always falls back into the gorge.

(So the rope will catch, merge it with the Steel Hook you found in the Captain's Den. Then you use the Rope & Hook) Heaving the hooked rope over the edge the chasm, you succeed in snagging it onto a sizable boulder... Hanging on for dear life, you shimmy across the rope to the other side...

38.  Overhead, a cavern ascends up into the darkness. Below, bones from many small animals cover the floor, the discarded remains of the winged cave dwellers. Inspecting the scraps of bones for anything of interest, you note that there are shards of shiny metal and bits of glass. Obviously attracted by articles which glitter, it explains how the key lying at your feet was brought here... (Search - Find Bell Key)

39.  You hear some kind of strange sucking noise from somewhere nearby... It's a slurpy kind of sound...

40.  Something weird lies just ahead... It's just sitting there... It seems to be the source of the odd sucking noises... Cautiously approaching the oddity, you notice a few long thick tubes attached to its base. It looks like a plant... oh-oh! It looks like it's hungry!!! (Encounter a Hydra Plant)

41.  E-Z LIFT * DOWN *

42.  (Use the Dungeon Key to open the gate)

43.  Strange looking obtrusions are poking out of the ground along the base edge of the wall... There is a slight tremor coming from behind the wall... You can hear something moving... Suddenly, it leaps out of the wall! (Encounter)

44.  A pile of old bones and rags wait in the alcove, the remains of some lost soul long forgotten... The bones begin to rattle! A gaunt and ghoulish figure arises and in a groaty voice rasps, "Got'cha 'gain!! Haugh haughhawww..."

45.  Piled in a heap are the old bones of a forgotten prisoner, who apparently died in his chains. (Search) Searching the bones, you discover an odd looking ring on one finger. Upon examining the ring, you see a circle of letters which reads: Jolly Rogers Decoder Ring. (Use JR Decoder Ring on Deadman's Log) Using the pirate's decoder ring upon the scribblings in the book, you are able to read the following passages:

30

29. (continued) ...decided to leave the shipwreck as none of the scouting crews have been heard from. Those damn mists! Entry 99: Making headway upstream on a dinghy, just the 9 of us left now. Morgan is starting to look pale like the other ones did, and I suspect he's got the sickness too... Entry 100: Morgan was throwing up real bad this morning and later today he died. We are all scared because we don't know what's causing it and I think it may be the food we've been eating, which is mostly rat meat... The next couple of pages are stained too badly to read, but you resume on the third page following:

Entry 106: The Captain says if we try to return to the ship then we're all dead men, but everyone's getting real spooked especially because we can't find out why the bodies keep disappearing... Entry 107: Gorumond died this morning, same way as everyone else. Now there's only 6 of us left, and the Cap'n says we've got to bury the treasure chest cause it's too heavy. I'll be glad when we get off of this damn mountain...

Entry 108: Roscone says he saw a man today on a ledge and he said it was Morgan, but we all know Morgan is dead and maybe we're all goin' a little crazy... at least Roscone is, I think...

Entry 109: I saw Morgan today too. I think I've got the sickness now, because I know Morgan's dead. His face was covered with blood, and he just looked at me didn't say anything but just smiled. I think I'm going crazy...

Entry 110: May the Gods protect us! We was going down the mountain today right after burying the chest, when this huge monster, I mean I guess it was a man or something, but it stood over 12 feet tall and he just picked up Roscone and bit off his head with only a single chomp and then he spit it out and laughed and we all ran to wherever we are now. We're lost and that's sure, but the Cap'n says best to keep moving...

Entry 111: We are almost down "Giant Mountain", at least that's what I call it, and there's some kind of huge gorge with bridges n' rope trusses all over it. We can see a bunch of men from here, and it looks like they're mining for something... Entry 112: We're going to try to talk with the dwarf men, and see if they can help us... The ink is barely legible on the few last words, and the remainder of the logbook is blank. Remembering the skeleton where you found the logbook, it is clear that the dwarf men didn't help too much.

Meet Queequeg

L'Montes! The still! The captain

A party just embarking on their adventure will find Queequeg's shop an almost regular stop. He stocks a wealth of goods, and may offer some interesting information to the party. This conversation between a local patron (P) and Queequeg (Q) was overheard by Zynaryx, an enterprising freelance spy and magician, and will certainly help you to see why Queequeg is an important provider to any party.

(P): Greetings! Who are you?

(Q): I am called Queequeg.

(P): Do you know L'Montes?

(Q): Ah! L'Montes - the mad Frenchman!

He lives in a castle tower. (P): He's mad? (Q): The captain took his beloved, which

drove him mad! (P): Who is the beloved? (Q): The beloved of

Frenchman searches

might know. (P): Who's the captain? (Q): A rather ominous fellow. He's the boss

of the Captain's Den. The mad

Frenchman locked him up in the

Captain's Dea (P): Tell me about the Captain's Den. (Q): The local seedy hangout of ill-repute!

You must know the password to get in. (P): So, what's the password? (Q): I'll tell you the password, but first, I

need information. (P): What information ? (Q): The captain buried a treasure chest

somewhere far away! (P): Where did he bury the treasure? (Q): That's what I want you to tell me! (P): The treasure is buried on a mountain. (Q): There are many mountains! (P): Ah yes! It's Giant Mountain! (Q): Giant Mountain! Of course! I should

have known! Oh yes... the password is

"Skeleton Crew". By the way, you

really should try the Mystery Oil, and

it's on sale. (P): Thanks for the offer. (The chap buys a

bottle) (Q): You're welcome!

NUJ Tomer

NE Tomer

Ma

ai

'1

1

US

M M 1

B

5 r —— t

I____ j4

SUJ Tomer

a

SE Tomer

10

1 ...... 1

11,

J

1"" ■ 1 ■ 1 L _E_ J

Note

The first leuel of all tomers is on the

Castle "Upper Leuel" map.

32

The Castle Towers

Here in the Castle towers, one can look for miles to the land surrounding the Castle. It was a place frequented by the Queen and King, perhaps as a means of viewing those whom they ruled.

Now, it is inhabited by a bevy of creatures from L'Montes the mad Frenchman to a virtual hoard of bats. It's an area the unwary needn't visit.

Up On the Roof

Strolling about the towers, our party will find some things which will be most useful to your adventure. Just for starters, three rooms in the towers conceal the loot from a party now long past.

In yet another room, you'll find L'Montes who will surely answer your most pressing questions - that is, if you can get him to let you in. See the interview with L'Montes later in this section.

When should you visit the towers? It's best to take four separate trips. The first three, to the NE, NW and SW tower, should be taken early on, but when your party has reached at least the second level of experience (remember those bats). The last trip up to the SE tower should follow a special find - a beagle. There's someone who's been waiting for it for a very long time.

Frequently Asked Questions & Their Answers

This tower rafter just collapsed on my head! In fact, it took out half my party! Is there any way to stop it from falling?

Ah, these old castles. Don't build 'em like they used to. Unfortunately, no matter what preventative steps your party takes, they will be hit by the rafter. If you've lost a couple members to the beaming, but don't want to restart the game, consider using the Amulet of Life - a resurrection spell can bring them back to life.

Is there any way to stop the bats from attacking?

Remember, this is their home, how humble it may be, and you're the intruder here. The only way to stop them is by fighting them. However, if your party succeeds, you can look forward to some good experience afterward.

There's a man behind a door telling me to "Go Away!" He gives me a chance to say something to him, but if he doesn't hear what he wants, I guess he walks away from the door. What am I supposed to say?

The chap you're talking with is named L'Montes. He's a bit mad according to some of the Castle's folk. And apparently, he's got a reason.

Long ago, someone took an item which he held dear to his heart. He's even gone so far as to leave a scrawling on the wall on the lower level of the Castle regarding his loss. Queequeg probably knows something about it, too.

There's this gross dead thing on the top of the Castle tower. What should I do with it?

It's pretty much up to you and your party members. Some people just can't bring themselves to search the remains while others, well, can handle the smell.

The Castle Towers - Messages

1.    Suddenly a tower rafter collapses! (Search) Inspecting the rafter, it is unclear whether the falling beam was a booby trap or whether it fell due to decay among the support timbers...

2.    (Search. You'll find a button on the wall which triggers a cache. Inside, you'll find some goodies to help you in your adventure)

3.    Plumes of smoke arise from fiery pits far to the west, testament to an era which should have passed long ago...

4.    The smelly carcass of something dead is lying on the tower ledge directly overlooking the moat. It has decayed beyond the point of recognition with no indication of how it died.

Search the carcass for details

Push the carcass off the tower

Leave the carcass alone

You push the remains over the edge of the tower, and moments later hear the faint splash as they hit the moat. When you move the carcass, a horrible stench explodes from its body, giving everyone a full dose of the putrefied remains.

5.    Looking out across the tower's edge, the north forest spans as far as the eye can see.

6.    Piles of old debris crowd this small tower room, most of it looking quite rotted. (Search) You found a bow and some arrows which appear to be usable...

7.    You sense that something is amiss... You are being watched... Looking upward, a multitude of bats are delicately poised directly over your head in the tower rafters... Suddenly the bats attack!

8.    Looking southward, you see far beyond the castle gate into the distant blue mountains.

9.    Piles of old debris crowd this small tower room, most of it looking quite rotted. (Search) You found a crusty old chest! You found a moldy old breastplate of leather, and though worn, seems good enough to be effective...

10.  You hear the clattering of footsteps running up the stairs ahead of you!

11.  You see some bread crumbs scattered on the floor of the tower, softly blowing away in the wind... Suddenly a door slams to the right!

12.  To the east is the edge of the swamp, a cold and gloomy place that forbodes a land of evil. Perhaps the tales of demons and witches aren't just rumors after all...

13.  From behind the door you hear a very strange noise. It almost sounds like something is pressing up against it and breathing heavily...

33

An odd voice speaks from behind the door: "Go away!" I said, "Go away!!" "I'm not coming out, whoever you are, and you can't make me!" (Mention that you've found his beloved dog, Snoopcheri)

14. A tall, scruffy but stalwart man walks toward you and says, "I am L'Montes!" (Meet L'Montes! See interview in this section)

Meet L'Montes

When your party has occasion, you'll find L'Montes is not nearly as mad as everyone makes him out to be. His beloved gone - stolen actually - he went mad with desire as we all do when we've lost something we love. Should you find his beloved, Snoopcheri, return it to him. He'll reward you greatly.

(L):

(P): (L):

(P): (L):

(P): (L):

(P) (L) (P) (L) (P)

(L):

(P): (L):

(P) (L) (P) (L)

Go away! I said, Go away!! I'm not

coming out, whoever you are, and you

can't make me!

But I've found your beloved!

"You found Snoopcheri?! Why didn't

you say so!! Come in, come in!

(I passed to him his dog)

Snoopcheri! Back in my arms at last!!

Take this key to the Captain's cage, and

you may set him free...

Who is the Captain?

The Captain of our ill-fated ship! He

was the meanest cur that ever traveled

the seven seas!

Where is the Captain?

He's locked in the old Castle barracks.

The barracks?

Where the Castle guards used to live.

(I cast a Mindread spell on L'Montes... I

sensed he wasn't telling me everything...

I was right.) Tell me about the mists.

The river mists! It's easy to get lost at

the mouth of the river!

And what of the ship?

We came here in a ship! Travel up the

dark river!

Where is the ship?

Wrecked upon the river.

What river?

The underground river! Look deep

below! Beyond the mists!

34

The Castle - Upper Level

15

[S-----01

Si 1 a B 1

K Til_^_

in

i* *i

m

19

The Castle * Upper Level

All the locked doors and secret passageways tell you something - the King had secrets, and a goodly amount of them at that. His Queen was no exception. It was here, on this upper level and in their own private chambers, that they studied and practiced of those secrets, shared between the two only in rumor and speculation.

They grew apart throughout the years they shared the very same floor of this Castle they once called their home. Passing each other on the way to bath or to breakfast, they exchanged gestures but nothing more. He forming an alliance with other worldly inhabitants, and she, fueled by rumors of his infidelity, to untold suitors.

One Up On Ya

Prepare yourself. It is here that you will hear a story whose likes you have never heard before. In the King and Queen's private chambers, you'll leam of their secrets - things they never even told each other. You'll learn more about the King than perhaps he knew about himself. As you pass through each locale of Wizardry, you'll often think back to this very place as the one where it all began.

Like the lower level of the Castle, this level is two-part. Before your party can "complete" the upstairs, you'll need to take a trip to the very depths of the Castle. There, you'll find the answers your party needs to complete the level.

Frequently Asked Questions & Their Answers

I've just found some keys, each of which has a handle in the shape of a spade. Where do I use these keys?

If you take a trip up one of the Castle's spires, you'll find a door with a matching spade. You can use the keys there.

There are several locked doors that I can't pick or Knock-Knock open. Do I need a special item or a key to open the doors?

On this level, all doors, spare one, can be opened by normal means. Particularly hard to open are the doors leading into the King and Queen's chambers. Try your best to pick the lock, and if those efforts fail, cast the highest-power Knock-Knock available to you. The door which can't be opened leads into the Queen's boudoir. However, you can reach this room through a door in the Queen's master chamber.

I've just found my way into the King's library. Searching the room, I uncovered a small cache. Should I stand back and pull the wire or crouch low and pull the wire?

If you stand back and pull the wire, you never know what will let loose - thereby blasting into your party. Crouch low.

I can't read the King's Diary. Do I need a special item or skill?

You need an item. You'll find it later on in the game. In fact, you'll see it in the stars.

I've also found this Gold Key in the King's library. I've tried it on several doors and gates, but it doesn't seem to do anything.

The Gold Key is used on the level below the lower level of the Castle near the skull door. It'll open two gates for you in that area.

I've explored all of the upper level, and I don't seem to be making any progress. Did I miss something?

Maybe. If you search the "closets" in the King's bedroom, you'll find a secret passageway (11).

How do I open the gates at the ends of the hallway which fronts the King's altar?

These gates were permanently sealed by the King himself to prevent any access to his altar and his secrets.

There's a rather strange altar before me. I'm supposed to press different symbols, but I don't know which ones to press.

If you read the Book of Ramm, you'll discover the answer. The Book is located on the level below the lower level of the Castle... an area typically known for its skull door.

I've found the passageway, but there's two gates that I can't get through. Behind one is a treasure chest. The other gate appears to hold me from another section of the game.

To get through the gates beyond the King's bedroom, you'll need the Key of Ramm. It can be found on the main level of the Castle.

I've just solved the altar, and battled a massive snake. Where am I?

You're on the main level of the Castle - the same room, in fact, where you first found the Key of Ramm. The gate which originally allowed your party access to this room has been closed, and the gate before you (the same one your party couldn't open) now allows your party to pass. Going through the gate and down the stairs, you'll appear in the Hazard area, section two of the lower level of the Castle.

35

Castle - Upper Level - Messages

1.    An old wooden table and several chairs are rotting away in the center of the room, and fragments of broken flagons and rubble cover the floor.

2.    (Search) You found a ring with two odd looking black keys, each with a handle in the shape of a small spade.

3.   This impressive looking suite appears to have been some kind of guest room, an inference made by examining a tiny placard behind the door which reads: Checkout 10 am.

4.   The room is rather dull, having blank walls and no furnishings, save for a few decomposed cots.

5.    Several rotted cots and an old flower pot are all that remain here. Within these simple quarters you recall the story of the servant girl, given with a child rumored to be an illegitimate son of the King. Although nothing was ever proved, supposedly the King came to her bed once a week every night of her 14th year. Despite the relentless efforts of the Queen, she never could catch him in the act, and soon it was whispered that the King had some kind of secret magical powers that enabled him to walk through walls.

6.   This room was once a beautiful parlor with ornamental furniture and gayly painted walls. Now, its colours have faded and turned dull, and the chairs have all turned to dust.

7.   Even through the decay of many years, the magnificence of this former suite is still perceptible, and it is clear that this was the master bed chamber. No doubt the Lord of the castle made this his personal quarters. The walls are a panorama of hand-painted murals and every nook and edifice shows the handiwork of finely skilled artisans. Even within this darkened ruin, a bit of the wondrous splendor that used to shine here still lives. The decomposed remnants of a towering bed have slumped against the far wall and remains of furnishings lie spread throughout the room.

8.   Rotted shelves and decomposing books have fallen to the floor surrounding the walls of this former library and study. Against the

36

8.    (continued) wall ahead of you is a broken collapsed desk. Most of the books have totally deteriorated and it is impossible to read them. A few however have legible titles and you look them over: "Ye Histry of Ye Wurld"; "Accidentia Mathematics'; "15 lbs in a Fortnight and How to Keep It Off"; "Tales of Ye Magikals" Of all of these, only the last two show any promise, but unfortunately both are so blackened with rot that you get little from them except for an interesting recipe for cabbage.

9.    (Search) Searching among the ruins of the desk you find a piece of wire leading from the desk into the wall... Stand back and pull the wire. Crouch low and pull the wire Leave the wire alone. (Crouch low) You triggered a secret cache! Opening the jewel box, you find a key and a small book. The book remains in good condition and appears to be some kind of diary or notebook, written in a strange undecipherable code.

10,11. (Search - Press button to open passageway.)

12.  (Use Key of Rarrun to open the gate) You find an odd mask which seems to be made from the head of a goat. It shows signs of decay, but otherwise seems to be fairly well intact. Along with the mask, a very ornate dagger is resting in the chest, apparently made of gold. Mounted into the hilt are several gems and two runes are engraved underneath. (You'll receive the Goat's Mask and the Dagger of Ramm. Hang on to both of them; you'll need them later on in the game)

13.  (Use Key of Ramm to open the gate)

14.  A great stone altar rises up from the floor, graven with runes and demonic figures. Grotesque caricatures play in some bizarre ritual, and stains of deep red colour the surface. Ghoulish acts depict a story of horror, giving cold sobriety to its unholy purpose. These images brutely dispel any ideas of gaelic charm the castle once held, an innocence consumed by the shocking nightmare of its reality. (Search while facing the two fountains) Examining the foul slab, you discover three special symbols which can press into the altar like a kind of switch. The symbols are, respectively, an Orb of flame, a Goat's head, and a Staff. Press Which Altar Symbols? Flaming Orb, Goat's Head, Magic Stave, None (Exit). Press Goat's Head twice, Flaming Orb,

14.  (continued) Magic Stave, Flaming Orb) Jump Into The Altar Pit, Leave The Altar Alone (Jump into pit and fall through to Castle, Ground Zero level) The surface of the altar has opened, revealing a pit which descends into darkness... The altar surface begins to lower! You jump into the pit!

15.  You are standing upon a balcony which is overlooking the area below. As you look over the edge, you see an altar.

16.  You step into a room whose walls are alabaster carvings of cherubs, roses, and vines, and though the plaster has long turned dark, the detail of these ornamentations is still an impressive spectacle to behold. The fossil of a bed that spanned a width greater than the length of three men rests in ruin upon the floor, and scattered through the room are piles of rotted woodwork that used to be furniture. This suite is most certainly the former chamber of the Queen, and it makes you wonder whether the rumors about her peculiar rituals with young men were true.

17.  Brightly painted walls used to accent this small boudoir, and though it has lost its original luster, it has kept its lighthearted and festive appeal.

18.  (Search) Inside the trunk is a rather shocking article of, well, armor or something. It appears to be a heavy bra made of hard glossy black leather, and lined with sharp pointed metal studs around its edges. Although its use is not quite apparent, it does seem to have the "potential" for a certain kind of (*AHEM*) appeal, if worn by the right person. Still even more perplexing, along with the strange bra, buried in the bottom of the box you find a long black whip. Hmm, now what would these be doing in the Queen's boudoir?

19.  You heard something go "bump" around the corner up ahead...

20.  A cold air rushes through the bars of the gate, as if the wind were blowing into the castle from somewhere beyond the gate. You hear a rather haunting kind of bleat echoing from far away, but that is probably the wind just as well. (Use the Spire Key to open the gate)

37

The Skull Door

When will I be able to open the other gate and the door with the skull?

Once you're party has found two jewels to fill the eyes of the Skull, you may return to this area and continue your adventure from here.

The Skull Door - Messages

The Skull Door - Part I

By way of the NW tower, your party ventures down below the Castle - below even the barracks to an area known by most adventurers as the Skull Door.

With your current collection of goods, all but one gate is shut off to you. It is here that the King hid the secrets of his diabolical altar.

Frequently Asked Questions & Their Answers

How do I open the gates in the Skull Door area?

At this time, your party can open only the second gate in the hallway. You'll need a key found in the King's library on the upper level of the Castle.

I've gotten through the gate, but there are pits all over and I can't get to the chest. Is there a way around the pits?

Just inside the gate, in the lxl room, you'll find a button which will help you. While you're at it, search the other walls you can reach. You'll find buttons to close the pits and get you to the chest.

What's the Book of Ramm for?

It tells of the King's ritual at the altar. Read it carefully, and perhaps you can repeat the steps the King took so long ago.

1.    (Use the Gold Key found in the King's Library to open the gate.)

2.    (Use the Wizard's Ring to open the gate. You'11 find it later on in the game)

3.    A black steel skull cast upon the face of the massive door stares blankly out into the corridor. The eye sockets are unnaturally deep, as if the skull once held a pair of jewels.

4. 5, 6. (Press the button to close a pit)

7. (Open the chest and find the Book of Ramm.) The writing is in a strange code you are unable to read. You open the ancient book and read the following text O first night of ramm and second born ramm again, find third upon thy altar burning bright; Where fourth night of wands bears fifth magik sun again, is when thy graven altar shall blossom into night

38

The Belfry

Note: The first "level" of the Belfry appears on the Castle Upper Level map

The Belfry

Your party comes prepared this time, brandishing the only key which will allow you access to the Belfry's only locked room. You're not exactly looking forward to the encounters with the bats or the chancy proposition of swinging across the pit where the rope hangs. But it is nonetheless good to know that when you enter that room and collect its goods, you'll be on your way out of the Castle and into the land beyond.

Frequently Asked Questions & Their Answers

I've tried to cross this Belfry a hundred times, but I can't get across.

Both sides of the Belfry look identical -spare one trait. On one side of the Belfry, the door is locked; on the other, it's open. Each time you swing across, turn the corner and check the door. If it's locked, you've made it across.

How do I open the locked door?

You need the Bell Key. You'll find it in the Hazard Area on the lower level.

Where do I use the rope?

Just like it swings from the bell, you can swing from it!

The Belfry - Messages

1.    Keep Belfry Closed

2.   Looking up the large well to the top, you see only darkness. On the floor, however, you find the remains of many small rodents and some bits of blood, and what appears to be excrement that fell from above.

3.    A large blackened bell hangs silently within the top of the belfry, covered with sooty molds and splotches of bat droppings. A long thick rope descends from the bell down into the well, and is used to ring it by holding on and jumping in. It also appears to be the only way across the well: Hold rope and jump into the Belfry; Attempt to swing across the Belfry; Leave the rope & bell alone.

(Attempt to swing across the Belfry) Bong! Bong! The bell has disturbed the denizens of the belfry! Here come the bats!!

4.    (Disarm the chest, and you'll find...) The trunk contains a coil of the long heavy bell rope, which appears to be quite strong and useful. (Use this rope along with the Hook found in the Captain's Den to cross the Chasm)

The Cavern & Giant Mountain

(Giant Mountain maps follow this section)

40

Cavern & Giant Mountain

Taking the same steps the King must have taken long ago, your party emerges far from the edge of a towering mountain. You wonder for a moment where you have arrived; this land certainly doesn't look like the Castle you're accustomed to. It is at this moment you recall a tale told by an unknown author - the Deadman's Log. You remember the treasure, Giant Mountain and the horrors he spoke of. And for you it is no longer fiction, the rambling of a starved and insane man; you are about to meet it face to face.

'Round the Mountain

As your party looks around and begins to explore, you understand one thing right away: this is a confusing area! First off, it's huge; secondly, the bridges seem to stray this way and that, and before long, you've forgotten the direction from which you came!

As always, there's hope (and there's a map, too). Like many regions within Bane of the Cosmic Forge, the Cavern area is really three different areas all of which are typically played in different sections.

There's the Cavern by itself and the negotiation of its many bridges to reach the face of the Mountain. On the Mountain, you'll find yet other "places" to visit. Beyond the mountain lies the gateway to yet another world and below this mountainous region, you'll find the Mines.

After you've explored the Cavern, take a trip to the Mines (their section follows). Composed of four different levels, the Mines contain many of the things you'll need to further your progress in the Cavern. Once you collect your goodies and move on through the Cavern, you'll be able to climb the mountain and move on to what waits for you on the other side.

Frequently Asked Questions & Their Answers

Every time I walk out on to the bridges, I get lost. Any suggestions?

First off, cast a direction spell. Then, using the map provided in this guide, take your steps carefully all the while watching the direction pointer to keep yourself on track. Whatever you do, don't accidendy walk off a bridge - it's a long trip down!

I'm at the face of a mountain. I try to climb it, but I keep falling back down.

Keep trying. It sounds crazy when your party keeps falling back down, but eventually, you'll make it up.

I've come across a drawbridge. It won't work. How do you get it to lower?

First of all, you'll need a vial of oil that Queequeg offered. If you have it, give the panel a splash. Then, you'll see many buttons to push along with a set of instructions. Grab a dictionary and see if you can't work it out. You can also find the answer in the "message" section below.

My party and I have found a broken catapult. How do we fix it?

If you search the area around the Catapult, you'll find a broken sprocket. If you look in the Mines, you might just find a someone who can fix it. You'll need some ammunition, too: a heavy boulder would do the trick. Of course, you'll also need to replace the worn rubber band. You'll probably find that in the Mines, too.

Where can I find a heavy boulder?

As your party winds its way through the tangled bridges, you'll undoubtedly come across many creatures. If you're lucky enough, one of these creatures will be carrying just such a boulder.

41

The Cavern & Mountain - Messages

Should I climb all sides of the Mountain?

Yes, you should. There are several unique rifts carved into the face of the mountain, and it's worth visiting each.

I've been everywhere... the Mountain, the Mines and the whole of the cavern. Now I'm stuck. I can't get anywhere else.

Trek back to the mountain. Up there, you'll meet the Twins who, in their own special way, will show you to the Achtung Lift. The lift brings you to another part of the Cavern that you and your party have not yet explored.

I've come to the end of a tunnel which has suffered from a cave in. I can't go any further. Can I move the rocks?

Yes. Do it just like the miners did. Use the Miner's Pick.

An avenue off the burial chamber is filled with sand. How can I get through?

You can't. There's a ton of sand in your way, and nothing but a fleet of trucks will move it! However, if you've got an Empty Sack to put some sand in, you can take some with you.

Where do I find an Empty Sack?

It's in the Pyramid. You're almost there.

I've come to a wall and feel cold air blowing through a crevice in the rocks. Is there a way to break the wall down?

Sure. Use the Miner's Pick. Handy little tool.

After passing through the burial chamber, I've come to a set of stairs. Where do they go?

The stairs you stand before go to the mystical Pyramid, a land of fabled folk.

1.   The tunnel emerges out of the mountain and into the open expanse of a titanic gorge. A network of bridges spans over the deep gorge, and far across the sky you can see the jutting peak of a huge mountain, poking up into the center of the great cavern.

2.                       Wizard's Cave

Trespassers Not Welcome

3.                    Entering the Mines Protective Helmets Required All Times

4.    Before you looms the peak of the great mountain, and its many rocky crags and crevices bode a treacherous journey to the top.

5.    Before you looms the peak of the great mountain, and its many rocky crags and crevices bode a treacherous journey to the top.

6.   There is a small foothold up the face of the mountain which may be climbed.

Try to climb up the mountain

Remain here where it is safe

You slipped and fell!

(If you try to climb, there is a chance you

may fall)

There is a small foothold which leads down the face of the mountain.

Try to get down the mountain

Remain here where it is safe

You slipped and fell!

(On your way down, there is a chance you may

fall)

7.    (The same as #6)

8.    (Search - Press button) Draw Bridge. Control Panel. Press to Open. The control panel door has rusted and won't come open... (Use Mystery Oil to open the door.)

Press Which Control Buttons Spring Winder Auto-Coilwrap Translux Pump Truss Drivers Toggle Safety Shutdown Exit

42

8.    (continued) Inside the control panel are six tiny buttons, each with a tiny label. Some instructions engraved on its face are as follows: *CAUTION* Safety detachment required prior to inchoate winder advancement. Do not activate coilwrap until a wait of 5 seconds post pump nascency, over safety interdigitation. Truss ascension may follow, but under no circumstance should fall extrinsic to pump and winder immurement. Final winder engagement induction for draw bridge facilitation.

It is good to know that the engineers responsible for the bridge wanted its operation to be accessible by anyone, and thus took the time to create such specific instructions, in that unique way that only real engineers can do. (Press Safety, Pump, Coilwrap, Truss, Safety and Winder - the drawbridge will lower)

9.    The remains of a large wooden machine are resting upon the precipice. After looking it over, you decide it is for hurling heavy objects through the air much like a catapult. On the opposite side of the precipice, you see a tiny ringed target standing all by itself. Inspecting the machine, it appears to be operational, except for a sprocket which has cracked and fallen out, and a long band of rubber, which has lost its spring and begun to crumble... (Search - you find a Broken Sprocket)

(If you try to use the catapult without repair)

The catapult needs a new rubber band. The

catapult needs a new sprocket.

(Merge the four rubber strands you found in

the Mines into rubber braids and then a

band to replace the worn band on the

catapult.)

The rubber strand is too thin and too short to

replace the old band.

The rubber braid is too short to take the

place of the old band.

The new rubber band fits perfectly!

(Take the Broken Sprocket to Smitty's Forge

and Grill in the Mines. He'll fix 'er up for

you for a fee, of course)

The repaired sprocket gently nestles into

place on the old machine... Having repaired

the catapult, you may now perform normal

firing operations.

Although the catapult works fine, you need

some kind of ammunition which is usable as

a projectile...

(Put a Heavy Boulder in the catapult for

ammunition)

You load the big stone into the ladle of the

catapult...

(Once the catapult is working properly, your party will receive these options)

Perform Which Catapult Operation

Latch Ladle

Wind Up Band

Release Latch

Abort Fire

(If you don't hit it...) You missed the target (If you do hit it...) Bull's-eye!!

10.  (The same as #6. Before climbing at location #10, complete the Mines, the Cavern and all surrounding areas. This route will bring you to the Guardian of the Rock, and out of this section of the game)

11.  A large ugly troll climbs from under the bridge and blocks your way! Finally, he bellows, "I yare the toll troll! Pay the toll or heads will roll! Arghh! Are you gonna pay the toll! (Answer "yes" to pass) A wise decision! The toll troll leaves.

12.  (Landing point from Achtung lift)

13.  The tunnel ends abruptly as apparently there was a cave-in some time ago. You might be able to dig through it, using the proper tool, of course... (Use the Miner's Pick)

14.  This appears to be some sort of burial chamber, wrapped mummies being laid in alcoves cut from the earth. The ground is dirt and clay, and broken pieces of pottery lie scattered about the room.

15.  The tunnel is filled with sand, making further travel into it impossible... (If you happen to have an empty sack, you may want to take some of the sand at this point... you never know when you'll need it) You fill the empty sack with sand.

16.  This area has been chiseled out, as if someone were trying to tunnel into the rock for some reason. Investigating it further, you can feel a slight wisp of air seeping through a crack, possibly from another tunnel on the other side. (Use the Miner's Pick)

43

Giant Mountain

From *6, Cavern

From *7

From *10

On the Mountain

Few places in Bane of the Cosmic Forge offer such a view of the surrounding area. As your party climbs the mountain, you'll explore it and get a taste of what's been there before you. There are four sides to the mountain, three of which your party can climb. The fourth is a lift to another area of the cavern.

Frequently Asked Questions and Their Answers

I've met a Guardian, but he won't talk to me.

You can get him on your good side if you feed him; he likes rocks.

What do I do with this Ruby Eyeball? Wait for a matching set

Giant Mountain - Messages

1,4,6,9,11. There is a small foothold which leads down the face of the mountain. Try to get down the mountain; Remain here where it is safe

2,5,7,10,12. There is a small foothold in the face of the mountain which may be climbed. Try to climb the mountain; Remain here where it is safe.

3. Huge piles of rocks and boulders cover the ground, probably the remains of a recent rockslide. There is a foothold which leads down the face of the mountain. Try to climb the mountain; Remain here where it is safe. {Remain here where it is safe - Search) Nothing here but huge boulders though you never can tell when one might come in handy. (Receive boulder or boulders)

8. (Search - find chest) This chest property of Capt. J.R. and Company. May a Curse be Upon Ye. (Inside the chest, you 11 find random items and Baubles & Trinkets. Note: if you don't kill Queequeg immediately after you tell him the location of the chest, you'll get a note from him, thanking you for revealing its location.) There is a foothold which leads down the face of the mountain. Try to climb the mountain; Remain here where it is safe.

13.  Gyent Krieg. Haus Af Der Gryns Twyns. There is a foothold which leads down the face of the mountain. Try to climb the mountain; Remain here where it is safe.

14.  FEE-FIE-FOE-FUM... (Fight Gryns Twyns)

15.  Achtung. Press Button Fur Das Exit (Pressing the button opens a chute, which takes your party to #12 in the Cavern)

16.  (Meet the Guardian of the Rock. Bring a boulder to talk to Mm; then kill him and receive a Ruby Eyeball for Skull door.)

44

The Mines

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45

The Mines

One hundred and twenty years past, this site teamed over with prospective miners in search of a single jewel or one gold pebble to tie them over until their next fortunate discovery. A flurry of shovels, picks and axes hammered at the walls, carving passageways up and down... some within mere steps of one another! Now, the Mines' bounty taken, few creatures remain. Most, insane or otherwise maddened, approach your party with swords raised. However, within these lonely confines, a single man yet remains.

Down Under

The Mines are a fascinating and sometimes confusing place. Taking a stroll about its first level, you'll notice an abundance of stairs. Traveling down, you'll notice even more. And more. And more. Indeed, without some kind of guide, it's easy to become frazzled!

That's why you'll find letters next to each set of stairs on the maps which follow; each letter corresponds with another set of stairs on the level below or above it, depending on the direction of the stairs. You may use these maps and letters as your guide while exploring the Mines.

While exploring, you'll discover things which will allow you to solve the mysteries remaining in the Cavern, and still other goodies which will be useful to your party. You'll also meet Smitty, a cheerful old man, who's set up shop in the Mines. And then there are these other men - or perhaps men -who wait below.

Frequently Asked Questions & Their Answers

I've reached the Wizard's Cave, but I can't open the gate. How do I get in?

You need the Key of Wizard's Cave. If you venture deep enough into the Mines, you might find the Wizard who holds the key.

There's an awful lot of stairs to keep track of. Is there some other way to navigate the Mines? Do I need to keep track of where I'm going?

No, not at all. In fact, by the looks of the Mines... stairs every few steps and all... it appears the original builders didn't! Many Wizardry players simply run around until everything starts to look familiar. Just remember, there are only four levels: you can only go up and down so far. Start on the western side of the top level, and work your way down. Then, move to the eastern, northern and southern sides of the level and do the same. Eventually, you should reap all the rewards the mines have to offer.

I'm trapped in a dark area. Is there anything I need in here? While I'm at it, how do I get out?

There are several dark areas within the Mines. You'll find a chest in one, stairs in another and a shortcut to the Wizard's cave in the last (but you'll still need the key). The best way to navigate a dark area is to follow the walls, mapping or looking at a map as you go. Cast a Direction spell to keep you on track, and a Detect Secret to spot any items you might miss in the darkness. If you get hopelessly lost, there is only one technique: run all over until you get out.

I've found a Key of A Minor. But I can't open anything with it. Where do I use it?

The inhabitants of the Mines had to leave behind some of their bounty... after all, this used to be quite a profitable place! As your party explores each nook and cranny, you'll find their caches hidden behind gates. Use the key there.

I had an encounter with a Rubber Beast. After I defeated him, I found a single rubber strand. When I encountered another Rubber Beast, I found yet another rubber strand. What am I collecting these for?

Remember the catapult in the Cavern? Its rubber band was broken. Maybe if you found enough rubber strands, you could put them all together to make a good replacement.

46

I've found Smitty, but he doesn't seem to like my party too much. What should I do?

He likes your party! He's a friendly chap. Perhaps it's just the character doing the talking that he doesn't care for. Try talking to him again with a different character or cast a Charm spell on him. By the way, Smitty's good at fixin' what needs to be fixed. (See the interview with Smitty in this section)

Apparently I don't have what Smitty's looking for. Did I miss something somewhere?

In the Cavern by the Catapult, you'll find a sprocket which is in need of repair.

I've found this man who's trapped inside a diamond. I've hit it with the Miner's Pick a thousand times, but it still won't break. What do I do?

You need something a bit stronger than a pick. A Miner's Chisel might do it. You can find one in a chest on the second level of the Mines. It's behind a secret wall south west of Smitty's. Take the stairs down ("k") from level one and you'll be in the area.

I found the Miner's Chisel, hit the diamond and put a fracture in it, but apparently it wasn't enough.

To break the diamond, you'll need to hit it on all four sides.

I've found two gates on the lower levels of the Mines, but I can't open them. What key do I need?

You're looking for the Key of A Minor. It's hidden in a dark area on the first level of the Mines.

Is there anyway to turn Mystaphaphas back into a human?

No. Such is the writ of the Cosmic Forge.

Where do the stairs in the Wizard's layer lead to?

One set of stairs will bring you to the Wizard's Lair in the Castle. The other set will bring you to the Morgue.

What do I do with the Wizard's Ring?

It opens a gate near the skull door on the lowest level of the Castle. Hang on to it for now, if you like. You'll be going there shortly.

The Mines - Messages

1.    (To enter the gate, use Key of Wizard's Cave)

2.   Well! It's about time someone came and let me out of here!! Do you have any idea how long I've been locked up in here! Huh!?! Do you?!!! A hundred and twenty years, that's how long! And let me tell you, if I ever get my tail on that stupid imbecile Xorphitus then I'll make mincemeat out of him!! Well anyway, urn,... thanks, for letting me out of here... By the way, my name is Mystaphaphas... I was once the apprentice to Xorphitus the wizard, that is until he locked me up in here and forgot about me... I know, I know, you're wondering just how did a big snake like me become the apprentice to such a great wizard??! I'll tell you how! Because I'm not a snake!!! Or at least I wasn't until that foul pen came along!! That accursed pen!! OOOO! That really burns my skin just thinking about it... All I did was to sneak in and use it just once... just a few words to make me "dashing" and "attractive", so that the Queen might have me as one of her lovers... and that I would live in "safety" from the wrath of the King... and now look at me! The Queen loves snakes!! So I was transformed into a snake!!! And the wizard locked me in here! They thought I would make a good pet!! And so I was safe from the King!!! O! That stinking wretched pen!!!! (Try giving the pour, hungry snake some food) Just for that I'll tell you a secret! There's more to the Wizard's Lair then meets the eye! (See the interview with Mystaphaphas later in this section)

*

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3.    (Search and you'll find a button. Press it to open up the secret doorway. Inside, you'll find the Key of A Minor)

4.    An old dwarf looks up from behind an anvil, where he is busy hammering on a red hot piece of roasted corn, and says, "Dag nab it! Can't you sees I'm busy! What cans I do yer fors? (Give Smitty the Broken Sprocket... he'll fix it for you) Waits here a minutes ands I'll sees whats I cans do with it... (The dwarf takes the broken sprocket to the forge and begins whistling) WMii-woorr-whirrr.... Tums-da dum... This's only takes a second, folks... (Bang! Bang!) (Clang!) (Bang! Bang!) (Sssssssstt! Whoosh!!) Only be's a few more minutes...        Whiii-woorrr-whirrrrr.... (Bang! Bang!) Here's ya go! Good as new!! (See Smitty's interview in this section)

5.    (Encounter with Rubber Plant. After the encounter, you'll find a strand of the plant you recently dismissed.)

6.                 Welcomes Ta Smitty's

Forge & Grill Fine Foods'n Fixin's

7.    You witness a most bizarre countenance within the confines of a great diamond crystal, a transparent gem whose edges form a barrier blocking entry into the chamber... After watching the odd head bobble for several minutes inside the raw diamond cell, you realize that this is no mere vision, but rather that some entity is actually trapped inside the giant gem. As it approaches the wall, it seems to be trying to say something...

After studying the diamond barrier for several minutes, it appears the recent crack runs along a major fault line, a sign that the diamond might shatter if the fracture could be propagated along the perimeter of the diamond and then a fatal blow struck from here.

(Hit the diamond with the Miner's Chisel) A fracture has appeared in the diamond wall, but it has not broken...

(After methodically hitting the diamond on all four sides) The diamond shatters! The pieces are evaporating in the air, leaving naught but smokey steam...

8. "Free at last!" I do not know thee, but I have known of thee, since the times when it all began... My time is short, for as you can see my body has long ago died, and it is only through the last vestiges of my former power that my spirit has held this final grasp upon your world, so that I may speak to you now, and aid you in your quest. I will tell you a story, and let this story serve as a warning to you and they who will try to follow in your steps... I am half of the former wizard known as Xorphitus, whose bones you see on the mantle before you. A hundred and twenty years ago, I engaged upon the quest for the Cosmic Forge, the bane pen from which are writ the workings of all the universe. To speak of the pen, I must speak of the circle, the blessed altar from which the pen was stolen. To protect the power of the pen, it was written that the pen was only to be used upon the holy circle and thus it came to be. In order to wrest the pen from the circle, so as to free it from this mandate, it was necessary to contrive the exception, the singular exception which ensures the freedom of the pen, and likewise does not violate the original order. Thus the great exception was formed, that whosoever shall scribe with the pen not upon the Cosmic circle, will suffer his writ as a bane, and shall not rest or be freed from it until a new generation has passed, that time being exactly one hundred and twenty years, and after that shall he be of his own doing and free from the writ and the bane. My time is at end, for thee has come and set me free, and as my bones lie before you, this becomes my doing, a fate that releases me from my curse. Now listen, as I reveal to you those events which long ago transpired, so that you may act wisely and rightly. Once I was Xorphitus, a great wizard of magik and power, and like all who taste of power, the more I drank of it, the greater became my thirst. So it was that I came to make an unholy pact with another whose hunger was a copy of my own, and together we held the dream of universal domination. When at last we heard of this Cosmic pen, we knew that to make it our own would make our triumph complete, and so we plotted a scheme which yielded us the "Cosmic Forge". But how soon we learned of the bane that follows, should the Forge be removed from the circle as we had done. Yes, once I was Xorphitus, and I was determined to defy the fates, and so scribed

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8.    {continued) the words which told of this mortal wizard which should be called Xorphitus, and how he shall know all things in the universe, that he will then know how to evade that dreadful bane. And yes I came to possess full knowledge of everything, and with it was I ripped asunder, twain into two beings, for the nature of all things is divided, that which it is, and is not, and thus as the knowledge lived in me as one, thus it must pass that I then become divided. For as I know all, I must also know nothing. As it was that a man shall know "good", so was I compelled to also know "evil". Everything which is known is divided and that which is not dividable will never be known. Thus shall men forever seek to know, and thus will men always be divided. This is the nature of knowledge, and I tell you that this is how it lives inside of you. This is how you know, this is how you think, this is how a mind believes, and how a mind speaks unto itself. But time grows short and there still remains much I must tell you. Though I, Xorphitus, am dead, Xorphitus, my other half lives on! And as I do but aid thee, he shall do but harm thee. His knowledge is incomplete, since I possessed its complement, and he can but stumble blindly, half-right, and half-wrong, in everything he does, a mind forever floating through a pool of darkened waters. He is insane, as am I, but you must seek him out, for as I know of the pen and why, and do tell you, he will know the where and the when of it, but not what, and he will not tell you. That is what must be discovered from him, and with him lives the fate of the Forge, the pen and Hand of Destiny... "I am free at last!!" And the vision softly fades...

9.    (Use the Key of A Minor to open the gate. The chest inside contains goods left behind by the Mines'former inhabitants.)

Meet Smitty

We approached a door which read "Welcomes Ta Smitty's Forge & Grill. Fine Foods'n Fixin's". Couldn't have been better timing. We were nearly starved from our exploration of the Mines - up and down what seemed like a hundred sets of stairs!

(S):Dagnabit! Can't you sees I'm busy! What

cans I do yer fors? (P): What's your name?

(S): Folks call me Smitty!           I's a

restaurantrepreneur! Fixer of food's n'

forgin' fer fortune!! (P): Where are we? (S): Yer in the mines! (P): Tell me about the mines. (S): Seems we always been diggin' in the

mines... It takes awhile to learn yer way

around. (P): What are you digging for? (S):I dunno whats we're diggin' fer! I don't

think anyone does anymore! (P): We'll start digging, too. (S):Not around these parts ya don't! We

already's got it staked out! (P): You have some food then? (S):MMMM... Edibles... I's a pretty mean cook! (P): Where can I buy food? (S): You can buys it right here! (P): What about your forging? (S): I can mends and fix things with me forge! O

course, I's needs something ta work on, if ya

gets me drift... (P): Can you fix this sprocket? (S): I'd haves ta take a looks at one first.. Gives

it ta me and let me takes a look... (P): (I handed him the broken sprocket) (S):Hmmm... It's busted alright... Don't looks

too bad, though... Ya's wants me ta fix it?

It'll costs ya 1000 gold pieces. (P): Yes, please fix it. (S): Waits here a minutes ands I'll sees whats I

cans do with it... (The dwarf takes the

broken sprocket to the forge and begins

whistling) Whiii-woorr-whirrr... Tums-da

dum... This's only takes a second, folks...

Bang! Bang! Clang! Bang! Bang!

Sssssssstt! Whoosh!! Only be's a few more

minutes... Whiii-woorrr-whirrrr.... Bang!

Bang! Here's ya go! Good as new!! (P): Thanks! (S): Don't mention it. (P): Say, have you seen any strangers? (S):Shhhh! I's heard tales of stranger's come

inta these parts! (P): Who are they? (S): Why's, if I knew that then they's wouldn't be

strangers!! (P): Where are the strangers? (S): Don't know... have ya seen anybody

suspicious lately? (P): No, no. Can't say I have.

And with that, we parted ways. We were off to repair the catapult hoping it would allow us entry to an area we had yet to explore. On our way, we thought of the strangers Smitty had mentioned and wondered just what "tales" he had heard.

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Meet Mystaphaphas

At that very moment I met him, I felt like a faerie under a giant's hammer. He dashed toward me, fangs bared above and below a famished grin that spread across the whole of his face. And we were to be his meal! We held our swords before us, prepared for the worst, when he stopped his dash as suddenly as it began!

(M): Well! It's about time someone came and let me out of here!! Do you have any idea how long I've been locked up in here! Huh!?! Do you?!!! A hundred and twenty years, that's how long! And let me tell you, if I ever get my tail on that stupid imbecile Xorphitus, then I'll make mincemeat out of him!! Well anyway, um... thanks, for letting me out of here... By the way, my name is Mystaphaphas... I was once the apprentice to Xorphitus the wizard, that is until he locked me up in here and forgot about me... I know, I know, you're wondering just how did a big snake like me become the apprentice to such a great wizard??! I'll tell you how! Because I'm not a snake!!! Or at least I wasn't until that foul pen came along!!! That accursed pen!!! OOOO! That really burns my skin just thinking about it... All I did was to sneak in and use it just once... just a few words to make me "dashing" and "attractive" so that the Queen might have me as one of her lovers... and that I would live in "safety" from the wrath of the King... and now look at me! The Queen loves snakes!! So I was transformed into a snake!!! And the wizard locked me in here! He thought I would make a good pet!! And so I was safe from the King!!! O! That stinking wretched pen!!!!

(P): Is the pen the Cosmic Forge?

(M): I don't know, but if it's still around I want out of here!

(P): What is the pen's Bane?

(M): The bane of the Cosmic Forge! Just use the Pen!

(P): Where is the King now?

(M): Don't know and don't care!

(P): What about his Queen?

(M): The Queen of the King! Apparently,

she's a sauriophile! (P): Hmmmmm. And what of the

wizard? (M): I was an apprentice to Xorphitus! I

dabbled in magic, spells and such... (P): What kind of magic? (M): Xorphitus would know about magic (P): What of Xorphitus? (M): Xorphitus is a powerful wizard, or at

least he was... (P): Where is Xorphitus? (M): I would presume to find him in his

lair. (P): Tell me, where is this lair? (M): The lair is where is Xorphitus lives.

There is a magic ring which opens

the entrance to the lair. The

Wizard's lair is under the castle, near

the skull door. (P): I've seen the skull door! (M): The skull door leads down to death! (P): To death?!?

(M): Death waits behind the skull door! (P): What about this gem I have? (M): You need two gems to open the skull

door. (P): Where's the other gem? (M): Xorphitus hid them to seal off death. (P): You must be hungry, Mystaphaphas. (M): Darned tootin' I'm hungry! Wait

around for a hundred years like I did! (P): That's a long time! (M): Tell me about it! (P): (I paused to grab some food from my

swag bag, and passed it to the

snake.) (M): Mmmm... (Slurp!) That's delicious!

Just for that, I'll tell you a secret!

There's more to the Wizard's Lair

than meets the eye! (P): Thanks! (M): You're welcome!

I left Mystaphaphas the rest of my food. I knew I'd find more later. Besides, he needed to concentrate on his magic some more... unless he wanted to go through life with scales.

so

The Pyramid

Ifct 5 3al Lead t0 stairs *6

Leuel 1

Leuel 2

Leuel 3

Leuel 4

►21

K A 22

2323

r %-*■

Lower Leuel 1

Lower Leuel 2

SI

The Pyramid

At the very bottom of a Pyramid whose dimensions your party does not know, you arrive. A quick look around tells you that this Pyramid, like the Mines before it, was built of care and for confusion. At this point, you can't be certain which. You soon discover that it is a culture unlike any you have encountered. It is the home of the Amazulu and the one they worship. The course to their grounds is a hazardous one. Filled with turns and stairs and creatures galore, only those with the right mettle may survive.

The Fiery Path

After your time in the Mines, there's no doubt you're skilled at navigating the complexities of Wizardry's maze. Good thing. You'll find the Pyramids are filled with stairs too - and corridors branch off in all directions. Unlike the Mines, however, the Pyramid goes up. From where you stand, there are three levels above you. There's also two levels below you.

As your party travels through the Pyramid's levels, you'll find it's a tricky endeavor. These grounds are considered sacred to the Amazulu - testament to the many traps which lie in your way. There are buttons, chutes and traps throughout its tiers and up top, you'll find a hoard of people who will look strangely familiar to you. Not to worry, however; they're generally a friendly bunch. Approach the Pyramid just like you did the Mines, and your party should fare well.

Frequently Asked Questions & Their Answers

How do I get through the gate which I recognize?

Wave the Idol of Mau Mu Mu before it.

Where is the Idol of Mau Mu Mu?

The Amazulus have hidden it in the deep recesses of the Pyramid.

There s a chest bouncing all over the room. How do I stop it?

You'll need a Gloop Splotch. So where do you get such a unique treasure? Encounter the Gloop Goop... he's on the same level.

There's buttons all over the place, and when I press them, they don't seem to do anything.

In general, buttons within the Pyramid either close a pit to allow your party passage or turn off a trap to keep your party alive. Even if you're not certain what happens when you press a button, it's a good idea to do so. After all, you could be disabling a trap, and you'd hate to find out it was there the hard way.

I've found an Empty Sack. What am I supposed to do with it?

Take it back to the Burial Chamber on the outskirts of the Cavern. You'll find a hall filled with sand. Put some in the sack.

How do I open the gate on lower level 1 of the Pyramid?

You need the Bone Key. You can find it in the "bouncing" chest.

How do I deactivate the rolling ball?

There's a secret door you need to find on lower level 1. In the room, you'll find the switch to toggle it.

How do I get to lowest level of the Pyramid?

You'll need to fall through a pit to reach it.

How do I stop the arrows and gas?

There's a button to deactivate those, too. It's located on lower level 2.

How do I open the gate on lower level 2?

If you're standing before it, turn around and take two steps south. You'll find a button there which will open the gate.

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How do I get the Idol?

You need to exchange the bag of sand for it. Hope your characters are fast enough!

The Amazulu Queen seems pretty hostile. Something I can do to appease her?

If you're carrying any baubles and trinkets, you might want to hand them over. You can also offer gold or an item you no longer desire. By the way, any NPC can be likewise flattered. (See the interview with the Queen of Amazulu in this section.)

How do I cross the hot coals?

Remember that girl in the strange mask? She's got some Foot Powder that'll do the trick.

Ya, but I killed the girl in the strange mask! Now how do I get across the coals?

Well, there are two ways to do it. You can simply walk across and take the damage, resting occasionally to restore your spell and hit points. You may also cast a Levitate spell, if its available to your spellcasters; remember, it's possible for the spell to "wear off" as you're crossing the coals, so you may need to cast it again.

I killed Mau Mu Mu, and received a gem. What should I do with it.

Hmmm. Bet you have another just like it. Head back to the Skull Door. It's two levels below the ground zero of the Castle. If you don't have another just like it, go back to the Mountain in the Cavern area, and kill the Guardian of Rock.

The Pyramid - Messages

1.    {Encounter with Gloop Goop. If you're successful, you'll get a Gloop Splotch)

2.    {Search. Press button to enter the room. Once inside, press another button. It will close the pit at #2 allowing you passage)

3.    {As you enter the room, you notice something strange right away. A chest is merrily bouncing along, and shows no signs of stopping. If you use the Gloop Splotch, you may succeed in "sticking" it to the floor. If you do, you'll get the Bone Key).

4.    {Open the chest, and you'll find an empty sack. Bring this sack to #13, Cavern, and fill it with sand.)

5.   Faded paintings depicting brown people engaged in growing crops, bathing, and dancing in costumes cover the walls, a record most likely of daily life.

6.   The walls are made of earth, blocks of clay engraved with fanciful designs. A quick look around reveals that all the walls are this way, suggesting a royal or sacred air about the place.

7.   Emerging outside, you are standing on the ledge of a great pyramid, a temple which is arising from the mountain and completely bordered by jungle.

8.    {Search. A button is on the wall. Press this button to close the pit at #8, level 3 of the Pyramid)

9.    {Search. A button will appear. Press the button to close the pit at #9)

10.  {Search. A button will appear. Press the button to close the pit at #10)

11.  {Search. A button will appear. Press the button to close the pit at #11)

12.  The head of a strange beast is hewn in the center of a circular emblem on top of the gate, although somehow the face looks oddly familiar... {Wave the Idol ofMau-Mu-Mu before the gate) You wave the Idol before the emblem... {The gate opens)

13.  Perched high on a throne made of woven straw, sits a watchful and stem girl. She wears a fancy headdress, and around her neck rest many necklaces made from small bones and glass beads. Directly at her side are several of the warrior women, each swaying a large fan. Also, behind her to the right, another woman wearing a giant spooky looking mask is eyeing you very carefully as the party approaches the throne... "I am the Queen of the Amazulu! Who dares enter our sacred grounds?" {See the interview with the Queen of Amazulu later in this section)

14.  Straight ahead lies the smoking top of a seething volcano. A bed of hot coals forms a bridge which leads to the edge of the volcano, making it the only way to cross over from the pyramid... The bridge of hot coals leads directly to the lip of the volcano, and extends out over the core of molten lava... As you stand above the lava, you start feeling earth tremors arising from the volcano, as if it were going to erupt. The tremors are growing stronger... The lava below starts boiling! Suddenly the volcano erupts!! (Use the foot powder) Though the coals are red hot, you feel no pain as you walk across them... (Without the foot powder...) SSSSSSTT!!!! Hot coals burn your feet!

15.  "So you have come for the rock! Then I shall slay you!!"

16.  (Search. Press a button to enter the room. Inside, you'll find another button. Press that button to turn off the chute at #16)

A clay Idol figurine is resting within an alcove, enshrined with dried flower petals, bones, and glass beads.

(If you don't have the sandbag) Try to take the Idol Leave the Idol alone (If you have the sandbag) Throw the sandbag at the Idol Exchange sandbag for the Idol Leave the Idol alone (Depending on your course of action...) The sandbag hits the Idol, knocking it reeling onto the floor! Quickly you snatch up the Idol!

You deftly snatch the Idol and replace it with the sandbag, so smoothly that even the flowers remain undisturbed. Your clumsy attempt to swap the bag of sand has knocked the Idol reeling onto the floor! Quickly you snatch up the Idol!

17.  A hail of arrows swarms the party... (Search. Press the button to turn off the arrows at #17)

18.  (Search. Press the button to close the pit at #18)

19.  (Search. Press the button to bring your party back up to #23, level -i)

20.  (Search. Press the button to open the passage directly north.)

21.  (Search. Press the button to open the passage directly south at #16)

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22.  (Search. Press the button to close the pit at #22)

23.  (Search. Press the button to close the pit at #23)

24.  (Search. Press the button to open the passage south at #25)

25.  (Search. Turns off the rolling stone... which squishes the party... almost)

26.  (Search. Press the button to close pits at #26)

27.  (When you step upon this square, it opens pits at #26)

28.  Rolling Ball crashes through the hallway

29.  (Search. Press the button to close pit at #29)

30.  (Use the Bone Key to open the gate)

Meet Kuwali Kubona

She nearly scared the living daylights out of me. After the tryst I had with the Queen, I wasn't all too enthused to run into another of the hoard. But, besides being a bit on the flirty side, she is a good Amazulu (as far as Amazulus go that is).

(K):

Pssssst! Wanna deal?

(P):

What kind of deal?

(K):

I have something for all! I know how to

treat you right!

(P):

Who are you??!!

(K):

I am Kuwali Kubona, High Priestess of

Mau-Mu-Mu

(P):

Mau-mu-mu??

(K):

We dwell in the Temple of Mau-Mu-

Mu.

(P):

Where is Mau-Mu-Mu?

(K):

Mau-Mu-Mu lives in the pool of fire!

(P):

He's a hothead!

(K):

Ssshhh! Mau-Mu-Mu might hear you!

(P):

Tell me about the fire.

(K):

Say, how about we make our own little

fire!

(P):

Sure...

(K):

But first you must prove yourself!

(P):

How do I prove myself?

(K):

By entering the pool of fire!

(P):

Enter the pool of fire!?!?!

(K):

The pool of fire, home of Mau-Mu-Mu!

Whether I proved myself or not is not of your concern. However, with the help of the foot powder purchased from Kuwali, I was able to cross the fire with ease and indeed met Mau-Mu-Mu... as short as that meeting may have been.

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Meet the Queen of Amazulu

When I first saw her, I could hardly believe my eyes. Upon a high throne, she was decorated nearly head to toe in gold, silver and jewels; around her neck she wore the sharpened bones of various beasts who I can only assume her servants dispatched. As she grimaced at me and my party, other women cooled her with giant fans.

(Q): I am the Queen of Amazulu! Who dares enter our sacred grounds?

(P): It's us, the Faerie Avengers!

(Q): Have you come to take the rock?

(P)V Yes, we have!

(Q): Then you must be sacrificed!

(P): (Okay, so we were lying... and weren't so brave.)

(Q): Why have you come to the temple?

(P): To meet you, of course.

(Q): Did you bring me an offering?

(P): Yes, we did!

(Q): Lay your gifts before me!

(P): (Before her throne, I placed the Baubles & Trinkets.)

(Q): Fine, fine. 000, how pretty! Ahhh! Andjustlookatthisone!! Hey! Wait a minute!!! This stuff is nothing but cheap junk! Who are you trying to fool??! How dare you insult us!!

(Q): Do you apologize?

(P): Yes, we do. Sorry.

(Q): I accept your apology! And as a token of my forgiveness, I'll also accept a 3000 gold donation. Do you make the 3000 gold donation?

(P): Yes. (I lightened my pack of gold pieces.)

(Q): (The Queen turns and whispers to the woman in the spooky mask) See? I told you they had soft bellies!

(P): Are you referring to a SACRIFICE!!

(Q): You will do nicely! Mau-Mu-Mu demands a sacrifice!

(P): Us! Sacrificed?

(Q): Sacrificed in the pool of fire!

(P): What pool!?! (Not that we're eager to get in it, you understand.)

(Q): The pool of fire is home of Mau-Mu-Mu!

(P): Who is Mau-Mu-Mu?

(Q): The Guardian of the Rock!

(P): So Where's Mau-mu-mu?

(Q): At the end of the fiery path!

(P): (Q):

(P): (Q): (P): (Q):

Where is this path?

The path to Mau-Mu-Mu! Only the

Chosen may walk the path! The path

between the temple and the pool of fire.

Who are the Chosen?

The Chosen ones of Mau-Mu-Mu!

Am I Chosen?

Only if Mau-Mu-Mu shall choose you!

With little hope of Mau-Mu-Mu choosing me, I prepared to head down the pyramid in hopes of covering some more of this world. It was thea.. just as I was carefully backing away from the Queen and her warrior companions... that a girl in a spooky mask approached me...

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The Skull Door

The Skull Door - Revisited

It was long ago that your party first approached this area. You gathered the King's Book of Ramm, and began to understand the horrid rituals which once took place in this Castle.

Now the world seems bigger to you. You know that there are others who weren't so possessed by the Forge or the King or even those he tried to command. Beyond this door, this area, you'll find even more. More people, more secrets, more stories to unfold. But first, the Wizard's Lair.

Frequently Asked Questions & Their Answers

How do I get into the Wizard's Lair?

You need the Wizard's Ring. Xorphitus in the Mines leaves it behind for you.

I've just found a Spire Key. What's it good for?

The Spire Key will let you get into the Castle's spire. In main hall, ground zero of the Castle, you'll find two sets of stairs up. Take the stairs to your right.

There's not much to the Wizard's Lair than a single room with chests. Is there more?

Yes. Look for a candle on one of the walls. Search the candle, and you'll find it actually opens a secret passageway.

How do I mix the potions together?

Mix the ingredients any way you want. There's no wrong way to do it.

Where do the stairs in the Wizard's Lair lead?

The stairs lead to the Mines - the Wizard's Cave, specifically. It's a nice shortcut.

How do I open the skull door?

You need to place two jewels in the skull's eye sockets. One jewel is held by the Guardian of the Rock on the Mountain. Mau-Mu-Mu of Pyramid fame has the other.

Where do the stairs behind the skull door lead?

The stairs lead to the River Styx.

The Skull Door - Messages

1.    (Use the Gold Key to open the gate)

2.    (Use the Wizard's Key to open the gate.)

3.    (When you place one gem in the socket...) A black steel skull cast upon the face of the massive door stares blankly out into the corridor. A glowing gem rests in one eye socket, the other is empty.

(When you place both gems in the sockets...) A black steel skull cast upon the face of the massive door stares blankly out into the corridor, a glowing gem rests in each eye socket, giving the skull a demonic face and sinister smile... (You may now pass through the door and on to the River Styx. Before you go, however, take a trip up the Castle's eastern Spire.)

4-7. (Refer to The Skull Door - Part I)

8. (Open the chest. Inside you'll find the Spire Key and the Wizard's Record.) Opening the Wizard's record, you are able to read the following passages:

Month of Stars - 17th day

I have at last achieved success with my experiments in body re-animation! The poor victim was the mistress who had accompanied the Vicar, the whore mother of the demon child, and while she had been dead nearly three days, still did she breathe, walk, and see once again... It's a pity that

56

(Wizard's Record, continued)

there was not a way to similarly save her mind and soul, as now she is but an empty corpse. I have sealed her in one of the Castle spires, until discovering a means of proper disposal. Encouraged by these early results, I shall continue when another test subject is available.

Month of Stars - 23rd day

My latest subject, the insane Vicar of recent beheading, was a stunning experiment in corporeal separation. The moment the axe fell upon him, I invoked a magik which prevented his spirit from departing this world. His mind and soul thus captured, it proves that my ideas will work, and soon I will have mastered both life and death, and acquire immortality. For the time being, a "spirit lock" should confine the departed Vicar's "ghost" inside the other spire, and I will keep the key here, lest some unsuspecting turd lose this wraith upon us by accident.

Month of Moons - 4th day

We have at last uncovered the secret portal which shall soon bring us the Cosmic Forge, and I must prepare for the journey, for tonight, we fly!

Month of Moons - 13th day

We have stolen the Forge!

Month of Moons - 15th day

I am afraid that my wily apprentice, Mystaphaphas, has disappeared. There is no indication of him anywhere and all magical attempts at locating him have resulted in failure, other than leading me directly to the den of an overweight serpent, of which I think now must surely have consumed him.

Month of Moons - 16th day

I have finally decided what to write with the "pen", and thus escape that horrid curse which has already taken the King to his everlasting death... Thus, tonight, I inscribe destiny!!

9.    (The candle on the wall before you actually triggers a secret entrance. Search the candle to activate it.)

10.  Stepping into the closet, you notice a crooked staff in the corner, obviously forgotten or overlooked... (Search. A button will appear. Press it to open a secret passageway.)

11.  A table full of potions, bottles and other assorted chemicals sits quietly waiting for a master who shall not be returning. (Search) A few jars appear to be intact and well sealed and possess contents which have not deteriorated or turned into hard lumps of blackened goo. An odd little wooden stick is also lying on the table and you notice that one end of it has been painted red. Mix which bottles together: Yellow powder, Blue potion, Red potion, Black powder, White powder, Green potion, Strike Stick, None, Leave. KaBlammm!! (Opens wall in the Lair, but your party may take some damage)

Before your party

heads off

to the River,

check out the

Castle Spires.

You 11 meet the

subjects of the

Wizard's experiments

there...

And pick up an item you need.

That is the last entry in the book, and all other pages are blank.

The Castle Spires

57

The Castle Spires - Messages

Upper Level +1

Upper Level +2

a

Upper Level +3

4+3

Upper Level +4

1+2

The Castle Spires

Passing the gate which held your party back just days before, you climb the stairs of the Castle Spire until you reach its top level. There you find a door whose face bears a black spade. You pull a key from your pack, unlock the door, and enter the room. Inside, you witness something most bizarre; and at the same time; it is heartbreaking.

Frequently Asked Questions & Their Answers

There's a gate I can't get through in the eastern Castle Spire. What key unlocks it?

You'll need the Spire Key. You can find it in the Wizard's Lair.

I've reached the top of the spire, but can't get through the door with the black spade on it.

You'll need a key with a matching face.

I used the Horn of Souls and nothing special happened.

Hang on to it. You'll need it a bit later.

1.    The door is solid black, and looks to be quite heavy. Bolted to the center of its face is a black iron spade. (Use one of the Spade Keys to open the door. The keys can be found on the upper level of the Castle.)

2.    The room is barren and quiet, looking quite undisturbed for over a century. As you cast a gaze about the chamber, you notice an eerie glow beginning to congeal within its center, taking the shape of a human figure. Soon you can discern a face, old and withered, and now it begins to speak... Hello? Hello?? Is that you, Annie? I can't see, Annie... Can you hear me, Annie? Annie?? Why do you not speak to me, Annie? Don't you remember me? Annie, don't you remember?? Don't you remember who I am?? I am... I do not know who I am... I remember... Yes, I remember a long time ago... I was... a holy man... a pious and revered man... I don't remember... I remember Annie, sweet Annie... O my Annie, we are lost! I broke my vows of sanctity for you, sweet Annie... and I am punished! Punished... Our daughter! We must hide our little girl... They will come and take her away! No! She is the devil! O, she who was conceived from sin... from our sin, fair lady Ann... and she is damned! And it is we who are damned... sweet Annie... the King has found us! The King has taken our daughter! He will protect her... He will protect us, sweet Annie... such a long time ago... I am lost now, Annie... but I still have the horn! I remember the cold around my neck... and the light... and I am walking into the light... But no! I am being pulled back! Something is keeping me from walking into the light... the hand! The hand from the light is holding something for me... It is holding the horn! Is it time? Is it time, sweet Annie? Is it time for the horn? I am coming Annie! I will blow the horn at last! (And the spectre holds up a dark horn and blows) I can see the light Annie! The light is coming back for me! Goodbye Annie! I am stepping into the lighh... and the ghost suddenly vanishes, the dark horn falling to the ground with a loud clatter! (You find the Horn of Souls)

3.    The door is solid black, and looks to be quite heavy. Bolted to the center of its face is a black iron spade. (Use one of the Spade Keys to open the door. The keys can be found on the upper level of the Castle.)

4.    (Encounter a Zombie) Inside the Castle spire, the contents of a bed, table and chair still remain intact after all these years. Bits of old hair and rotted flesh are evident upon the bed, probably from the corpse which you have recently put to rest.

58

The River Styx

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59

The River Styx

Through the Skull Door your party traveled to the banks of the great River Styx. Water laps the sand of the beach in front of you, and through the Mists, you see a figure approaching. You know not whether it comes in peace; but you are certain the Horn of Souls called it. Last you knew, the Horn of Souls also ushered the Vicar into eternal sleep. It is with this in mind that you wait on the shore somehow sensing that you've reached the midpoint of your journey, but knowing the best is yet to come.

Gone Fishin'

The River Styx is the gateway to a bevy of places. Not only are its waters filled with their own interesting places to visit, there's secluded corners and carved niches which lead you to other parts of Wizardry that your party has speculated, but never visited. From the River, you can visit the Swampland, the Hall of the Damned and the Hall of the Dead where you'll meet persons who are most unique.

Frequent Questions & Their Answers

I'm at the River Styx, but there's nothing here, and I can't walk on the water. What am I supposed to do?

In one of the Castle's Spires, you'll find the Horn of Souls. Perhaps you can call someone to your aid.

Where can I find a Cylinder of Ash? Do I need one to ride the ferry?

You can find Cylinders of Ash throughout this area... just look carefully. Charron will guide you on the ferry for a fee; you don't need the ash.

What am I supposed to do at the red X?

Look around the river for a message about the DJ Locker. You'll find your directions there.

So I've found the right spot. Now what am I supposed to do?

Go fish! You'll find all the right equipment along with River's banks.

What's the reclamation number?

Ah, a tricky question. You'll need to find a certain caterpillar who hangs out in Swampland. He'll give you a note that will help you to reveal the answer.

What do I do at the Bottle Oracle?

Check your selection of items carefully. If you have a bottle, a note and something to stop the water from getting in, you're all set.

How do I find out what to say to the Siren's?

In the Tomb of the Damned, inspect the various tombstones. By one, you'll find a book which contains the verse you need.

What keys do I need for the doors I find along the river?

You don't need any keys for the doors. Just have your magician "Knock-Knock" them open.

On The Isle of Damned, there are a bunch of gates I can't open. What keys do I need?

Search the area, and you'll find a key resting in front of a gate. You can open all the gates with this same key. By the way, you'll want to open each of the gates, especially the ones leading to the water.

What am I supposed to do with all of the Cylinders of Ash?

Give them to Charron. Eventually he will offer you an item in return for your kindness.

What do I do with the Water Wings?

Have any member of your party "Use" the Wings, and it will allow you to float across the water.

60

How do I give Charron the Cylinders of Ash?

When you meet Charron, he will ask you if you have any ashes for him; tell him you do. Next, he will ask you if you require passage; you don't. Then, the NPC options will appear.

I've just found a Hookah Pipe. What am I supposed to do with this?

Bring it to Bugbrains, the caterpillar. You'll find him in Swampland.

There doesn't seem to be much to the Isle of the Lost. Have I missed something?

Make sure you search each corner and each wall. On one you'll find a button which opens a passage; in another corner, you'll find a key which will open a certain gate in the area.

How do I open the Gate on the Isle of the Dead?

You need the Key of the Dead. Charron will give it to you if you return enough ash to him.

River Styx - Messages

1.    Stepping into the open air, your nose detects the scent of water, as if you were near a lake or something... And then you see it, surrounding your rock ledge, winding as far as the eye can see into an underground cavern in all directions, and then disappearing into the mists...

2.    A circular emblem is engraved upon the floor, adorned with many strange runes and mystic symbols. Inside the circle, a scene depicts a boat carrying a tomb in flames across the water... (Use the Horn of Souls) The horn issues a haunting call which echoes far across the water... Eventually the echoes fade away, and only the quiet rippling of the river is left to fill the silence... From out of the mists, a dark figure slowly emerges... Riding atop a long slender boat, he gently guides it to the shore... "I am Charron, Ferryman of Ashes. Have you any ashes for me?" (// you do, give Charron the ashes. He will also take you to another location, #2, on the river.)

3.   The Isle of Minos Tomb of the The Damned

(Search) Resting at the foot of the gate, you find a book and a key... (You find the Book of Damned and the Key of Damned)

4.    (Use the Key of Minos on the gate)

5.    (Use the Key of Damned on the gate)

6.   Fragments of bones lie heaped upon the alcove, the final remains of some lost soul doomed upon the isle of minos... (Search. You'll find some random items and typically a cylinder of ash.)

7.    A thousand lambs shall be slaughtered to create the emptiness which from I, moves death to lift the bane of Minos all appeals to live, in peace to die! (Mino Daemon attacks) Even as the dust settles from the dead mino-daemon, a ghostly visage appears, the soul of a man once held captive by the curse of the Isle of Minos... Thee has released me! For years I have been trapped upon the Isle of Minos, cursed not by deeds but by words. Mine was the crime of spoken murder, for I did slay another by word alone, and with word alone did he die. As surely as if I had wielded a sword, his eyes did turn dull and glaze over; his mind ceased to function and warmth drained from his smile in that single moment I first said, "Believe." For as the essence of man is bom unto wonder and his young eye lofts above meaning, long shall he live that can see things anew, where knowledge serves life, and not points of view. On that day, when I first spoke of "Truth", then did "I" die, this he that was me. And only the fading echoes of thoughts thought long ago, did serve as the reminder of life once remembered. Such was my curse, on the Isle of Minos, a lesson of distant voices which harken blackened water. A blessing be upon ye, ye who look anew, leave curses for the empty, the feeble blinded who must sayeth, "True"... (And the spectre fades away) (Search. You'll find the Key of Minos)

8.    Outside the gate, a raft made of heavy planks is floating in the water. There is a heavy steel cable attached to the wall which then runs into and around a spool & crank device aboard the raft.

Board the raft and turn crank Leave the raft alone (If you board the raft...) Aboard the raft, you turn the crank to release the cable, and the raft slowly begins to float downstream...

61

8. (continued)

(Once away from the gate...) There is a raft here, floating in the water. A long steel cable is attached to a spool & crank device aboard it.

(If you board the raft) Aboard the raft, you turn the crank to rewind the cable, which draws the raft back up the river...

(The raft takes you to the Siren's Cove)

Siren's Cove

Sailor's Beware!

The cove is very quiet and seems to be empty...        when suddenly you are

surrounded! From out of the depths comes a torrent of splashing bodies, part woman, part fish, moving through the water with an ease and grace as if they had lived in the sea all of their lives... They completely surround the rock upon which the raft has landed, and after a few moments they become still, waiting for the water to calm, and then softly begin to chant this haunting song: We are the sirens, Sisters of the sea, And we sing a song of sadness o'er the breeze Tho' in our hearts we love, 'tis madness sets us free, Alluring men to nightmare who hear our gentle

pleas...

Only they that know the siren's song of woe, will

'scape die deadly hour which dances from our

throats

And others they shall die,

'tis madness makes us high,

Come sirens!

Lure the mortals to death upon the seas...

And the sirens begin to wail in a most terrifyingly dissonant harmony, chills rushing through the air to break backs of mighty ships and sailors, and above their crying song, one of them shouts, "Who are we, my sisters?" And the voices cry back, "We are the sirens!" And again the lone voice calls, "And why do we sing?" And the hail of voices storms, "Because we are madness!" And the song becomes a high fever, and the lone voice responds, "And what do we sing, my sisters?" And the chorus intones, "The siren's song of woe!" And the song builds to a frenzy, when suddenly the lone woman-fish turns to you and screams, "And what is the siren's song of woe?" (Answer: Madness makes us free) (If you answer correctly...) O noble travelers! Thee knowest of our song of woe! Therefore, thou art free to return once more

upon thy chosen path. Remember, a siren must forever lure men to madness for only madness makes her free, and a mortal upon these waters must beware! But thee hast heard our song and still lives, and so we are bound to aid thee in thy journey... Take these magic wings, a gift, to use when thou must travel about the river, for the legs of mortal men are useless upon the water. Now leave us, for soon our madness will make us free, and all that has transpired will be forgotten; for the freedom we seek is the freedom from the past, tis in the past lie all our chains and sorrows; and so we sing and we forget, and we thusly find that freedom, and it's madness of no memory which makes us free... (And the sirens quietly slip back into the water, disappearing completely as if nothing had ever happened...)

(// you don't answer correctly...) O sad travelers! Thou art doomed! Come taste our song of madness!

9.    (Inside the chest, you'll find a Fishline and a Fish hook along with a Cork Bobber. Merge the Fishline and Fish hook.)

10.  Isle of the Dead

11.  (Use the Key of Dead)

12.  Inside the bizarre crypt, your senses give you a creepy feeling, perhaps an early warning sign of imminent danger or possibly just the reality of being surrounded by so many dead people...

13.  * Bottle Oracle *

(Merge the Wine Bottle with the Cork) You place the bottle in the water and watch it float away... (If you don't merge the two...) You find that the bottle quickly fills with water and then begins to sink...

14.  A bold red "X" has been painted on the surface of the rock, like some kind of special mark... (From this point, travel three steps east and one step north).

15.  (Use the Fishline & Hook) You snagged onto something! It feels heavy! You manage to pull up a heavy locker, which crumbles into shards of rust as you haul it up out of the water... (You'll find the East Exit Key)

62

16.  Isle of the Keep Oola-Oola! I am Mai-Lai!

A beautiful tropic woman emerges from a small fortress and says, "Welcome to the Island Keep! However, I'm afraid we don't have any more room for storage here... Perhaps you should try back later! (// you mention reclamation) You've come to reclaim something? OOO! That's great!! We sure do need the space! What's the claim number? {If you don't know.,) I'm sorry, but you must have a claim number, or else how would I know you aren't imposters trying to steal? {If you do know the reclamation number, 38-23-36) 000! Great!! Wait a minute while I check it out... Eeeeekkk! Help me! Help me!! And suddenly the tropic girl runs out of the fortress screaming, jumps into the stream, and swims away as fast as she can go...

17.  You enter the fortress... It's a total mess... Suddenly you see a two-foot midget, running around trashing the place... Bork has gone on a rampage!! {Encounter Bork)

18.  {Inside the Keep, you find Bugbrains' Hookah Pipe)

19.  Isle of the Lost Seek Ye and Find

The island shore is covered with sand, a beach upon the water... An old stoppered bottle has floated to the shore, just lying in the sand... {Search) You unplug the bottle and discover a message inside which reads: 38-23-36

Dear Bottle Oracle,

I forgot my claim # at the Isle of the Keep. Do you know what it is?

Signed, Bugbrains

20.  {Search) Digging into the sand, you discover an old metal key...

21.  {Search. A button will appear. Press it to open the passage)

22.  A notice on the wall reads: Lost at sea D.J. Locker. Red X 3E IN

23.  {Use Key of Lost)

24.  {Search. You'll find a cylinder of ash) The chest is filled with some supplies abandoned long ago...

Meet Charron, Ferryman of the River Styx

As his boat approached my party, we were filled with apprehension. "Have you any ashes for me," he asked of us. We hadn't any, and were hoping he wouldn't make us the same. Instead, he asked if we wished passage. We certainly did. The first journey brought us to the Isle of the Damned; however, it cost us 500 gold pieces for the trip. It was at another point that we had a chance to converse with Charron. Having been on the River all his life, he was able to supply us with some good information.

(P): What are the ashes you seek?

(C):The remains of the dead. I pay a 500 gold

finder's fee for ashes. (P): 500 gold pieces! Thank you! (Needless to

say, we're always hard up for cash.) (C): You're welcome. (P): Do you know of the King? (C): Alive and in the land of the Dead! (P): What about Xorphitus? (C):A lost and confiised soul. He is dead, but

still lives on! (P): Do you know Rebecca? (C):Ahh! The Demon Child who sent me the

Queen! (P): Who is the Queen? (C):Her spirit cries for revenge! You will find

her in the land of the Dead. (P): Where is the Demon Child? (C):Find the King and she won't be far behind.

And with that, we decided to set off in search of the King wondering if we had the mettle for such a mission. Before we left Charron, however, we gave to him three Cylinders of Ash we had collected in our travels. Interesting thing though, he wouldn't take our last cylinder of ash...

(C):Sorry, but I can't touch this one! You'll have to return it yourself... Here, take this key and return the ash to the Isle of the Dead for me, ok? The former owner of these ashes wishes me to return the favor you have given, so by the power vested in me...

Tomb of the Damned

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Tomb of the Damned

Coming down from the River, your party enters the small underground mausoleum. Finding the key which allows you to open the gates on either side of the hallway, you enter one room and then the other taking time to explore each crypt for any bounty it might hold. Be careful, however; you might awaken the spirits of the dead... and the dead don't fall easy!

Frequently Asked Questions & Their Answers

How do I get through the two gates in the hallway?

At the end of the hallway, you'll find a chest. Inside is the key you seek.

I'm searching each crypt, and getting a lot of encounters - some are a bit too much for my party. What should I do?

Rest between encounters, and save your game often. The experience points you receive will help you to survive the encounters to come.

I've found the Book of Sirens. What do I do with it?

Read the book. It will tell you of the Siren's Song, and spare you their wrath.

63

Tomb of the Damned - Messages

1.     The small underground mausoleum smells of mold and ferment, and perhaps a bit of stale corpses. Your intrusion feels to be the first to disturb the rotting languor after many years of peace... (... be prepared to fight.)

2.     (You encounter a Zombie Guard. Should you defeat him, you can find the Tomb Key in a chest.)

3.     (Use the Tomb Key to open the gates)

4.     Mame Eila Pickymiss. Awaiting her hero. Still waiting. (Search. You'll encounter the dead herself, but find the Book of Sirens)

5.     Sir Clyde Smallhead. Worked hard. Never made a dime.

6.     Don Juan Luvpuppy. Desired affection. Died of infection.

7.     Sad Happy Harpo. Made everyone laugh. Drank self to death.

8.     Poor Mandy Helpful. So eager to please. Everyone hated her.

9.     Built Barda Buxsum. She was so popular. That she got used up.

10.   Don Maro Toughguy. Afraid of nothing. Run over by Buick.

11.   Rows of stone sepulchers dot the room, private memorial chambers of the dead. Curious that such an arrangement might exist in a place known as "Isle of the Damned"...

12.   Mad Bomber Irarabi. Fighter with a cause. Killed mostly children.

13.   Grandfather Irarabi. Would die for cause. Killed millions instead.

14.   Bulli Bigbossi. Very well respected. They shot him 237 times.

15.   Narcissus Godiluvme. Didn't need anybody. Didn't have anybody.

16.   Abasoluti Li Averibodi. Cried that nobody understood him. As he whined they robbed him blind.

17.   Sir Issac Wisenstein. All those brains and he still didn't get it.

18. Wild Billy Resdess. Never stood still. Never saw it coming.

64

Swampland

Swampland is a most unique home to a batch of rather unique individuals. Among the curious brood of monsters who call this locale their home, you'll find Bugbrains, a creature possessed with the recovery on one certain Hookah Pipe. Perhaps your party can help him; you know he'll return the favor!

Frequently Asked Questions & Their Answers

How do I get past the gate?

You need the East Exit Key. Go fishing in the River Styx, and you'll find it.

I can see the Castle off in the distance. How can I reach it?

There appear to be some sort of rabbit tracks on the ground beneath my feet. What am I supposed to do here?

Nothing. It's just a bunny passing through.

I've met this Caterpillar who is asking me to find his Hookah Pipe. Where is it?

His pipe is on the Isle of the Keep.

Is there anything I need to purchase from the Caterpillar?

You might want to pick up some incense. You never know when it will come in handy.

Bugbrains just gave me a piece of paper. What am I supposed to do with this?

Ask him about the Bottle Oracle. It'll set you on the right path.

Where is the Bottle Oracle?

It's on the River Styx close to the Isle of the Damned. Just put the note in a bottle, seal it and let it float away.

Why can't I use the Water Wings in Swampland?

The Water Wings have been enchanted by the Siren's to work on the River Styx. Beyond its banks, the Wings loose their magical power to float on water.

Swampland - Messages

1.    (Use the East Exit Key to enter)

2.    You emerge into the castle swamplands, the spooky marshes east of the castle. A path skirts in and out of its broody trees, enabling you to cautiously walk through the watery moor...

3.    You can barely discern the silhouetted outline of the castle breaking through the mists, as it stands towering above the trees...

You can't. It's too far away, and the terrain is not suitable for travel.

65

4.    Just barely visible in the boggy earth are faint little footprints, made from some small hopping creature, and which trail off into a nearby brush...

5.    Directly ahead, you see a most curious sight. A rather unusual oddity of many arms and legs is sitting high atop one of the toadstools at the swamp's edge, looking somewhat nervous and agitated.

6.    Perched high upon a fragrant mushroom, a huge worm-like creature is busy with pen and parchment, writing a series of very complex mathematical formulas... Suddenly surprised at discovering your presence, he emits a small "snort" and momentarily dropping his paper, says: Um... Oh my!... His two tiny eyes look huge, magnified by a pair of spectacles which rest on his nose, and after a short deliberate glance at the party, he ventures, "You wouldn't have a smoke, would you?" {Purchase Incense. Continued in the interview with Bugbrains below...)

Meet Bugbrains

(P): No, afraid we don't smoke.

(B):*Sigh* I'm ashamed to say it, but I've put my Hookah Water Pipe somewhere and now I can't seem to remember where... As you can see, I have been working on the recalculations of my exact spatial and temporal locations in relationship to the last known physical coordinates of said Hookah Pipe in question, in an attempt to derive its current position in the universe... I remember taking it when I went on my island vacation last summer, and I put it somewhere for safekeeping, but now I can't remember where I left it! All I found in evidence is this little strip of paper which was in my pocket, and I quote from it as follows, "Please inform clerk you wish to make a 'Reclamation' to redeem merchandise left in storage"

(P): You'll need the claim number.

(B):Claim number? Claim number?!! O my goodness! So that's what that number was for! No wonder my house of Mercury insisted on colliding with Venus over Aquarius! But now that you mention it, I haven't the slightest idea of what it is... This sounds like a job for,... "Bottle Oracle"

(P): What's the Bottle Oracle?

(B):The Bottle Oracle is really very easy! All we need to do is to put a question in a bottle and let it go in the river at the sign saying, "Bottle Oracle"... after that, you then only need to find the bottle, and as if by magic you will have the answer inside! It's really very wonderful! O, why didn't I think of it sooner! (The caterpillar scribbles on a piece of paper and then hands it to you) Here, take this message and seal it in a bottle and give it to Bottle Oracle. Soon we'll have an answer! Sure wish I had a smoke! See ya!

We journeyed back to the River in search of the Bottle Oracle. Having found it, we placed Bugbrains' message inside the bottle, sealed its top, and... well... waited for an answer. As promised, the bottle floated up on a beach downstream, and sure enough, inside was the claim number we had been searching for. The keeper of the Isle, allowed us access, but swam off shortly thereafter. We grabbed the Hookah Pipe, and returned it to Bugbrains.

(B):Did'ja find it, huh? Did'ja did'ja??!

(P): Yes we did. (We handed him the Hookah Pipe.)

(B):Mmmmm.... (Puff Puff) Ahhhhh!!! (Puff Puff) Nothing like a good toke, eh wot? (Puff Puff) Eooooeeeeeee!! (Puff Puff *Wheezzz*) Huhp! *HEH* (Choke) (Cough Gag Hack) Guess I better try a smoother blend... *Heh Heh Heh* And now for something really smooth... You wanna get "small"?

(P):Sure!

(B):Then try this sometime! (He handed us some red mushrooms. Hmmmm) Now if you'll excuse me, I *heh* think I'll just crawl on down to a cozy tree I know about and get reacquainted with my pipe, *heh heh* (Urp! *Wheezzz*)

66

Hall of the Dead

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67

Isle of the Dead/Hall of the Dead

Dozens of catacombs line the hallway of the area your party has just entered. There is a faint smell of death in the air, or maybe it is just that you sense the souls of the dead roaming the very earth you stand on. As you pass through the hall, you trigger the traps designed to keep those such as you out. But you persevere searching each crypt, and occasionally rising a spirit who rests there. Entering the main hall, you soon discover that these grounds hold great stories. And room by room, ghost by ghost, you begin to excavate them.

Frequently Asked Questions & Their Answers

What do I do at the Lost Warrior Memoriam?

While you and your party were traveling the River, Charron once refused a Cylinder of Ash... noting that you should return it yourself. Here's the spot.

A boulder just crashed down upon my party. Needless to say, we weren't thrilled. Is there anyway to deactivate this trap?

Thankfully, there is. Use the incense you purchased from Bugbrains at the Lost Warrior Memoriam to calm the restless spirits.

How do I open the gate at the end of the winding hallway?

Search the many, small crypts which line the hall. If you start from the gate, and work your way back, you should find it in short time.

I've found the Key of Drows. What do I do now? I can't go any further.

If you search all the walls in this room, you'll find two secret passageways that will allow your party to continue on its path. By the way, it's a good bet to search each room you enter; typically, you'll find something there which will either open a passage, or a key which will unlock another door or gate.

How do I get into Robin Windmarne's tomb?

The Key of Drows will allow you to enter his tomb.

How do I get into the Queen's tomb?

You need a key which is hidden in the King's chamber. Circle back to the room where you found the Key of Drows, and head north.

How do I get into the Black Knight's tomb?

You need the Key of Knights. It's hidden carefully in a corner of a room west of the Queen's tomb.

I'm in the King's tomb, and there's a bat flying around the party. I doubt he's of the friendly variety. What should I do?

Don't attack the bat. Wait for a bit, and you'll witness a most magical transformation.

What does the King want to know?

He wonders what you're looking for. It's the same as the name of the game.

What am I supposed to do with the Key of Queens?

Use it to open the Queen's chamber.

How do I get into the Valkyries' tomb?

You'll find the key you're looking for in the room east of the King's tomb.

How do I get into the Samurai's tomb?

Search the walls within the Valkyrie's tomb. You'll find a button which will open a secret passageway. Once inside the Samurai's tomb, you'll find another button which will open the gate.

I've just finished talking with the Queen. I found the Key of Evil and a Silver Cross, but I can't find any place to use them.

Inside the Queen's chamber, you'll find a button which opens a passageway north of the Samurai's chamber - it's through

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there that you use the Key of Evil. As for the Silver Cross, it's entirely up to you.

I've just entered the Tomb of the Child. There's another gate in here which I can't open. What key do I need.

The gate will open by itself... in time.

I just talked to Rebecca and the King, and now I'm trapped in a room. How do I get out?

Use the Dagger of Ramm at the gate or the Red Mushrooms in the corner. You'll escape to the Enchanted Forest.

Isle of the Dead/Hall of the Dead - Messages

1.   The lost warrior. In Memoriam. May he find his way home. Upon the altar sits a black urn filled with small mounds of fine ash. The ash has a pleasant fragrance, and it seems a contrast to the otherwise gloomy bow of these catacombs... (Use the Incense. It'll turn off the nasty traps that await you.) You insert the incense into the nearby candle, igniting it into a glowing pod of smokey sweet aroma, and gently drop it into the small um... There is a sudden lightness to the air, as if the restless spirits had a brief moment of thankful calm... (Use the Cylinder of Ash; it will open the gate) You place the small cylinder of ash on the altar...

2.    Hall of the Dead

3.    You thought you heard something...

4.    It sounds like a faint voice... "Lllleave this place..... Return to your own world..."

5.    A huge stone fell from the ceiling! (The party takes heavy damage)

6.    Die, dark defilers! Foul intruders! (Encounter)

7.    Devil winds whip through the corridor! (Some party members may become afraid)

8.    So you found me, eh??? We come for yoooouuuu!! (Encounter with Insane Skeleton. If you survive, you'll find a Skeleton Key)

9.    (Use the Skeleton Key to open the gate)

10.  It's hard to say whether it's the cold pale skeletons that fill the catacombs or the creepy horror of something else which may lurk under these chambers of the dead, but one thing is certain... you have the unmistakable sensation of being very near to great danger, and a more subtle sense of drawing closer to an answer... part of something evil... something at the heart of it all...

11.  (Search. A button will appear. Press the button to open the passage)

12.  (Search) You have disturbed the bones! (Encounter. If you survive, you'll find the Key ofDrows)

13.  (Search. A button will appear. Press the button to open the passage)

14.  Robin Windmame. Highlander Drow. Guardian 1st Order. (Use Key ofDrows to enter)

15.  (Encounter with Robin Windmame)

16.  (Search) You have disturbed the bones! (Encounter. If you survive, you'll find the Key of Knights)

17.  Tomb of the Queen. Goddess of Aram. Died: Year of Snakes. (Use Key of Queens to enter)

18.  (Search. A button will appear. Press it to open the gate directly north of #20)

19.  Garrrraaarrgghhhhhhhh! I seek revenge! But I sense that you are not the ones whom I seek... You are the ones I have awaited! I shall tell you of the bane evil that has transpired here, in this castle of darkness, a story to chill your bones and harden your veins... Many years ago, a lustful and powerful Lord ruled this land, a descendent of a descendent of an anointed King... But he was unsatisfied with merely the rule of this territory, and the blood of his ancestors cried within him once again to become a mighty King... To make a King requires more than just a crown, for a King must also have the power to control, or he will fall... True power is the power of control, to he without control, he is powerless... And so he studied of control, and then he did more than study, he put what he discovered into practice. And he found that the average man was easy prey for he that acted with authority; he found as long as he acted as if

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19. (continued) his was some divine power, others would bow to him, and submit to his rule, and never give thought to question his authority... And so he built the dark temple, which lies north of the castle, and adopted as its symbol the symbol of the ram, a creature already viewed with suspicion and fear by the foolish and weak... And this would-be King went mad! His dream of power took control of him as such thirsts are wont; and he began an unholy crusade, feeding upon those too weak to resist his call of majesty and he then turned to darker powers... Calling forth the demons of hell, soon his powers grew along with his desire, and as he drank of this well, he never suspected how it was fueled by his own inner soul... and one day he was asked to return the price of his power, to repay the favor to the secret darker forces which were behind his earthly conquests... And this favor was most foul indeed! And so he secured a woman, mistress of a holy man, and in a horrid ritual, at the stroke of midnight, she was mated with a demon from hell, that this demon had then a legitimate claim to this world. And so the demon child was born! She was placed into the custody of the whore mother to raise her, guarded by the once holy man to ward off any harm that might befall her arising from his former liege and Lord... And upon her thirteenth year, the King sent for her, for he had formed a bond with another powerful agent, and using her as bait for the trap, the demonic sire fell victim to their alliance... Thus he was free to claim the girl for his own, that he could further his own power through those she inherited from her demon father... And then his lust for power became his lust for her... For her! And I, who was his Queen, high priest, and one-time lover, was discarded, and he took her instead... And I became nothing... It was after her fourteenth year, that she asked him of her powers, the story of her nature, and he told her, mother but a common whore, her father a demon of hell, and she had but one wish... That they be put to death! She was a demon child! She had her own mother put to death! And the holy man, her lover, likewise was put to death... And then came the bane pen... When he had finished scrying his wish of the pen, three things happened: first was my own death, suffered by a blow dealt by the demoness herself... second, she became pregnant, carrying his son, a bastard-thing from hell... and third, he himself was changed... His wish was to become immortal... But he did not reconcile

the curse of the bane pen... And I spit upon them! Him and her and hers! And I shall not rest while they live! You must destroy them! You must not listen to their lies! They will attempt to deceive you! But do not listen! I will give you something to help you against them, but you must not forget what I have told you! Take this key, enter into the chamber where she sleeps, and destroy her! And take this holy relic, that it may help protect you against their power. He will try to stop you, but this can stop him... now you must go! Destroy them before they destroy you! I will have my revenge!! (And the ghostly spectre fades) (You receive the Key of Evil and a Silver Cross)

20.  (The passage is opened by pressing the button located at #18)

21.  Lord Haiyato Daikuta.          Yojimbo Kaishakunin. Guardian 4th Order. (You cannot enter this room from this point. You must enter the room using the hallway which ends at #23)

22.  (Search. A button will appear. Press the button to open the gate at #21)

23.  (Encounter with Lord Haiyato Daikuta)

24.  Sir Geoffrey Clayton. The Black Knight. Guardian 2nd Order. (Use Key of Knights to enter the room)

25.  (Encounter the Black Knight)

26.  Tomb of the King. Lord of Aram. Died:

27. The chamber is bare, devoid of use, as if its "intended occupant" had not yet arrived... You feel a slight cool breeze, barely noticeable, but when it fades you have the sensation of being in the company of another's presence...         "Looking for

someone?" a deep, masterful voice speaks at your back, and you turn to face the unknown accoster... But nothing is there... Then you hear a strange "whip" through the air and feel the breeze once again blowing in your face... and suddenly you see it! A giant black bat swoops in your face, as if to attack you... Do you attack? (// no...) The bat makes another swoop at you, almost as if it were testing you... What happens next is unbelievable, for you witness a most extraordinary scene almost too quick to be perceived... Suddenly the bat disappears,

TO

27.  (continued) leaving a towering dark figure in its place... Please allow me to introduce myself... I am Lord of this castle and it appears that you are uninvited guests, trespassers in my house... But perhaps there is a reason for you to be here... Why are you here? (Depending on your answer, the King may simply laugh at you. However, if it's Rebecca...) Rebecca? Stay away from her! Do you hear me?! If you get near her I'll kill you!! Foolish mortals! You were warned to stay away! You are children, and you are meddling in affairs far beyond mortal men, far beyond your limited world... Come! I'll give you a "taste" of what you're up against! (Encounter the Bane King. Eventually, despite your best efforts, he will turn to mist as only vampires can, and disappear. However, he'll leave you with the Key of Queens)

28.  (Search) You have disturbed the bones! (Encounter. If you survive, you receive the Key of Valkyries)

29.  Brigerd Dans Woltan. High Maenad of Rose. Guardian 3rd Order. (Use the Key of Valkyries to enter)

30.  Tomb of the Child. Daughter of Aram. Princess of Darkness. (Use the Key of Evil to enter)

31.  An open black coffin is resting within the small crypt, fresh and recent with the scent of perfume and lilacs... And then she is there... Do you know who I am? What is my name? I am Rebecca... My lover told me to expect you... He said you might want to kill me... Do you want to kill me? (If you don't...) I'm not sure I believe you... perhaps you are smarter than you look. (// you do...) Then I must take you to him! Rebecca gazes! (And when she gazes, you and your party can give up hope but if you were friendly, she'll say...) Will you follow me to him? (If you will...) Then come with me... (And if not...) Rebecca gazes!

32.  (The gate will open as Rebecca approaches)

33.  So we meet again... A pity, you almost showed some sign of promise, a glimmer of intelligence, a quality lacking in so many... Ah, well... I am thirsty and your necks are fresh, though I shall only take what I need, and nothing more... (And he approaches, fangs bared, while everyone watches helplessly, totally transfixed by the hypnotizing gaze of the demon child

Rebecca...) (If you do have the Silver Cross) Bah! What's this?? (And as he steps back you see the burn mark of a cross upon his cheek...) Stupid imbeciles! You sicken me!! Rebecca, come here! (And he says something to her which is too faint to hear, and then turns to you and says... Goodbye! You dream of angels... and you see a figure, dancing within a pool of flames... He looks at you menacingly, and he has a wild gleam in his eye... He is evoking powerful spells, calling forth magiks to destroy you... And then he whispers a word... You can barely hear it... It sounds like a name... Xoorrrphiiiitusss... And then the scene changes... (If you don't have the Silver Cross with you...) Ahhhh! I am refreshed! but the question remains of what shall I do with you... Rebecca? (And after a brief pause, she whispers something in his ear...) Ahh! Very well... Goodnight! (And a red glow emanates from his eyes momentarily bathing the party... and then everyone passes out... (// you've already eaten the mushroom) You are standing in the corner of some kind of prison... the room is bare, but you notice there is a small crack in the corner... You remember having the funny taste of something in your mouth... And the room begins to change... It is growing larger... and larger... and you become engulfed in the room... You can no longer see the sky... And the small crack has become... a tunnel! And you run through the tunnel... (// you haven't eaten the mushroom) You are standing in the corner of some kind of prison... The room is bare, but you are standing at a gate... You are talking with someone... No! You are doing something! You are handing something to them... You are giving them something evil... With two glowing eyes... And they become very angry... And the gate opens and they rush in... They want to kill you... Eventually you awaken to find yourself in a small grimy chamber, smelling of stench and excrement... You notice a small crack at the bottom of the wall, just barely large enough for the rats to get through... (Eat the mushroom) The mushroom tastes funny... And the room is looking different... It's bubbling a bit... And now it's growing...! No... It is you... getting smaller! And the crack is a huge crevice... But it is so far away! You are running for the tunnel... as the room begins to zoom back in! And you dive for the tunnel... You made it! Everything is normal once again... Except for a few pink elephants... talking to the dancing strudel... over by the funny colors...

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The Enchanted Forest

IllilL

13 14 15

The Enchanted Forest

A landscape similar to Swampland greets your party as you emerge from the jail. Having your first chance encounter with the King himself, you wonder where on earth it is he's sent your party; you are in a serene forest now... a place filled with magic, where faeries dance and water flows past the paths as you walk. The Enchanted Forest lies on the outskirts of the Temple of Ramm. Here your party will make their final preparations for an upcoming meeting, whose attendees you do not know... but certainly can guess. As you travel the land, you'll encounter the Queen of the Faeries, the Delphi and yet other creatures who aren't so friendly. While you're here, take heed to heal and rest your characters... make certain they're in prime shape... for what comes.

linn sNHf

Frequently Asked Questions & Their Answers

I found three Holy Stakes of Wood by the ship. What am I supposed to do with these?

Hang on to them. You will use them in a later encounter.

There's a gate south of the ship. How do I open it?

You will receive a key for this gate when you finish the Temple of Ramm.

There's a place with fireflies and a circle of stones. What do I do here?

In the dark forest section, you will find a Tinkerbell in a chest. Using it here will summon the Faeries.

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How do you get the Faeries to talk. They don't seem interested in anything I have to say.

Try to read what's on their mind.

I've run across an apparition in a cave in the Dark Forest. What do I say to it?

The Faeries will help you to answer the Delphi. Ask them about it.

What do I do at the Rock of Truth?

Use the Miner's Pick to shatter it.

How do I get inside the Temple of Ramm?

Equip the Goat's Mask to the first person in your party, and walk up to the gate.

How do I open the gates in the bottom of the Temple of Ramm?

They don't open from outside. Had you used another item to get out of Rebecca and the Bane King's jail, you would have entered the forest here.

The Enchanted Forest - Messages

1.    You exit the small bunker to appear in the middle of a forest, full of trees, flowers, and the chitterings of small animals...

2.    Across the water lies the half-sunken, broken skeleton of a small ship. It is barely afloat, and looks ready to sink at any minute...

3.    A large flat plank extends across the water up to the deck of the ship...

4.    Whatever it was that hit the ship, it must have been terrible, because only half of it is here...

5.    The bones of those that probably died with the ship, are resting in wait of the final plunge...

6.    Up in the bow, a broken crucifix lies dangling from the wall, as if perhaps a makeshift chapel was constructed, a place of hope for the frightened, and of last rites for the dead... (Search) You touch the broken

crucifix, and it falls to the floor with a shatter! Several pieces of the cross are sharp enough to serve as crude wood daggers or stakes, should the need arise... (Find three Holy Stakes of Wood)

7.    * The Enchanted Forest * Do not tease the animals. Please, no smoking.

8.    Heaped within the small cove, you find the decayed remains of a human... Tattered fragments of rotted robes are dressed around the bones, and it seems likely this is the final resting place of an old feeble monk who had lived in the surrounding forest... (Search. You'll find Holy H20.)

9.    It is a moment before you realize that you are standing outside the north end of the Castle, looming up from the bog and forest...

10.  Hey! Hold it right there! You're not supposed to be out there! Guards!!! (Encounter with the Guards)

(If you're equipped with the Goat's Mask...) Ahh! Welcome brother!! I see you have brought the sacrifices for tonight's ceremony... good, good!... And you think one of them may still be a virgin?? O excellent, excellent!... The master will be pleased! One moment while I open the gate! Temple of Ramm Members Only

11.  The Dark Forest * Beware! *

12.  The Rock of Truth. Oddly enough, the face of the rock has been flattened and polished, and casts a mirrored reflection of the party... (Use the Miner's Pick) You swing the pick with great care to make sure you do not shatter the rock, and are successful in securing small fragments of the reflective surface... (Find Rocks of Reflection)

13.  It seems you have wandered into a cave of some sort, and the flickering light of a fire illuminates the rough walls, hewn into a rocky hill...

14.  You enter the cave, expecting anything but finding nothing...

15.  Suddenly an apparition appears! Whooo... are.... you...??? (We are fascination) Whhyyy.. areee.. yoouu... hereee..??? (We seek divination)         Willi.... yoouuu... paaayyyy...??? (Yes) Iii... will... looookkk... intooo... theee... misttyyy.... wattteerrrsss...

15.  (continued) And a vision swirls within the cavern, bringing once again the picture of the mad wizard... But then he is gone... and another takes his place... It is something evil... and it is very powerful... but you are standing against it... You are holding something... a piece of shining glass-pushing it back... And then you see a silver cross, held high in the air... Then a splash of holy water is thrown into the face of the foul monster... and finally, a wooden stake, made from wood most holy, is thrust into it... And the thing begins to die! The vision fades, and you are standing alone within the cave... Begone! (and the apparition disappears...) (Receive the Staff of Aram)

16.  (Open the chest, and you'll find a Tinkerbell)

17.  Hundreds of tiny soft glows are flying about the damp marsh... They look like fireflies...

18.  Stepping closer, they fly away...

19.  The tiny lights have hidden themselves in the bushes and trees about you, and although you can see them clearly, you cannot get near them...

20.  A small circle of stones has been laid surrounding this part of the bog, and half a dozen tree stumps stick up like small stools in its center... (Use the Tinkerbell) Sitting yourself upon the tree stumps, you proceed to ring the tiny bell... It doesn't take long before the little fireflies start descending from their hiding places, and cautiously approach the circle within which you sit... (continued in the interview with the Faeries)

(Should you dispatch the Faeries without talking to them, you will find a ring which, when used, reads..) Holographic letters appear when you hold the ring up to the light...

***Rite of Delphi***

Who are you?

We are fascination!

What do you seek?

We seek divination!

Will you piexet raepiquianiese?

moli....................

(The end is scratched and difficult to read...)

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Meet Saeran - Queen of the Faeries

As I sat upon the stump, the tiny beings which had eluded me cautiously drew from the forest around me. As they flew toward us, their fragile wings, nearly transparent, reminded me of the finest parchment paper... much like the summons for the child we had found in the Castle so long ago.

(S): Hello! Hi! Bye!

(P): Can you help us?

(S):We would help you if we could, like any spritely faerie should; but the help you see lies apart, hidden in a forest's dark! You must seek the Delphi! The Delphi knows all! To find the Delphi is a mystery, a task first met by questions three! First remember, "We are fascination", then next state, "We seek divination"; but only thee may answer the third, for it will cost thee every word; so listen there, and learn ye well, as speaks the Delphi with story to tell!

(P): Where is the dark forest?

(S):To the east of the Enchanted Forest.

In the Dark Forest, after much exploring, we did find the Delphi. She provided us a dream. One we would not soon forget.

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The Temple of Ramm

The Temple of Ramm

There is little to say now, for you and your party are well aware of your surroundings. Even those with the lowest karma and intelligence can feel the evil which pervades this place. Be warned and heed the Delphi's story. But know, you are not finished yet.

Frequently Asked Questions & Their Answers

How do I cross the boiling oil pit?

You need the Staff of Aram equipped to the first member of your party.

Where can I find the Staff of Aram.

Everything looks the same. How do I get around in here?

The Temple of Ramm is filled with teleporters. Your best bet, if you choose not to follow the map, is to walk into each room you can reach and then into each corner of each room. Whenever you are turned around, you're being teleported. Further, in each section, you'll typically find keys which will help you on your way... opening gates and so on.

I've just defeated Xorphitus, and he won't tell me where to find the Cosmic Forge. Where is it?

Just like the King long ago in the Castle, you too have the power to walk through walls.

The Temple of Ramm - Messages

1.   The temple reeks of boiling oil, which is steaming up from the depths on each side of you... A catwalk leads over the pit and there are many strange costumed figures upon the ledges making weird gestures, like they were really trying to impress one another...

2.    Suddenly a figure materializes! Come sacrifices! Approach the fire, bold children step before darkness; without the power of mighty ramm, faith shall fail thee o'er the abyss! (Equip the Staff of Aram to cross safely)

3.    (Open the chest and find the Key of ? Decision?)

4.    (Use Key of ?Decision? to open the gate)

5.    (Open the chest and find a Key of 1st Test)

6.    (Use Key of 1st Test to open the gate)

7.    (Open the chest and get a Key of 2nd Test)

8.    (Use Key of 2nd Test to open the gate)

9.    Suddenly a figure materializes... And so the children persevere, so brave upon their journey; still I am he that rules these halls, and mighty lords have I aplenty!

It's in the cave in the Dark Forest.

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10.  (Search. Press a button to make the stairs reappear. There's no need to take them unless you want to return to the Enchanted Forest)

11.  (Open the chest and find the Key of ?Quandry?)

12.  (Use Key of?Quandry? to open the gate)

13.  (Open the chest and find assorted goods)

14.  (Open the chest and find the Key of Finality)

15.  (Use Key of Finality to open the gate)

16.  Suddenly a figure materializes. What??! Still here? How is this possible?? Red alert! Red alert! Intruders nine o'clock high!! Xorphitus Attacks!!

(After you kill Xorphitus...) 000! I can't believe it!! You killed me! I'm dead! I can't believe I'm really dead!! Why? Why did you do it??? (The Cosmic Forge) The cosmic forge? You killed me over the stinking pen??! 000! I can't believe it! At least you could've killed me for a good reason, like you didn't like the way I dress, or who I pray to... Just for that I'm not going to tell! And without me you'll never find it! It could be right in front of you, but you'd never know it! You could even be within 3 steps of it and still you wouldn't find it! Ha ha ha ha! You can search all you want to, and it just won't do you any good! And why?... Because you can't push yourself past the limits of what you know to see the world that lies beyond... The world you see is an illusion, only a trick, a reflection of the operation of your own mind... Well, ahem, except that it's real too, except that it's not...! I mean... o well, skip it! But let me ask you this... You're searching for the Cosmic Forge, the pen of destiny, and it sounds like powerful magic... But what if it wasn't magic? What if it was... And suddenly the visage looks outward, as if looking across space, across the echoes of time, across the boundaries that limit the evolution of perception and human consciousness... and then, he merely vanishes...

(// you answer something silly like "Pudding") I never thought of that... But you know... I'll bet you never thought of this!

You have taken the dumb boffo ending which is: You fell through the abyss of bubbling oil, landing in the deep void of galactic fudge goo where you are to remain forever, until you can fathom a more likely response to the inquiry made by Xorphitus about, "Why did you do it?" Hint: go back and look at the box of the game and see if anything strikes your mind...

17. (Walk through the wall before you) chute!

Entering the

Chamber

of the

Cosmic Forge

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The Chamber of the Cosmic Forge

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Chamber of the Cosmic Forge

Ever since the beginning of your quest -when you first learned of the magical bane pen - you've longed to enter the fabled chamber where it is locked. As you stand here now, you realize that your quest is about to be fulfilled, but sadly, about to end.

A word to the wise... as soon as you land from the chute, save your game. It's sort of an all or nothing proposition.

Frequently Asked Questions & Their Answers

What happens if I press the button?

You go back to the beginning of the Temple of Ramm... and you've got to go through it all again.

How do I defeat the Bane King and Rebecca?

Before you go into combat, cast an Enchanted Blade and Magic Screen spell. You'll need all the help you can get. Have your first three characters equip the Holy Stakes of Wood as

primary weapons, and the Holy Water as secondary items. If you don't have any Holy Water, you can purchase some from the Faerie Queen in the Enchanted Forest. Next, you'll need to invoke the power of the Silver Cross, otherwise, your weapons will be useless against the two. Now, attack them with your Holy Stakes of Wood and the Holy Water. It's a good bet to concentrate your efforts on one of the two. Once one is dead, the damage your party receives will be lessened dramatically. As always, cast a lot of Heal Wounds and Anti-Magic spells. It could save your very lives.

If the above strategy doesn't work for you, your party may not be high enough level. On the average, characters range from 15-20th level when they encounter the Bane King and Rebecca.

What's the Security Gate Code?

After you defeated Rebecca and the Bane King, you received many items, one of which was the Ring of Stars. Use it on the King's Diary and there you will find the secret.

What happens if I don't take the Cosmic Forge?

That's one way to reach the other endings.

Chamber of the Cosmic Forge - Messages

1. (Land from chute in the Temple of Ramm. Push the button you find to take you up)

Note: The different endings for Bane of the Cosmic Forge are a diverse lot. Depending on your party's course of action, any one of three endings could occur:

1.    Your party encounters the Bane King and Rebecca.

a.    If you take the Forge, you've completed ending #1.

b.    If you don't take the Forge, pick the lock on the door behind it's chamber. Inside, you'll find Bella. Needless to say, since he's angered at your attack on the King and Rebecca, you'll encounter him as well. If you defeat Bella, you'll have the option to enter a spaceship. If you do, you've completed ending #2.

2.    The Bane King impales a stake into his own heart and you meet Rebecca who gives you a key.

a.    If you take the Forge, you've completed ending #1.

b.    If you don't take the pen, enter the room behind the Forge. There, you'll meet Bella. Fly off with him if you like, and if not, he'll leave you something should you change your mind. You've completed ending #3.

2a. (Ending # 1 - If you possess the Silver Cross) Ahhh! How good of you to drop by! I was really hoping to meet you again, after your last "impression"... (the Bane King winces and you notice a scab in the shape of a cross upon his cheek) And now my "warmblooded" friends... It is time to disperse with the formal pretenses, and "fly" into the heart of the matter... You wish to destroy me, and I wish to live! Therefore-one of us must die! (Encounter the Bane King)

From the dead vampire's corpse you see arise his ghostly likeness, and as his essence takes in the awareness of what has happened, he begins to speak,... A long time ago, I wished many things, all for myself,

and all to make me the superior of those around me... And so I plotted and schemed, and made plans and alliances, all to bring some great power into my grasp... but I was still afraid of death! How I feared that one day I would not be here, no longer able to touch this world, to move it, and to be moved by it... and so it was that I was dealt a blow far greater than death itself. I took the pen of destiny and cast aside the laws of nature and of life... and, as I wished to live forever as I had done in the past, it came to pass by the writ of the cosmic forge... As I did rule by the blood of others, using it to further my own gain, so I was transformed forever more into the creature you see before you... doomed forever to prowl the night and feed my never ending hungers, and all for what?... I do not know... Although everything must eat to live, all that I touched withered and died and soon all that I was did likewise. So I died anyway, even without death! And yet my corpse walked on, compelled by bane of die forge to forever renew, nay, only replenish itself... And what a curse it was! How can I begin to tell you of what it is like to merely survive, only endure and feel no warmth, feel no joy... only to go on and on and on... and yet, we fear change, and thus fear the name of death... and as long as we fear death, we shall never be free to truly live... Strange words from one such as I, but my epitaph none the less! The bane be ended! Embrace the night! (And the vampire fades into mist...)

2b. (Ending #2 - if you dropped the Silver Cross anytime before you met the King for the first time) Ahhh! How good of you to drop by! Please, accept my apology for the poor accommodations in which you were placed earlier, but the temple was all booked up for the weekend... The fact of the matter is, I am tired! (And the vampire takes a wooden stake from beneath his cloak, and without a change of expression, plunges it deep into his own heart... soon thereafter, another ghostly shape appears before you...)

She finally descends from her place of hiding, somewhat cautiously, as if she might be afraid... Is he gone? He was my protector and benefactor, as it was he that saved me from the hands of a harlot Queen, lover of Xorphitus, seducer of my father, slayer of she my innocent mother and her lover... he was my only pleasure, and the Queen hated our love together... she was as wicked a witch as ever drew breath, no

78

2b. (continued) colder after death than she was before, and as my mother and lover were slain at her command, so also she tried to slay me... How fitting that her writ of death for the "Demon Girl", by Bane of the Forge would come to mean herself, and so she slipped and fell upon her own knife... And now you know the whole of it, so I leave you to take charge of the Cosmic Forge, pen and hand of destiny... Since I am not of the bane pen, but am borne of mortal mischief, it is for me to seek my own destiny elsewhere... Oh, and one more thing! I have a half-brother, the issue of my father and the Bane Queen, from an eve when she seduced him into her womb... He means well, but he has his nose for mischief and trouble... Please look after him for me... He likes his privacy, and his room lies concealed directly in back of the altar of the cosmic forge... I'll leave you the key... (and she too fades into nothingness... and then she flies into the daric...) (She gives you the BD. Key)

3.    Chamber of the Cosmic Forge. A whiney thin voice calls out from the gate: "Please state security code" (The Hand of Destiny -found in King's Diary... * Personal Log * / have no recourse except to lock up the Cosmic Forge, to prevent another disaster from occurring. I wish I had some way to return it, but our ship, sad to say, is out of fuel...)

4.    A yellow glow is emanating from within the altar, and a bright radiant object is hovering there... Behold the Cosmic Forge! Do you take the pen?

(Ending #1) You reach for the pen... Til take that!" says a strange voice...

5.    (Pick the lock or use the B.D. Key)

6.    (Ending #2) Perched upon his throne, a great black dragon sits watching the party, small vibrations and shutters rippling about his thick ebony hide... Suddenly, he can stand it no longer! OOOO! Goouuuu!! You killed them!! Then I will destroy you!!! (Should you defeat him in battle and head toward the ship...) Do you enter the mouth of the beast? (If you answer yes...) You confront a giant slumbering beast, so huge that it fills the entire room, and so still that it doesn't even take a breath... Whatever it is, its skin is as hard as the hardest armor and its weight is so tremendous that you

can't even make it wiggle, no matter how much you attempt to lift it... Everyone agrees you have troll dung in your brains, but they follow you into the mouth of the beast nonetheless... And then there were stars...

6b. (Ending #5) Perched upon his throne, a great black dragon sits sulkily pondering the deep mysteries of the universe, glancing at his crystal ball on occasions for some obscure reference... "Well," he says, "I think I know where they might be located... and we can make fuel from the dinosaur remains up in the forests... but it'll take about a year to make it with our vessel... I guess all that remains is whether we have the guts to make the trip... Me, personally, I don't like to fly too much, but with everyone dead, it sure will be dull around here... Do you want to chase a cosmic lord? (If you answer no...) Well my, my, aren't we the dull ones! Listen sweeties, if you wanna hang out here, that's fine with me, but I think I'm gonna take the first flight out... Here! Take the keys, lock up when you finish, and don't forget the lights... Ta-ta! (If you say yes...) Me too! C'mon, let's get out of here! Ain't she a dandy?! All aboard!

And you climb inside the mouth of this awful sleeping beast, sure that dragon brains are full of tiny worms... Although the beast feels dead, a short time later it begins howling, and your instincts tell you to get out now... "Hang on!" the dragon calls, "Here we go!!" And the beast begins to shutter, everyone gets a funny feeling in their stomach, and soon you're flying around far up in the sky, zooming away...

And after all endings—.

* CONGRATULATIONS *

You have taken one of the successful conclusions to the Cosmic Forge. You can save the game at this point, for recording your victory. Also, make a copy of it onto another disk so that you can transfer the characters when moving them into future scenarios. You will now be returned to the game somewhere in the Enchanted Forest.

79

Sltt those things that go Bump in the night

& clhe goods to Bump them Back^

Approximately 500 items make up the arsenal which powers Bane of the Cosmic Forge. With so many items, it's hard to determine by "Assay" alone how one item ranks against another. However, in the list which follows, you'll find all the information you've ever wanted to know about Bane's weapons, armor, jewelry and other special trinkets. Of course, you'll find listed here the reason for all these weapons - the monsters (who tend to get in the way of a perfectly good adventure).

80

Items List

For your convenience, the items list which follows is organized alphabetically. Information about an item is read from left to right; each column, of course, has its own significance.

Item Name: Type: Wt/Lb: Cost:

To Hit:

Roll:

AC:

SP/P: Profession:

Race:

Sex:

P/S: 1/2: Range:

Modes:

Powers:

The name of the item as it appears on the screen.

The type of item classifies it as a weapon, armor or scroll, etc.

The weight of a particular item.

The suggested manufacturer's retail price for the item. Of course, many of the

NPCs within the dungeon typically offer the good for less than retail. Other's

are more enterprising.

The offensive bonus a weapon provides and the effective change in the

opponent's armor class

The dice roll used to calculate the range of damage for a particular item. See

"About Dice Rolls" immediately following this section.

The effect of an item on a character's armor class. The amount listed applies

only to the area of the body which the item is equipped unless otherwise

noted.

The spell and power level of the spell which the item casts. For example, an

Acid Bomb casts a fourth level Acid Bomb spell.

FMPTRABPVBLSMN. The professions which are allowed to use an item.

Those which are "grayed" may not use the item.

F: Fighter           A: Alchemist L: Lord

M: Mage             B: Bard               S: Samurai

P: Priest             P: Psionic           M: Monk

T: Thief              V: Valkyrie         N: Ninja

R: Ranger           B: Bishop

HEDGHFLDFRM. The races which are allowed to use an item. Those with are "grayed" may not use the item.

H: Human           H: Hobbit            F: Felpurr

E: Elf                 F: Faerie             R: Rawulf

D: Dwarf            L: Lizardman M: Mook

G: Gnome           D: Dracon

M/F. The sex for which the item was designed. If a letter is "grayed", that sex may not use the item. Classifies the weapon as Primary or Secondary. Classifies the weapon as 1 or 2 handed.

The reach of an item. Depending on a character's position in the party, it will help you to determine the monster groups he or she can hit with a particular weapon. The fighting modes which are open to the weapon's user:

S: Swing            M: Melee             K: Kick

T: Thrust            T: Throw            L: Lash

B: Bash              P: Punch             S: Shoot

The special powers of an item when used, carried or equipped.

Z: ZZZ Sleep X: Poison            C: Critical

P: Paralyze         S: Stone              K: Knock Out

About Dice Rolls

In Bane of the Cosmic Forge, as in other traditional role playing systems, dice are used to calculate the actions of your characters or the outcomes of certain situations. As you scan the weapons' listing, you'll see these individual rolls listed. However, to a gamer unfamiliar with traditional role playing, these dice rolls can be a bit confusing.

For example, let's use the Battle Axe, a favorite weapon of discriminating dwarfs worldwide. Its dice roll is 2d4 which translates to 2-8 hit points damage per hit depending on your roll. Of course, that's easier said than done.

2d4 = 2 rolls of a 4-sided die

The lowercase "d" stands for, simply, "die". The number to the right of the "d" tells you the die to use. (A four-sided die? Sure, you can find many interesting dice at your local hobby shop.) The number to the left of the "d" tells you how many times to roll the die.

So, in this case, let's say you rolled your first d4 and came up with a 3. Since the roll is 2d4, youll need to roll it again. On your second roll, you get a 1. Your total damage for that hit? 4 hit points. Each time your character hits a monster, a dice roll takes place. So, as your speed increases, you can look forward to more and more damage.

In some cases, you'll see that the roll is listed as OdO. Typically, OdO will follow bows, slings and other weapons which fire missiles but do not cause damage by themselves.

Suppose the roll was 2d3+l, like the Dagger of Ramm. In this case, you would roll a 3-sided die 2 times. Once you got your total for the roll, you would add 1.

Take a look at the die roll for the Dagger of Ramm again: 2d3+l. Hmmmm. There is no such thing as a 3-sided die; at least you won't find one in a hobby shop. Bane of the Cosmic Forge, because it is a computerized system, allows many different die rolls that could not otherwise exist.

Calculating the Range of Damage

Using the dice rolls listed in the items list, you can calculate the range of damage for any particular item. A range consists of the lowest possible roll and the highest possible roll. For example, let's use the Battle Axe again... 2d4.

If you rolled the 4-sided die two times, the lowest amount you could possibly roll would be 2 (you rolled a 1 both times). The highest amount you could roll would be 8 (you rolled 4 both times). Therefore, the range of damage for a 2d4 = 2-8 hit points of damage.

For items such as the Dagger of Ramm, whose roll is 2d3+l, the range = 3-7 hit points of damage.

Lowest possible roll for 2d3 = 2. To that amount you must add 1. Highest possible roll for a 2d3 = 6. To that amount you must add 1. The range = 3-7 hit points of damage.

Remember, you only add 1 (or any other amount) if it's listed in the roll.

A quick and easy way to calculate the range of damage:

Multiply the number before the "d" to the number after the "d". That will give you the high value of the range. The low value is simply the number before the "d". For example, 3d8 = 3-24 hit points of damage (3x8 = 24, and 3 is the number before the "d").

Item

Type

Wt/Lb Cost         To Hit Damage

Items I

AC+

SP/P

A.P. Arrow Acid Bomb Amulet of Air Amulet of Ice Amulet of Life Amulet of Night Amulet of Winds Ancient Dust Angel's Tongue Ankh of Arnie Ankh of Death Ankh of Life Ankh of Might AnkhofPhyre Ankh of Purity Ankh of Sanctity Ankh of Wonder Ankh of Youth Anointed Cloak Anointed Flail Apple Armet

Armor Shield Armorplate Awl Pike Axe of Woe B.D. Key Bag of Sand Barbed Arrow Bascinet

Bascinet&Camail Basso Lyre Bastard Sword Battle Axe Bauble&Trinkets Bearded War Axe

Missile Potion

Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Powder Other

Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Weapon Short Quantity Armor Helm Scroll Scroll

Weapon Extend Weapon Short Other Other Missile Armor Helm Armor Helm Other

Weapon Short Weapon Short Other Weapon Short

0.2

0.4

1.0

1.0

1.0

1.0

1.0

0.5

2.0

1.5

0.5

1.5

1.5

1.5

1.5

1.5

1.5

1.5

6.0

15.0

0.2

7.5

0.3

0.3

12.0

18.0

0.5

20.0

0.3

6.5

11.5

18.0

10.0

8.5

2.0

4.0

45

1200

4500

10000

25000

2500

10000

200

500

50000

25000

50000

20000

10000

100000

20000

50000

25000

4000

140

150

7000

200

1200

50

6500

0

0

25

850

1875

6000

120

100

35

50

2

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

-8

0

0

0

0

0

0

-1

0 0 0

ld8+4 0d0+0 0d0+0 0d0+0 0d0+0 0d0+0 0d0+0 0d0+0 0d0+0 0d0+0 0d0+0 0d0+-0 0d0+0 OdOfO OdOfO 0d0+0 OdOfO 0d0+0 OdOfO ld6+l 0d0+0 OdOfO 0d0+0 0d0+0 ld6+0 2d6+2 0d0+0 0d0+0 ld8+4 OdOfO 0d0+0 0d0+0 2d4+l 2d4+0 OdOfO ld5+0

0

0      Acid Bomb/4

0      Air Pocket/5

0      Ice Shield/4

0      Resurrection/6

0      Blinding Flash/4

0      Whirlwind/4

0      Weaken/3

0      Bless/0

Death/5 Resurrection/6

0 Fireball/3

Heal Wounds/6

0

0

10

0

0

0

0

0

0

0

6

9

0

0

0

0

0

Help Food/3

Armor Shield/2 Armorplate/3

Slow/0

Profession

Race

MF P/S 1/2 Range Modes

Powers

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MF

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Item

Type

Wt/Lb Cost         To Hit Damage

AC+

SP/P

Profession

Race

MF P/S 1/2 Range Modes

Powers

Beastmasler

Bee de Corbin

Bell Key

Bipennis

Blade Cuisinart

Blades

Blades of Aesir

Blakeblade

Blind

Blink

Bo

Bone Breaker

Bone Key

Bone Necklace

Book of Air Shield

Book of Airs

Book of Anti-Magic Book of Armormelt Book of Blinding Book of Chills Book of Demons Book of Detection Book of Directions Book of Dozes Book of Fireshield Book of Ice Shield Book of Identity Book of Knocks Book of Levitation Book of Mantras Book of Peace Book of Poetry Book of Poisons Book of Protection Book of Ramm Book of Rapture

Weapon Short            6.0            3500         1               ld8+4               0

Weapon Short            4.0            935           1               2d3+l               0

Quantity                    0.2            0              0              0d0+0               0

Weapon Short            18.0          3250         0              2d6+2               0

Weapon Short            5.5            15000       2              4d4+2               0

Scroll                        0.3            1200         0              0d0+0               0      Blades/3

Weapon Short            18.0          14000       2              2dl2+0             0      Ice Shield/5

Weapon Short            6.0            5000         1               ld8+4               0

Powder                     0.5            125           0              0d0+0               0      Blinding Flash/3

Scroll                        0.3            1200         0              OdOfO               0      Blinlc/3

Weapon Extend         5.0            12             1               ld6+0               0

Missile                      0.3            115           1               3d3+4               0

Other                        0.5            0              0              0d0+0               0

Armor Magic             2.5            5000         0              OdOfO               2

Other                        2.0            4000         0              OdOfO               0      Missile Shield/6

Other                        0.0            0              0              0d0+0               0      Air Pocket/6

Other                        2.0            25000       0              0d0+0               0      Anti-Magic/6

Scroll                        2.0            8500         0              0d0+0               0      Armormelt/6

Other                        2.0            3000         0              OdOfO               0      Blinding Rash/6

Other                        2.0            2000         0              OdOfO               0      Chilling Touch/6

Other                        2.0            12000       0              0d0+0               0      Conjuration/6

Other                        2.0            3000         0               0d0+0               0      Detect Secret/6

Other                        2.0            1500         0              OdOfO               0      Direction/6

Other                        2.0            2000         0               0d0+0               0      Sleep/6

Other                        2.0            5000         0               0d0+0               0      Fire Shield/6

Other                        2.0            5000         0               OdOfO               0      Ice Shield/6

Other                        2.0            7500         0               OdOfO               0      Identify/6

Other                        2.0            2500         0               0d0+0               0      Knock-Knock/6

Other                        2.0            12000       0               0d0+0               0      Levitate/6

Other                        2.0            1500         0               OdOfO               0      Stamina/6

Other                        2.0            15000       0               0d0+0               0      Sane Mind/6

Other                        2.0            500           0               0d0+0               0

Other                        2.0            2000         0               0d0+0               0      Poison/6

Other                        2.0            5000         0               OdOfO               0      Armorplate/6

Other                        0.5            12230       0               0d0+0               0

Other                        2.0            2500         0               0d0+0               0      Charm/6

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FiV:;::.:-,\::;;:Vl;;.L:: M;-, FMPTRABPVBLSMN

F*f >-■•:* A?<?Vf<L^VV FMPTRABPVBLSMN FMPTRABPVBLSMN

;;:v:;tk :•,:,;• v-J-.SMN FMPTRABPVBLSMN FMPTRABPVBLSMN

F:v;p •-;■; .^■:;-VB:;:vix aM:':K:\B:vBi.SMN

Mi RAB: .B:S

:-M; ■ ■■i-:/-:Bi:vB.i.SM:\ ••MP •>• BP BSMN }.+■■:.HRA:;Vv■;:.•: ■<:■■

:M:"::-:AB:-VB:S'V:;-:

:MP:::;;:B::vv;,i, T-M'P- •'•■:: BP B SM: :-M.::'.:';-:.-,B:--:B;.S;::.:-M RABP.B-SM

;-M: •■••;•■ ::B^'vB:.S;-;'N :■£■■:rTR:\\;P B; ".■':<> M • BPB-SM ;M;;:.:-,'\B;:vB:.S:-l:-•:-PTRA :PVBL MS r:;;Pj;-:.-..:iPVBL:.:M-FMPTRABPVBLSMN

iMi;RA::;i:Vv:.;.,;:\l:,

•"•n:P:X ::i-:i-VBL:v-:n

FMPTRABPVBLSMN

:P RA-PVBL M .

HEDGHLDFRM HEDGH LDFRM HEDGHFLDFRM HEDGH LDFRM HEDGH LDFRM HEDGHFLDFRM HEDGH; LDFRM HEDGHLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM

MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF

..Ci< CK

K K

K

88

JSIT SDJ91I

Item                         Type                        Wt/Lb Cost         To Hit Damage

Book of Silence

Other

2.0

5000

0

0d0+0

Book of Sloth

Other

2.0

2500

0

OdOfO

Book of the Damned

Other

2.0

15130

0

0d0+0

Book of the Sirens

Other

2.0

15550

0

0d0+0

Book of Weakening

Other

2.0

3000

0

OdOfO

Book of Widows

Other

2.0

15000

0

0d0+0

Boot of Lt. Curing

Other

2.0

2250

0

0d0+0

Botl W/Ans&Coik

Other

0.7

15480

0

0d0+0

Botl W/Msg&Cork

Other

0.7

0

0

0d0+0

Bottle W/Cork

Other

0.5

0

0

OdOfO

Bottle W/Msg

Other

0.6

0

0

0d0+0

Bottlerocket

Weapon Throw

0.3

200

0

ld8+0

Breastplate

Armor Armor

18.0

600

0

0d0+0

Broadsword

Weapon Short

6.0

85

0

ld7+l

Broken Sprocket

Other

25.0

0

0

0d0+0

Bronze Cuirass

Armor Armor

21.0

1000

0

0d0+0

Bronze Greaves

Armor Legs

12.5

1450

0

OdOfO

Buckler Shield

Shield

4.0

65

0

0d0+0

Bullet Stone

Missile

0.5

1

0

ld4+0

Bullwhip

Weapon Extend

2.5

185

1

ld4+0

Burgonet Helm

Armor Helm

6.5

2250

0

0d0+0

Bushido Blade

Weapon Short

4.0

7500

2

2d7+2

Buskins

Armor Boots

3.0

50

0

0d0+0

Butterfly Axe

Weapon Throw

3.5

400

0

ld8+3

Cameo Locket

Armor Magic

0.5

250000

0

0d0+0

Cape of Hi-Zen

Armor Magic

5.0

40000

0

0d0+0

Cat'O Nine Tail

Weapon Extend

6.5

20000

3

6d3+0

Chain Chausses

Armor Legs

20.0

1150

0

OdOfO

Chain Hauberk

Armor Armor

28.0

1250

0

OdOfO

Chain Hosen

Armor Boots

9.0

485

0

OdOfO

Chain of Despair

Armor Magic

3.5

400

0

0d0+0

Chamail Doublet

Armor Armor

5.5

3500

0

0d0+0

Chamail Pants

Armor Legs

6.5

3500

0

0d0+0

Chamois Gloves

Armor Gloves

2.0

600

0

0d0+0

Chamois Skirt

Armor Legs

4.5

25

0

0d0+0

Cherry Bomb

Potion

0.5

300

0

0d0+0

AC+ SP/P

Profession

Race

MF P/S

1/2 Range Modes

0

Silence/6

;>.:.P;:.>,:.::;PVBL:::M;-.

HEDGHFLDFRM

MF

Short MliMiil'kL

0

Slow/6

•-•MP •':•:: U-PVBL-M

HEDGHFLDFRM

MF

Short Vi:-:.ii::-i:i.

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short CT-^v: ;/•&;.

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

0

Weaken/6

;M:;:::,;:BPVB.:.SM>.

HEDGHFLDFRM

MF

Short

0

Deadly Poison/6

••tf?TRA>-' •••;•;.;,•; tn

HEDGHFLDFRM

MF

Short iT:i.Vi:::-i:.i.

0

Cure Lesser Cnd/6

Tv;P.RA;iPVBLSMT

HEDGHFLDFRM

MF

Short vTi/fKi.

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short .Txiivii-i;; •-;

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short " T:.:: Ml ••

0

Magic Missile/2

MT-ABP. T: vVN

HEDGHFLDFRM

MF S

1 ThrOW :iiNR : i

8

FN:::l^.V::;;:V::L:::-.l:-.

HEDGH LDFRM

MF

Short

0

F;vi:-:i-::.::i-;xVi-:L Vvi\

HEDGH LDFRM

MF

Short STVi-^i:--i

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

6

FV-ivT:--:;-:V;:V::L:-:Vl\"

HEDGH-LDFRM

MF

Short

7

Fiv;:;:.::;;:i:;rV::;L:v.l>:

HEDGH: LDFRM

MF

Short

1

F:--i:-TR^:B>-V>:.LVv;s

HEDGH LDFRM

MF

Short •:•:;•••!':••:••:•:.

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF S

1 Shoot :iBi i; . i<i.

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Extended / L

8

Fttr rl:-,V::;::V;:L:::-.l--:

HEDGH; LDFRM

MF

Short .:••!;:.::•;;•:

0

■•Niprx ,:::•: :•••,:■•;.; s;^N

HEDGHFLDFRM

MF

Short ST-- X<U

3

F:;PTR BVBLS;:

HEDGHLDFRM

MF

Short s;;::::;V:::v;<;.

0

F?vfxTRAB:-Vr<LS\fV

HEDGH LDFRM

MF S

1 ThrOW S"i'i ••! V:R: •■• ■■':

4

FMPTRABPVBLSMN

HEDGHFLDFRM

M;

Short .:•:.!;;.:>:;•:;: ;•-.;..

3

^?T^^:AT^M\

HEDGHFLDFRM

MF

Short rry;.i-,;:::--\i.

0

FM.:TRABPVi;L::MN

HEDGH.LDFRM

MF

Extended : L

9

FKf^!'->A:<:-Vr<LS\fV

HEDGH LDFRM

MF

Short

9

FMr; nA:<w$L:::-::s

HEDGHiLDFRM

MF

Short .::\:^\l<\k:..

8

Fivi-rx.::i;:-Vi:L:^'--.:

HEDGHLDFRM

MF

Short •:•••:>.••!;.:.;.•:•::.

-2

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short v';:.:;N:vI"<;.

6

i-:v::--TRABT:v;v;

HEDGH-LDFRM

MF

Short ::

6

•M:TRAB;:VvU^Mi\

HEDGH LDFRM

MF

Short \\\^\iii:kL

3

FivPTR B VBL- :

HEDGH LDFRM

MF

Short :Vi->M ••:;'••>•:.

3

F ;i:TR .BiV;;L:::::

HEDGHiLDFRM

;v;F

Short Tn^r&i.

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF S

1 Throw NT: -\-iRi :•-: ■•

Powers

Item

Type

Wt/Lb

Cost

T

Chrome Key

Quantity

0.2

0

0

Claymore

Weapon Short

15.0

600

0

Cloth Pants

Armor Legs

3.5

10

0

Cloth Shirt

Armor Armor

2.5

10

0

Clove of Farlic

Armor Magic

0.1

250

0

Club

Weapon Short

8.0

15

0

Conjuration

Scroll

0.3

1600

0

Copper Gloves

Armor Gloves

8.5

1500

0

Copper Key

Quantity

0.2

0

0

Cork Bobber

Other

0.1

0

0

Coxcomb

Armor Helm

3.0

800

0

Crystal Wand

Weapon Short

0.8

20000

1

Cuckoo Call

Other

1.0

15000

0

Cuir Gauntlets

Armor Gloves

3.5

240

0

Cupid Arrow

Missile

0.2

15

0

Cure Lt. Cnd

Potion

0.2

200

0

Cure Paralyz

Potion

0.2

400

0

Cure Poison

Potion

0.2

250

0

Cure Stone

Potion

0.5

2000

0

Cutlass

Weapon Short

4.5

50

0

Cylinder of Ash

Other

1.5

0

0

Cylinder of Ash

Other

1.5

0

0

Cylinder of Ash

Other

1.5

0

0

Dagger

Weapon Short

1.0

15

0

Dagger of Ramm

Weapon Short

1.5

0

1

Deadly Poison

Potion

0.5

1000

0

Deadman's Log

Other

0.5

12220

0

Demons Tooth

Weapon Short

1.5

8000

3

Devil Stone

Missile

0.3

240

2

Devil's Pipe

Other

1.0

1000

0

Diamond Eyes

Weapon Short

4.0

20000

2

Diamond Ring

Armor Magic

0.2

500000

0

Dirk

Weapon Throw

1.0

5

0

Dispel Undead

Scroll

0.3

400

0

Displacer Cloak

Armor Magic Shield

4.0

200000

0

Dragon Kite

16.5

8000

0

Damage           AC+ SP/P                 Profession                         Race                         MF P/S 1/2 Range Modes              Powers

0d0+0

0

2d4+2

0

OdOfO

1

0d0+0

1

0d0+0

0

2d4+0

0

0d0+0

0

Conjuration/4

0d0+0

10

0d0+0

0

0d0+0

0

OdOfO

-3

3d3+0

0

Wizard Eye/3

0d0+0

0

Mental Attack/0

0d0+0

5

ld4+0

0

0d0+0

0

Cure Lesser Cnd/6

OdOfO

0

Cure Paralysis/6

0d0+0

0

Cure Poison/6

OdOfO

0

Cure Stone/6

ld6+l

0

OdOfO

0

OdOfO

0

0d0+0

0

ld4+0

0

2d3+l

0

0d0+0

0

Deadly Poison/5

0d0+0

0

3d4+4

0

4d4+0

0

OdOfO

0

Weaken/0

3d4+4

0

0d0+0

5

ld4+0

0

0d0+0

0

Dispel Undead/2

0d0+0 OdQfO

4 4

Blink/4

FMPTRABPVBLSMN

F>;::TRaB;V;:L:::::; F : TR ;B:V:L: .:; FMPTRABPVBLSMN FMPTR ;■ VBL-MN FMPTRABPVBLSMN

FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBL:::i

i-M^"'KAr<PVr-:: :-.\i:.

;>.::j;V:AB;:v^,:,;,i:, F^::r:::.:::-:xV;:LS;-.:N FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN F-^-TRAB:-V:'--:S"vr-.' FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FM TRABPViLS ViN ;-;v-Pi:-:..v;;:.::vB: ,•/•.:;••. FMPTRABPVBLSMN FMPTRABPVBLSMN

FMPTRABPVBLSMN

F:;Pi :•:.-:.; jrVBLv :■■;.-■. FMPTRABPVBLSMN FM; TRABPVi :;LSMN FMPTRABPVBLSMN FMPTRABPVBLSMN

HEDGHFLDFRM HEDGH LDFRM HEDGH LDFRM HEDGH-LDFRM HEDGHFLDFRM HEDGHLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH,LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM

MF MF MF

MF MF MF MF

MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF

-•;f

MF MF

MF MF

Short 2 Short ST-MiV:

Short "rJ-Ni:.;.

Short

Short 2 Short          ::Bv:iV:-

Short

Short S':-"i

Short

Short

Short 1 Short          T :: :R

Short

Short

Shoot

Throw S : :: =R:

Throw           :.: ;R:

ThrOW        :::: !R:

Throw       :;: :; -R:

Short         ST >■:•:

Shon

Short         Vri-Vi::!

Short

1 Short         ST vR:

1 Short        ,T:;. ;;i;

1       ThrOW        ::::;;R:

Short 1 Short ST^Ri 1 Short :>;B:;;:::

Short 1 Short :::;B; il i:

Short 1 Throw • :;:JviR:

Short         Vi-^Vi::;

Short

Short ::. if >.:::: i

<Sk>-XK

jsn sroa^i

Item

Type

Wt/Lb Cost         To Hit Damage

AC+

SP/P

Dragon Slayer Diyadic Staff Duck Shield Dungeon Key East Exit Key Ebony Heaume Ebony Plate (L) Ebony Plate (U) Elm Arrow Elven Bow Empty Sack Enchanted Blade Estoc of Olivia Excaliber Eye-Patch Faerie Cap Faerie Dust Faerie Stick Fang Fauchard Faust Halberd Feathered Hat Fire Bomb Fire Shield Fireball Firecracker Fish Hook Fishline

FishlineW/Hook Flamberge Foot Powder Forest Cape Full Plate (L) Full Plate (U) Fur Haler Fur Legging

Weapon Short Weapon Short Shield Other Other

Armor Helm Armor Legs Armor Armor Missile

Weapon Shoot Other Scroll

Weapon Short Weapon Short Armor Magic Armor Helm Powder Weapon Short Weapon Short Weapon Extend Weapon Extend Armor Helm Potion Scroll Scroll

Weapon Throw Other Other Other

Weapon Short Powder Armor Magic Armor Legs Armor Armor Armor Armor Armor Legs

6.5

4.0

4.5

0.2

0.5

10.0

30.0

30.0

0.2

4.5

0.5

0.3

5.0

24.0

0.1

0.2

0.5

0.2

5.0

13.5

17.5

1.5

1.0

0.3

0.3

0.1

0.1

0.3

0.4

14.0

1.0

6.5

32.0

40.0

2.5

5.0

6000

5000

350

0

0

50000

50000

50000

2

100000

0

1200

40000

200000

45

25000

150

2500

25000

2000

15000

75

750

900

1500

100

0

0

0

3000

2500

15000

4000

4000

25

165

1

1

0

0

0

0

0

0

0

4

0

0

3

4

0

0

0

1

2

0

2

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

ldl0+5

2d4+0

OdOfO

0d0+0

0d0+0

0d0+0

0d0+0

OdOfO

ld6+0

0d0+0

OdOfO

OdOfO

2d7+4

4d8+4

OdOfO

0d0+0

OdOfO

3d4+0

2d8+8

ldl2+0

4d4+2

OdOfO

OdOfO

0d0+0

0d0+0

3d8+0

0d0+0

OdOfO

OdOfO

2d5+2

39d38+4

0d0+0

0d0+0

0d0+0

OdOfO

OdOfO

0

0

-2

0

0

14

14

14

0

0

0

0

0

0

-4

4

0

0

0

0

0

2

0

0

0

0

0

0

0

0

0

3

12

12

2

4

Blink/3

Enchanted Blade/3

Lightning/6

Sleep/3 Blink/4

Lifesteal/4

Fire Bomb/3 Fire Shield/3 Fireball/4

Profession

Race

MF P/S 1/2 Range Modes

Powers

Fttr :&A3;^3te.vCS

HEDGH; LDFRM

MF

P

2

Short

STUM?*:

TM:--IcA^:Pv;-;.i,:::MS

HEDGHFLDFRM

MF

Short

:>YB^;<

F::::TR..B;V;;L:::;;

HEDGHiLDFRM

MF

Short

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

FM;:rx.vi-::--v;-:L:--<

HEDGH-LDFRM

MF

Short

F.;v; :>;••:. :\\y\-Wi\v> :•.•;.'•

HEDGHLDFRM

MF

Short

FM:^:-:A:V-v:^L:--"vr;

HEDGHLDFRM

MF

Short

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

S

1

Shoot

.:-:T-:.o ;:•:.

F:-:-::-rR.xi:xVi':L:M'--;

■><Ef'::::":r-:: .T-fRM

MF

Shoot

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

i-Mr ;ftU*;:V-UAS.V;N

HEDGHFLDFRM

MF

Short

.:-:T;,:v;,:.

F:-::--:":.-^--V;':.L::. -N

HEDGH LDFRM

MF

P

2

Short

ST:M

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

FMPTRABPVBLSMN

:V: :V;-;-V.;--;F:i;: :.':;:•.•:■

MF

Short

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

S

1

Throw

-*Jv:R:

FMPTRABPVBLSMN

«^:>U?P f5f'**v

MF

S

1

Short

•YT-^-iR

F:y;::-i-:;-.;:v-V;:L:::::v;.\

HEDGHFLDFRM

MF

Short

ST.:.-v:V

F;V;V:-:-- ;,:, ::V;-: \J, \<\

HEDGH LDFRM

MF

P

2

Extended

s ■;■:-. ;•..•;;•::

Fy;;;:^;:::;i:Vv;.L:-:,--l:v

HEDGHJ LDFRM

MF

P

2

Extended

ST:.^;x

F:---;:TRxB>-V:';.LV^"-:

HEDGHFLDFRM

MF

Short

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

S

1

Throw

vTJJMR

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

•■•M:-T--ABP--'i-:i.:v;N

HEDGHFLDFRM

MF

S

1

Throw

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

F^^U^V^^

HEDGH LDFRM

MF

P

2

Short

ST:>M:-:

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

^^•••:R;V:VpV::iSV-;

HEDGHFLDFRM

MF

Short

F&nl^BrVSL^lN

HEDGHJ LDFRM

MF

Short

FNi^r:^::i-:i--v;-;-L:v-.;x

HEDGH LDFRM

MF

Short

F;>;::TR.-..BrV;:L^ :•.•;•.

HEDGHLDFRM

:>:F

Short

F vTR/B:-V;:LS r.

HEDGH LDFRM

MF

Short

•S-.-.C;

••P:::,::;,;,C-

Item

Type

Wt/Lb

Cost

To Hit

Damage

AC+ SP/P

Profession

Race

MF

P/S

1/2

Range

Modes

Powers

Garland of Roses

Armor Magic

1.5

50000

0

0d0+0

3

F;^x;;:;:,:.::;::Vl!L:: MS

HEDGHFLDFRM

MF

Short

Giant Sledge

Weapon Short

45.0

350

-8

3d6+0

0

FS::-rX,::i':i--V;:L:;--iX

H D-i ^ LDFRM

MF

P

2

Short

STB?

. ..••^•::X:---:K

Ginzu Knife

Weapon Throw

0.5

45

1

3d2+0

0

FM;:;H:\:>rv:;i.S^N

HEDGHFLDFRM

MF

S

1

Throw

^Ri/Ki.

Glass Slippers

Armor Boots

2.5

24000

0

0d0+0

8

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

Gloop Splotch

Other

0.6

0

0

0d0+0

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

Goat's Mask

Armor Helm

9.0

0

0

OdOfO

2

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

Gold Key

Other

0.2

0

0

0d0+0

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

Golden Rod

Weapon Short

0.1

25000

1

3d4+0

0

Heal Wounds/4

::w.^PirrA:-::-vBTSVV

HEDGHFLDFRM

MF

s

1

Short

ST:-'-:?

-^•T:

Great Bow

Weapon Shoot

7.5

3500

2

0d0+0

0

FM.V :R.-:.:::::Vi.:;:.SMN

HEDGHFLDFRM

MF

Shoot

. •.•::>;::,:.,.-,C:-.

Green Parrot

Armor Magic

4.0

1250

0

0d0+0

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

Halberd

Weapon Extend

15.0

135

0

ldl0+0

0

F:v;;:"i ■•:.:X:.!i'Vi;L?;>■;?■.

HEDGH LDFRM

MF

p

2

Extended

ST::

Hammer

Weapon Short

4.0

15

-1

ld4+l

0

Fxf>TRAr<^vr<Lsw

HEDGH-LDFRM

MF

s

1

Short

B:

:-:R:-T:

•/■■•••<::----::K

Hammer* 1.5

Weapon Short

6.5

12000

1

2d4+6

0

FMrTR.-:Bi:Vli:5M>:

HEDGHFLDFRM

MF

S

1

Short

:B

iR; :••..:.

, V: :•:•::,•: ;-,xck

Harmonium

Other

1.0

100

0

0d0+0

0

Itching Skin/0

•••S::-':V.;:B^v>:.i,:Vv;X

HEDGHFLDFRM

MF

Short

Hayai Bo

Weapon Extend

5.0

1750

2

ld6+3

0

:-:v;i:i :•:.:•,;.: rv;.:;.SMN

HEDGHFLDFRM

MF

P

2

Extended

TB

,:.;•;, :•:••:'••:':. ;K

Heater Shield

Shield

17.0

750

0

OdO+0

3

FXiiX:-:;-ivpvsLN•••;•■.•

HEDGH LDFRM

MF

Short

Heaume

Armor Helm

14.0

12500

0

0d0+0

12

FttV :^..V:i;:V:iL:;:MN

HEDGHFLDFRM

MF

Short

Helm of Obitus

Armor Helm

8.5

15000

0

0d0+0

-8

FM:-r;X::i:xV>:L:v;N

HEDGH LDFRM

MF

Short

Helm&Coif

Armor Helm

10.5

750

0

0d0+0

7

F^^y;R.v:;rV;;L::;vN

HEDGHiLDFRM

MF

Short

Heraldic Shield

Shield

8.0

2500

0

0d0+0

2

F^;':-T;,:-:V::V:-:L:--'V-:.'

HEDGHLDFRM

MF

Short

Herbal Patty

Quantity

0.5

1000

0

0d0+0

0

Help Food/5

HEDGHFLDFRM

MF

Short

Hi-Kane-Do (L)

Armor Legs

35.0

20000

0

0d0+0

12

r-s:pix.:i-:xv;.::sv!v

HEDGH LDFRM

MF

Short

Hi-Kane-Do (U)

Armor Armor

35.0

20000

0

0d0+0

12

;:^SJ:;HA:;rV:;:.SM?-.

HEDGH: LDFRM

MF

Extended

Hoary Leffing

Armor Legs

19.0

450

0

0d0+0

-1

F-: T B:V; LSV. .

HEDGHFLDFRM

MF

Short

Hoaxial Plate

Armor Legs

35.0

800

0

OdOfO

-2

FM:" :^,^*;:Vi^M:y

HEDGHFLDFRM

MF

Short

Hold Monsters

Scroll

0.3

900

0

0d0+0

0

Hold Monsters/3

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

Holy Basher

Weapon Extend

9.0

12000

1

ld8+4

0

;;>:P;HAi;i'VB-- '■-"

HEDGHFLDFRM

MF

P

2

Extended

::.:-:B;-:

;,•.;;..:•:••:•'>: v;k

Holy H20(+)

Potion

0.5

500

0

0d0+0

0

Holy Water/5

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

S

1

Short

>1R">T:

Holy Stake of Wood

Weapon Short

3.5

0

0

ld5+0

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

s

1

Short

,:T:>;;

Holy Water

Potion

0.5

0

0

OdOfO

0

Holy Water/3

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

s

1

Throw

!R?'K.':.

Hookah Pipe

Other

12.0

0

0

0d0+0

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

Horn of Prometheus

Other

7.0

25000

0

OdOfO

0

Fireball/0

W>-*:T^AB?V:<T <\V-:

HEDGHFLDFRM

MF

Short

Horn of Souls

Other

2.5

0

0

0d0+0

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

Hv. Boulder

Quantity

35.0

0

0

OdOfO

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

HV. Crossbow

Weapon Shoot

14.5

1250

0

0d0+0

0

F^;:;R:\:>i^Vi;L?;M.v

HEDGHl LDFRM

MF

Shoot

ISJ/l SUJ9JI

Type                        Wt/Lb Cost         To Hit Damage

Hv. Heal

Potion

0.2

500

0

0d0+0

Hv. Rope

Other

55.0

0

0

0d0+0

Hv. Stamina

Potion

0.2

150

0

0d0+0

Ice Shield

Scroll

0.3

900

0

0d0+0

Icicle

Weapon Throw

0.1

40

0

2d8+0

Idol of Mau-Mu-Mu

Armor Magic

4.0

0

0

0d0+0

Illusion

Scroll

0.3

1600

0

0d0+0

Incense

Other

0.1

20

0

0d0+0

Inferior Sword

Weapon Short

5.0

35

-1

ld6+0

Iron Key

Quantity

0.2

0

0

0d0+0

J.R. Decoder

Armor Magic

0.1

0

0

0d0+0

Jade Figurine

Armor Magic

1.0

15000

0

0d0+0

Jailer Key

Other

0.2

0

0

0d0+0

Jazeraint Skirl

Armor Legs

18.5

1750

0

0d0+0

Jazeraint Tunic

Armor Armor

20.0

2000

0

0d0+0

Kabuto

Armor Helm

5.5

700

0

OdOfO

Katana

Weapon Short

4.0

400

1

ld7+0

Key of ?Decision?

Other

0.5

0

0

OdOfO

Keyof?Quandry?

Other

0.5

0

0

0d0+0

Key of 1st Test

Other

0.5

0

0

0d0+0

Key of 1st Test

Other

0.5

0

0

OdOfO

Key of A Minor

Other

0.5

0

0

0d0+0

Key of Draws

Other

0.5

0

0

0d0+0

Key of Evil

Other

0.5

0

0

0d0+0

Key of Finality

Other

0.5

0

0

0d0+-0

Key of Finality

Other

0.5

0

0

OdOfO

Key of Knights

Other

0.5

0

0

OdOfO

Key of Minos

Other

0.5

0

0

0d0+0

Key of Nothing

Other

0.5

0

0

0d0+0

Key of Queens

Other

0.5

0

0

0d0+0

Key of Ramm

Other

0.2

0

0

0d0+0

Key of Spades

Quantity

0.2

0

0

0d0+0

Key of Stars

Other

0.5

0

0

OdOfO

Key of the Damned

Other

0.5

0

0

0d0+0

Key of the Dead

Other

0.2

0

0

0d0+0

Key of the Lost

Other

0.5

0

0

0d0+0

Items List

AC+

SP/P

Profession

Race

MF P/S

0 Heal Wounds/6

0

0 Stamina/6

0 Ice Shield/3

0 Chilling Touch/2

0

0 Illusion/4

0

0

0

0

2

0

7

9

6

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN

;M;T::ABPv:::.,-;-:.N FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN

Fn::;-:::-,V::;J:VI;;.L:::-.1--, FMPTRABPVBLSMN FMPTRABPVBLSMN

i-:V;'i'T:,:-:V::vr:::::MX.

FMPTRABPVBLSMN

Fi; ;::T;-:.--.Bi-V; ;L:::: :•.•;.:••

S-ttr ;:;:A:.:;i:v.v:.i.s:-.'N FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN

HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGH LDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM

MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF

Item                         Type                        Wt/Lb Cost         To

Key of Valkyries

Other

0.5

0

0

Key of Wizard Cave

i Other

0.5

0

0

King's Diary

Other

2.0

12220

0

Knock-Knock

Scroll

0.3

600

0

Lance

Weapon Extend

18.0

450

-2

Lead Boots

Armor Boots

75.0

825

0

Leather Boots

Armor Boots

5.0

325

0

Leather Cuirass

Armor Armor

14.0

285

0

Leather Greaves

Armor Legs

8.5

650

0

Leather Hauberk

Armor Armor

18.0

450

0

Leather Helm

Armor Helm

3.5

145

0

Leather Legging

Armor Legs

11.0

240

0

Levitate

Scroll

0.3

2500

0

Lifesteal

Scroll

0.3

3000

0

Lightning Bolt

Missile

0.4

1250

2

Lightning Rod

Weapon Short

0.1

20000

1

Liquid Metal

Other

1.5

0

0

Long Bow

Weapon Shoot

4.5

600

0

Longsword

Weapon Short

5.0

60

0

Lt. Crossbow

Weapon Shoot

7.5

375

-2

Lt.Heal

Potion

0.2

100

0

Lute

Other

4.0

250

0

Lynx Right

Armor Magic

0.1

2000

0

Lyre of Cakes

Other

12.0

250000

0

Mace

Weapon Short

10.0

65

0

Maenad's Lance

Weapon Extend

19.0

30000

3

Magic Cookie

Quantity

0.1

1000

0

Magic Missile

Scroll

0.3

400

0

Maiden Head

Weapon Short

12.0

7750

2

Mail Coif

Armor Helm

6.0

350

0

Mail Mittens

Armor Gloves

6.0

450

0

Main Gauche

Weapon Short

2.0

30

0

Mantis Boots

Armor Boots

9.0

20000

0

Mantis Gloves

Armor Gloves

6.0

20000

0

Medicine Bag

Armor Magic

0.3

5000

0

Mempo of Death

Armor Magic

2.5

20000

0

Damage            AC+         SP/P                 Profession

0d0+0

0

FMPTRABPVBLSMN

OdOfO

0

0d0+0

0

FMPTRABPVBLSMN

0d0+0

0

Knock-Knock/4

FMPTRABPVBLSMN

ldl2+0

0

"••Mr ;;.t\iii:V:iL>:MN

0d0+0

-5

F^?rx^i-:xV^L:v:x

OdOfO

5

F:::::TR.,BiV;;L::;:v;.-

0d0+0

5

F;--;:Tr-:^B":-V:^LS\r:-;

0d0+0

6

Fv;j;:::,V-:;::Vv;.LS.'.'.:-.

OdOfO

7

FtfTO.*B:'VSLS"^N

OdOfO

3

Fivi?';:-!.A:;;-V;:LS :••;:•.

0d0+0

5

F^i-T-:AB;-V^LS\f\'

0d0+0

0

Levitate/5

FMPTRABPVBLSMN

0d0+0

0

Lifesteal/4

FMPTRABPVBLSMN

5d5+5

0

FMPTRABPVBLSMN

3d4+0

0

Lightning/4

:;M:^:-:.Ar-:PViV:

OdOfO

0

0d0+0

0

F^:-:R.:i-::-Vi:LSMN

ld8+0

0

F:v; ■:--':-:.:\i; ;-V;;L::.: W

OdOfO

0

Fv: TRAB-V-LSM .

0d0+0

0

Heal Wounds/1

FMPTRABPVBLSMN

0d0+0

0

Sleep/0

r-iV::Vr:^::B^Vi;.:. ••.•;•••:

0d0+0

0

FMPTRABPVBLSMN

0d0+0

0

Help Food/0

^^i-i:-:AB::-vr-::SV-.:

ld6+l

0

Fiv:p;:;:,:i-:::VBL::.'.l>

2dl2+0

0

••^•^••i.::.xi-i-V^:.:vi\

OdOfO

0

Magic Food/4

0d0+0

0

Magic Missile/2

FMPTRABPVBLSMN

ldl6+0

0

Charm/5

F;v:P;:;-,V::;j:VBL::: :•.:>:

0d0+0

5

IM?r>U>>V^L-:'v:}s

0d0+0

6

F:>: ::;:;-:.\;; i-Vi;L:: ;.•;.?•••

ld5+0

0

Pxfx-:T<Ar<rvr<Ls\-r\"

0d0+0

14

FN:.;;v:,V::;i:V::;.L::r Mn

0d0+0

14

F^?^::^i-i-V^L:viN

0d0+0 0d0+0

2 3

Heal Wounds/3

^^'■•^

Race                        MF P/S 1/2 Range Modes              Powers

HEDGHFLDFRM

MF

Short

HEDGHFLDFRM

MF

Short

HEDGHFLDFRM

MF

Short

HEDGHFLDFRM

MF

Short

HEDGH LDFRM

MF P :

I Extended

HEDGH LDFRM

MF

Short

HEDGH; LDFRM

MF

Short

HEDGH-LDFRM

MF

Short

HEDGH. LDFRM

MF

Short

HEDGH LDFRM

MF

Short

HEDGH LDFRM

MF

Short

HEDGH LDFRM

MF

Short

HEDGHFLDFRM

MF

Short

HEDGHFLDFRM

MF

Short

HEDGHFLDFRM

MF S

I Shoot

HEDGHFLDFRM

MF S

I Short

HEDGHFLDFRM

MF

Short

HEDGHFLDFRM

MF

Shoot

HEDGH LDFRM

MF

Short

HEDGH LDFRM

MF

Shoot

HEDGHFLDFRM

MF S

I Throw

HEDGHFLDFRM

MF

Short

HEDGHFLDFRM

MF

Short

HEDGHFLDFRM

MF

Short

HEDGH; LDFRM

MF

Short

HEDGHFLDFRM

MF P 2 Extended

HEDGHFLDFRM

MF

Short

HEDGHFLDFRM

MF

Short

HEDGHJ LDFRM

MF

Short

HEDGH LDFRM

MF

Short

HEDGH; LDFRM

MF

Short

HEDGHFLDFRM

MF S 1

I Short

HEDGH; LDFRM

MF

Short

HEDGH LDFRM

MF

Short

HEDGHFLDFRM

MF

Short

HEDGHLDFRM

MF

Short

Items List

Item

Type

Wt/Lb

Cost

To Hit

Damage

AC

f SP/P

Profession

Race

MF

P/S

1/2

Range

Modes

Powers

Midnight Choir

Other

8.0

2500

0

0d0+0

0

Terror/0

:M.:::/-:B^VV: •;,;,:•,

HEDGHFLDFRM

MF

Short

Midnight Cloak

Armor Magic

5.0

2500

0

0d0+0

2

fNi^UB'^i.^N

HEDGH LDFRM

MF

Short

Miner's Chisel

Weapon Short

2.5

0

-1

ld3+0

0

Fiv;::T;<..\B;-V;;L:.::viN

HEDGHFLDFRM

MF

S

1

Short

•T:::::

Miner's Pick

Weapon Short

6.0

0

-5

ld7+2

0

Fv?vktf*?v;<iy&;

HEDGH-LDFRM

MF

Short

S>"£?

Mitre

Armor Helm

3.5

200

0

0d0+0

2

;;v;p:i^.V::U:vB:. ,:•:•.:;•.

HEDGHFLDFRM

MF

Short

Mitre De Sana

Armor Helm

3.5

4000

0

0d0+0

5

■••N:PTX.:.:-::--VBi::v:X

HEDGH LDFRM

MF

Short

Mod. Heal

Potion

0.2

250

0 ,

0d0+0

0

Heal Wounds/3

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

S

1

Throw

:iRv;<;.

Mod. Stamina

Potion

0.2

85

0

0d0+0

0

Stamina/3

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

S

1

Throw

•:R>T:

Monstrance

Weapon Extend

9.0

450

-1

ld8+0

0

IMPi^ABrVBUMN

HEDGHFLDFRM

MF

p

2

Extended

•MB?

V:T%.v..XCK

Mordecai's Cone

Armor Helm

4.0

35000

0

OdQ+0

7

•••M:-;:::a;-:Pv;^.-::---:---.:

HEDGH LDFRM

MF

Short

Momingstar

Weapon Short

12.0

100

0

2d4+0

0

F:v;p-.i:<..-,;; i-VBL:; :•.•;>

HEDGHLDFRM

MF

Short

:v.!"B;:

,:.;v,::;^-:-;V;K

Muramasa Blade

Weapon Short

4.0

100000

4

3d7+4

0

i-'-:^ i---iKA!V-•:•■•:': S\:::

HEDGHFLDFRM

MF

Short

STi-':M^':■■•■

v.f''<s\voc

Mustard Mace

Weapon Short

1.0

2250

1

ld6+3

0

Stink Bomb/2

FMP-^iirVW^MN

HEDGH LDFRM

MF

Short

.:-:.:B:

/V.SUVXXCK

Mystery Oil

Potion

0.5

666

0

0d0+0

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

Mystic Arrow

Missile

0.2

220

2

4d4+2

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

S

1

Shoot

KTM

PA ::.:^.y-. ."I.

Mystic Dust

Powder

0.5

500

0

OdOfO

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

S

1

Throw

wri

Mystic's Ring

Armor Magic

0.1

5000

0

0d0+0

2

;M;iV:A::pv;:.:,:;,u,

HEDGHFLDFRM

MF

Short

Naginata

Weapon Extend

13.5

2500

0

ldl2+0

0

:.x.rrrv:.x;-:xV!-:i.sMN

HEDGH LDFRM

MF

p

2

Extended

S :••• :■

Necrology Rod

Weapon Short

1.2

25000

1

3d3+0

0

Resurrection/4

i-M.:-".: :-:A;.;Pv:.:;J.:

HEDGHFLDFRM

MF

s

1

Short

:;T::::

•;R:-;<;.

Night Stick

Weapon Short

0.2

1250

0

2d4+0

0

Blinding Hash/3

FMPTRABPVBLSMN

:■•:■::->:::v;F: :■::■•■;•■•:•:•

MF

s

1

Short

vT*

.*•?•:.!

Ninja Cowl

Armor Helm

1.5

50

0

0d(M)

3

;4.ir i£AB;:v-U^-N

HEDGHFLDFRM

MF

Short

Ninja Garb (L)

Armor Legs

3.0

80

0

OdOfO

3

r^?£.*>>V:^v:N

HEDGHFLDFRM

MF

Short

Ninja Garb (U)

Armor Armor

3.0

80

0

0d0+0

3

•;^F';H:\:;rvm.f;^N

HEDGHFLDFRM

MF

Short

Ninjato

Weapon Short

3.5

700

1

2d4+0

0

::^i-T:,::/:V:V:;:,:S-::7S[

HEDGHFLDFRM

MF

s

1

Short

ST -

^•••••••S--"-C:--'

No-Dachi

Weapon Short

13.0

4000

0

2d7+0

0

\*Z? ■ZASySmSy&

HEDGH: LDFRM

MF

P

2

Short

ST-i-M;-: ;•;•,:.

^■i^AXCK

North Exit Key

Other

0.5

0

0

OdOfO

0

HEDGHFLDFRM

MF

Short

Nunchaka

Weapon Short

2.5

145

1

ld5+0

0

.;•:;•; ;:T;-:.:x; :;•••: :;:.:v;:N

HEDGHFLDFRM

MF

s

1

Short

:;B:

■/.v>sy.x<3i

Pan Flute

Other

2.0

4000

0

0d0+-0

0

Charm/0

^•;V-::-T:,:-.B^V^:N\r/

HEDGHFLDFRM

MF

Short

Peacemaker

Missile

0.4

2500

3

6d6+6

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

s

1

Shoot

ftT^

'.•:••:•:•::,•: ;..;,c:<

Phrygian Cap

Armor Helm

3.5

875

0

0d0+0

4

FN- IT: B V-L -Vv-x

HEDGHFLDFRM

MF

Short

Pixie Stick

Weapon Short

0.2

500

0

2d4+0

0

Sleep/3

FMPTRABPVBLSMN

ilZXXZ&JOWX

MF

s

1

Short

:.T.:::i

••:RV;<;

PK Crystal

Armor Magic

1.0

250000

0

OdOfO

4

i-Vv-TkA;-:PViV:Svr/

HEDGHFLDFRM

MF

Short

Plate Du Faux

Armor Armor

35.0

2400

0

0d0+0

-2

FNXii:.::.A::i;:Vli.L:-:-.l>:

HEDGH LDFRM

MF

Short

Plate Greviere

Armor Legs

14.0

1600

0

OdOfO

10

FM??^K:>V^L;^

HEDGH LDFRM

MF

Short

Plate Mail

Armor Armor

33.0

1850

0

0d0+0

10

m ::>T:i:\\y\v-;:v:. m>"

HEDGH LDFRM

MF

Short

Poignard

Weapon Short

3.5

420

1

ld6+0

0

F^i' = -RAB:-V;>LS-V:-,-

HEDGHFLDFRM

MF

s

1

Short

st*

Type

Wt/Lb Cost         To Hit Damage

AC+

SP/P

Profession

Race

MF P/S 1/2 Range Modes

Powers

Poison Bomb

Potion

1.0

600

0

OdOfO

PolAnkh

Armor Magic

1.5

100

0

0d0+0

Quarrel

Missile

0.2

3

0

ld4+l

Quarterstaff

Weapon Extend

4.5

10

0

ld5+0

Quilt Legging

Armor Legs

9.0

190

0

0d0+0

Quilt Tunic

Armor Armor

10.0

175

0

OdOfO

Rammbus Staff

Weapon Extend

12.0

25000

2

2d4+4

Rapier

Weapon Short

4.0

125

0

ld7+0

Ravens Bill

Weapon Extend

20.0

17500

2

4d4+2

Razor Stone

Missile

0.5

25

0

2d3+l

Red Mushroom

Quantity

0.2

250

0

OdOfO

Resurrection

Potion

1.0

2500

0

0d0+0

Resurrection

Scroll

0.3

5000

0

0d0+0

Rhine Stone

Missile

0.5

1

-4

ldl+0

Ring of Deftness

Armor Magic

0.2

20000

0

0d0+0

Ring of Delphi

Armor Magic

0.5

17760

0

0d0+0

Ring of Minds

Armor Magic

0.1

3500

0

0d0+0

Ring of Speed

Armor Magic

0.2

20000

0

0d0+0

Ring of Stars

Armor Magic

0.2

100000

0

0d0+0

Roasted Com

Quantity

0.2

50

0

0d0+0

Robes (L)

Armor Legs

4.0

15

0

OdOfO

Robes (U)

Armor Armor

3.0

15

0

0d0+0

Robes of Enchant (L) Armor Legs

4.0

10000

0

0d0+0

Robes of Enchant (U) Armor Armor

3.0

10000

0

OdOfO

Rock of Reflection

Other

1.2

1000

0

ld2+0

Rod of Sprites

Weapon Short

0.5

25000

2

4d4+0

Rope & Hook

Other

56.0

0

0

0d0+0

Rose Petals

Quantity

0.1

100

0

0d0+0

Rotten Cheese

Other

0.5

0

0

OdOfO

Round Shield

Shield

10.0

350

0

OdOfO

Rubber Band

Other

20.0

0

0

0d0+0

Rubber Braid

Other

10.0

0

0

0d0+0

Rubber Strand

Other

5.0

0

0

OdOfO

Ruby Eyeball

Other

1.0

0

0

OdOfO

Ruby Eyeball

Other

1.0

0

0

0d0+0

Ruby Talisman

Armor Magic

0.7

1250

0

0d0+0

0

0

0

0

4

4

0

0

0

0

0

0

0

0

2

-4

0

2

4

0

2

2

6

6

0

0

0

0

0

2

0

0

0

0

0

1

Poison Gas/3

lightning/5

Magic Food/2 Resurrection/6 Resurrection/6

Mindread/5

Help Food/2

Magic Food/1

FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN

F:V:P::;-,\:::.::VBLS:-l>:

P^pr>:«xVBLSVrf* .^:::;P:;-::\i:r-vB;.i::v;> F -TR B-V: L S'VfV FW.;i:.;:.V::;;:V:.:L:: :•.:;•. FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN

;MP;- A: P.B;,:M • FMPTRABPVBLSMN

FMPTRABPVBLSMN FMPTRABPVBLSM FMPTRABPVBLSM MP HA;;PVBLSM MP- ATPVBLSM . FMPTRABPVBLSMN :M:v:>::A:":Pv:;.i.:v:N FMPTRABPVBLSMN

FMPTRABPVBLSMN

FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FM TRABPV LSMN

HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM

«>■•:?• i^:.r?r;x:^

HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM

MF   S 1 Throw • ; >:;R;

MF                   Short

MF   S 1 Shoot T; •: •

MF   P 2 Extended TBn^

MF                   Short

MF                   Short

MF   P 2 Extended :B; X: I

MF                   Short T>;::i

MF   P 2 Extended ST-S&:ft:

MF   S 1 Shoot

MF                   Short

MF   S 1 Throw i :;-R

MF                   Short

MF   S 1 Shoot ViBM

MF                   Short

MF                   Short

MF                   Short

MF                   Short

MF                   Short

MF                   Short

MF                   Short

MF                   Short

MF                   Short

MF                   Short

MF   S 1 Short

MF   S 1 Short T-- ;R-

MF                   Short

MF                   Short

MF                   Short

MF                   Short

MF                   Short

MF                   Short

MF                   Short

MF                   Short

MF                   Short

MF                   Short

}sn smaij

to

Item

Type

Wt/Lb

Cost

To Hit

Damage

AC+ SP/P

Profession

Race

MF

P/S

1/2

Range

Modes

Rutabega

Quantity

0.2

50

0

OdOK)

0

Help Food/1

HEDGHFLDFRM

MF

Short

Sacred Slippers

Armor Boots

2.5

18000

0

0d0+0

6

;-:v:pri^x^xVB;.:V-.;x

HEDGH LDFRM

MF

Short

Sai

Weapon Short

3.5

750

1

2d3+2

0

;-y\yy\i:\\y\--:i;\S-::\N

HEDGHFLDFRM

MF

s

1

Short

n^xll::i

Saint Bastard

Weapon Short

11.0

5000

2

2d4+5

0

F,fi'":<AT<:-V^LS\^:

HEDGH-LDFRM

MF

Short

STB; v: ':•::"

Sandals

Armor Boots

1.5

25

0

0d0+0

1

FMPTRABPVBLSM

HEDGHFLDFRM

MF

Short

Scarab Necklace

Armor Magic

1.5

50000

0

0d04-0

2

;-mp?>u^vb:;-;v;n

HEDGHFLDFRM

MF

Short

Seige Arbalest

Weapon Shoot

19.0

8000

4

0d0+0

0

F:>i::;R.x;:vVi.iL::::M-

HEDGHLDFRM

MF

Shoot

Serpent Stone

Missile

0.5

95

1

3d3+3

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

s

1

Shoot

V-BMV;;

Shadow Cloak

Armor Magic

4.5

400

0

OdOfO

1

^irm/tBrV:*: >\-N

HEDGH; LDFRM

MF

Short

Shiken Shuri

Weapon Throw

0.5

500

1

ld7+5

0

r-ivii-rx .-i: >••■••;•: :.smn

HEDGHFLDFRM

MF

s

1

Throw

■•••••.;-;R:

Short Bow

Weapon Shoot

2.5

250

-3

OdOfO

0

FMrTRABPVi.LSMN

HEDGHFLDFRM

MF

Shoot

Short Sword

Weapon Short

3.0

45

0

ld6+0

0

F;xTRAB:-V: V■:■■:.■• -■:

HEDGHFLDFRM

MF

s

1

Short

ST :;:xx:

Shuriken

Weapon Throw

0.5

20

0

ld6+l

0

;-vi:;x:.;:;-:::;i:v:-;;..SMN

HEDGHFLDFRM

MF

s

1

Throw

;;.x;R;

Silver Cross

Armor Magic

1.0

0

0

0d0+0

1

r^PiX.^:-VB:;:v:X

HEDGHFLDFRM

MF

Short

Silver Cross

Armor Magic

1.0

500

0

0d0+0

1

:-.xP; •;•:..-,; -VVB:.?; :•.•;.:••■

HEDGHFLDFRM

MF

Short

Silver Gloves

Armor Gloves

9.5

5000

0

0d0+0

12

FM-i-x;, A=v;-vr<LS V-:-:

HEDGH-LDFRM

MF

Short

Silver Key

Other

0.2

0

0

0d0+0

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

Skeleton Key

Other

0.5

0

0

0d0+0

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

Skull Dagger

Weapon Short

1.0

1500

1

2d4+0

0

FMJTRABPViLSxN

HEDGHFLDFRM

MF

s

1

Short

::.T.:::;v:r;

Skullcap

Armor Helm

0.5

30

0

0d0+0

1

MP ■ AiPvB: M .

HEDGHFLDFRM

MF

Short

Skyrocket

Weapon Throw

0.5

350

0

5d5+0

0

Magic Missile/4

:M;T:-ABPV;:,:,;:,MN

HEDGHFLDFRM

MF

s

1

Throw

x;;x;R:

Sling

Weapon Shoot

1.0

5

0

0dO+0

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Shoot

Sliver Solleret

Armor Boots

12.5

5000

0

0d0+0

12

F:>;::':.i-:.-,i:;-V;;L:; xX

HEDGH LDFRM

MF

Short

Slow

Scroll

0.3

600

0

0d0+0

0

Slow/3

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

Sneeze

Powder

0.5

100

0

0d0+0

0

Itching Skin/3

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

s

1

Throw

: ;;.x;R;

Solleret

Armor Boots

10.0

1650

0

0d0+0

10

FM ••••■•;•:: .::i-::-v;-:.L •-;•••:

HEDGH LDFRM

MF

Short

Sparkler

Weapon Throw

0.1

15

0

ld8+0

0

;;MJ:T;-:.ABPv;:;.::::xN

HEDGHFLDFRM

MF

s

1

Throw

SiBfcSRi

Spear

Weapon Extend

5.0

20

0

ld6+0

0

F:V<^-iRX:-:-V:':LNXiN

HEDGHFLDFRM

MF

P

2

Extended

ST^V^

Spear of Death

Weapon Extend

9.0

3000

1

ld5+4

0

FiV:;-iR-VvirVviLSMN

HEDGH; LDFRM

MF

Extended

oT;;.;:-:;-:;

Special Message

Other

0.3

15485

0

0d0+0

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

Spire Key

Other

0.5

0

0

0d0+0

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

Sprocket

Other

25.0

0

0

0d0+0

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

Staff

Weapon Short

4.0

5

0

ld4+0

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

XiB::xX

Staff Magicus

Weapon Short

4.0

7000

1

2d4+0

0

Magic Screen/3

;M;v:'xA>:Pv;;.:,:v-.;x

HEDGHFLDFRM

MF

Short

•••':B:v;;<

Staff of Aram

Weapon Extend

0.7

0

1

2d5+2

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Extended

•TBM =

Staff of Ruin

Weapon Short

1.0

2500

-4

ld2+0

0

;MP^<A:-:PVB:SV::;

HEDGHFLDFRM

MF

Short

•••■;-Bx;:x

Powers

:.:Xx,;,c;-:

iX^xxCK

Item

Type

Wt/Lb Cost         To Hit Damage

AC

+ SP/P

Profession

Race

MF

P/S

1/2 Range

Modes

0

Magic Missile/1

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

S;B:v;x

0

Sleep/3

•MP:RA;:pvBi,:v-.;x

HEDGHFLDFRM

MF

Short

::.;m-;-;<

0

Fireball/3

:MP;RA;iPvB;.:: ;.-;.:•••

HEDGHFLDFRM

MF

Short

:;tB;v:.:-

0

Terror/6

>W-''I •••A:'<PV ;•:• ' <\V

HEDGHFLDFRM

MF

Short

•••:-B :•••:••

8

F;:<:::l;:A::iJ:Vl:;.LV-.l:-.

HEDGH LDFRM

MF

Short

4

FN': ■:■> r-::.i: :-■;•• V^LVvix

HEDGH LDFRM

MF

Short

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

0

FMi-Ti<AB:-V:>LS\i'\-

HEDGHFLDFRM

MF

S

1 Throw

Si'KViRi

0

Stink Bomb/2

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

S

1 Throw

■:•:.; ;,:>-;R.

8

F^rr:-::.::i--xV:;;-LS;--;---:

HEDGH: LDFRM

MF

Short

6

Fi;i.T:-^xBrVi;L:;:v;>

HEDGHLDFRM

MF

Short

8

FM'i-T:>AB:-vr-:LSvrv

HEDGH LDFRM

MF

Short

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

3

F: >TR B V:L: ■■•.■:••■•:

HEDGHFLDFRM

MF

Short

3

F:;:TR .B:Vi:L::-;

HEDGHFLDFRM

MF

Short

0

Fireball/4

Rf^T<.AT<?Vf<L<W.'

HEDGH LDFRM

MF

p

2 Short

ST;;:M':S

0

:-;v:j •TR/;:B;:'.':;;,:,:;: .'.I:--.

HEDGHFLDFRM

MF

Short

,:T;:. -;:•:;

0

FM?^^>>V>%>L-Vv:N

HEDGH LDFRM

MF

p

2 Short

ST :••:• .■=:•:.:

0

Fi-I FJR.-si; •■-Vi;L?; >■!>"

HEDGHLDFRM

MF

Short

ST.:X'-:.V

3

^1i-ir:A!-::-Vr-::S\;N

HEDGHFLDFRM

MF

Short

-1

F^.;;v:,:::i.;:V^L::^liv

HEDGH; LDFRM

MF

Short

0

Terror/4

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

0

Lightning/5

Fivi::TR::j;;-Vi;L:;v;-.

HEDGH LDFRM

MF

Short

STx ;x.;/;

0

-:v;xT;,^;;v;:v;v:s-,r.;

HEDGHFLDFRM

MF

S

1 Short

ST-^R:

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

0

Cure Poison/6

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

2

:N::i';l::/V::;::v;-:,-.s;-.l;,

HEDGH LDFRM

MF

Short

9

•■•vi--ri^^i-v^;sv;\

HEDGHLDFRM

MF

Short

9

:;:V:F:KA;jrv-:;.S>.iv

HEDGH: LDFRM

MF

Short

2

F?.^TKAB::V^I>:\rv

HEDGHLDFRM

MF

Short

-4

Fi -PTR B VBL: l>:

HEDGHLDFRM

MF

Short

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

-4 -4

iMP;::A;iPVBLSM MP • A-PVBLSM .

HEDGHFLDFRM HEDGHFLDFRM

MF MF

Short Short

Powers

Stave of Missiles

Weapon Short

4.0

750

1

ld4+2

Stave of Moons

Weapon Short

1.0

5000

1

2d4+0

Stave of Stars

Weapon Short

0.0

10000

1

2d4+0

Stave of Witches

Weapon Short

4.0

12500

2

3d4+0

Steel Gauntlets

Armor Gloves

8.0

1500

0

0d0+0

Steel Helm

Armor Helm

4.0

300

0

0d0+0

Steel Hook

Other

1.0

0

0

0d0+0

Stiletto

Weapon Throw

0.5

85

2

2d3+0

Stink Bomb

Potion

0.3

250

0

0d0+0

Stud Chausses

Armor Legs

17.0

900

0

0d0+0

Stud-Cuir Bra+2

Armor Armor

5.5

2000

0

0d0+0

Studded Hauberk

Armor Armor

22.0

950

0

0d0+0

Stuffed Beagle

Other

3.0

0

0

0d0+0

Sude Pants

Armor Legs

6.5

60

0

0d0+0

Suede Doublet

Armor Armor

5.0

85

0

0d0+0

Sword of Fire

Weapon Short

14.0

20000

2

2d8+0

Sword of Hearts

Weapon Short

4.5

4000

2

ld7+4

Sword of Lading

Weapon Short

45.0

2400

-6

ld8+8

Sword of Striking

Weapon Short

5.0

1250

2

ld8+0

Tabi Boots

Armor Boots

2.0

85

0

0d0+0

Tarnished Mail

Armor Armor

28.0

400

0

0d0+0

Terror

Scroll

0.3

400

0

OdOfO

The Avenger

Weapon Short

7.5

50000

3

3d8+4

Thieves Dagger

Weapon Short

1.5

6000

2

3d4+0

Ticket Stub

Other

0.1

12220

0

0d0+0

Tinkerbell

Other

0.3

0

0

0d0+0

Toadstone Ring

Armor Magic

0.1

2400

0

OdOfO

Tomb Key

Other

0.5

0

0

0d0+0

Tora Maedate

Armor Magic

1.5

5000

0

OdOfO

Tosei-Do (L)

Armor Legs

20.0

3000

0

OdOfO

Tosei-Do (U)

Armor Armor

24.0

3000

0

0d0+0

Tricome Hat

Armor Helm

3.5

250

0

0d0+0

Unctuous Gloves

Armor Gloves

2.5

600

0

0d0+0

Vault Key

Quantity

0.2

50000

0

OdOfO

Vennal Robe (L)

Armor Legs

4.0

10000

0

0d0+0

Vennal Robe (U)

Armor Armor

3.0

10000

0

OdOfO

K

:-xs---c>;

IS

jsiq sraaji

$

•K

Item

Type

Wt/Lb Cost         To Hit Damage

Vex Bow

Weapon Shoot

8.0

800

-8

0d0+0

Viper Arrow

Missile

0.2

85

1

ld7+3

Vulcan Hammer

Weapon Short

8.0

15000

2

3d4+4

Wakizashi

Weapon Short

3.0

240

0

ld6+0

Wakizashi+1

Weapon Short

3.5

20000

1

ld9+l

Wand of Ghosts

Weapon Short

0.8

15000

2

5d3+0

Wand of Mystery

Weapon Short

0.8

7000

1

3d3+0

Wand of Razing

Weapon Short

0.8

8000

-4

ld3+0

Wand of Weaving

Weapon Short

0.8

10000

1

3d3+0

War Hammer

Weapon Short

6.5

70

0

ld5+l

War Sceptre

Weapon Short

6.0

75

0

ld6+0

Water Wings

Armor Boots

2.0

50000

0

0d0+0

Wine Bottle

Other

0.4

0

0

0d0+0

Wizard's Cone

Armor Helm

2.0

75

0

0d0+0

Wizard's Record

Other

2.0

13960

0

OdOfO

Wizard's Ring

Armor Magic

0.5

0

0

0d0+0

Wrist Rocket

Weapon Shoot

1.5

1400

3

0d0+0

Zatoichi Bo

Weapon Extend

5.0

100000

4

3d6+6

Zizka Star

Weapon Short

13.0

1400

0

2d5+0

Zweihander

Weapon Short

16.0

4000

0

3d5+0

AC

:+ sp/p

Profession

Race

MF

P/S

1/2 Range

Modes

0

FM.V ilt^i^LSMN

HEDGH. LDFRM

MF

Shoot

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

S

1 Shoot

•T •>M:V

0

Fireball/5

F:::i::':.:-L-,;;;-V;;L:: /.•;?••

HEDGH:LDFRM

MF

Throw

iBMR

0

;•-•:• :-•:••: A:V:-V:V;SV;N

HEDGHFLDFRM

MF

S

1 Short

ST:-.x>':

0

iMi;v.:.::;;:vi;,-.s:.lN

HEDGHFLDFRM

MF

S

1 Short

ST;.- XX

0

Dispel Undead/4

•-MPT>::A:-P•••:••.i.-v;x

HEDGHFLDFRM

MF

S

1 Short

•:T:-:xr

0

Prismic Missile/3

;:M;y:xAi;P:--::::

HEDGHFLDFRM

MF

s

1 Short

t; .r

0

^M:-;:-A:-:Pv;v:s-,r-.:

HEDGHFLDFRM

MF

s

1 Short

ST : tt

0

Illusion/4

;M: ;V-A::;Pvii:,;-:,x.;-.

HEDGHFLDFRM

MF

s

1 Short

••:T;..:::;R.

0

f^p-t>u^>v^l^;-^

HEDGH LDFRM

MF

Short

••••B :••-::•:

0

FX;PT;.:.;-,;:;-VBL::; ;.•;:••.

HEDGH LDFRM

MF

s

1 Short

vTBKlv:

7

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

2

■M:: r-i-:: A: P •••;•';.;.

HEDGHFLDFRM

MF

Short

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Short

1

iM:^:-:Ar-:PVB: N'VX."

HEDGHFLDFRM

MF

Short

0

FMPTRABPVBLSMN

HEDGHFLDFRM

MF

Shoot

0

Blinding Flash/6

•••^::::x ^'::•••••':•-.:.SMN

HEDGHFLDFRM

MF

p

2 Extended

TB; :

0

F->;P :•<..•,; :;-VBL::;:-.-;N

HEDGH LDFRM

MF

Short

■"IBttV:

0

F^x^;-a;v::V:-:LS "v;v

HEDGH LDFRM

MF

P

2 Short

ST M:

Powers

K K

sCK CK ; .K

95

Monster                               Type                    Hit Points             Experience           Appearing

Accursed Ones

Undead

144-204

75575

1-2

Acid Slimes

Insect

11-20

1340

2-4

Amazuli

Fighter

25-40

1739

4-7

Amazuli Archers

Ranger

25-40

1176

3-5

Amazulu Queen

Valkyrie

78-110

23017

1-1

Amazulu Queen

Valkyrie

78-110

23017

1-1

Amazulu Zombies

Undead

21-41

3244

2-6

Amen-tut-butt

Undead

80-100

33138

1-1

Assassins

Ninja

65-91

28238

2-2

?? Bane King ??

Vampire

174-174

58028

1-1

Banshees

Undead

40-64

9000

3-5

Bats

Beast

1-3

99

2-4

* BELA *

Dragon

871-871

1420419

1-1

Black Bats

Beast

2-6

290

2-8

Black Knight

Lord

180-180

51481

1-1

Blue Tail Flies

Insect

59-86

18286

1-2

Bork

Tiny

362-446

43278

1-1

Brigands

Thief

9-18

710

2-3

Brigerd Woltan

Valkyrie

166-166

40538

1-1

Bulli's Ghost

Undead

55-88

17882

1-1

Bushwackers

Thief

5-9

392

1-3

Captain Matey

Fighter

79-106

11841

1-1

Caterpillar

Insect

216-348

49242

1-1

Charron

Myth

546-684

120528

1-1

Chunin

Ninja

90-126

39814

1-2

Cold Slimes

Insect

25-40

4498

1-2

Creeping Vines

Plant

1-3

59

2-6

DRACULA

Vampire

174-174

361924

1-1

Daisho Masters

Samurai

84-126

23320

1-3

Dark Crusaders

Lord

58-82

6698

5-5

Dark Crusaders

Lord

70-100

8486

5-5

Demonic Hellcat

Demon

54-78

21485

1-1

Defenders

Lord

108-180

3330

2-3

Disko Zombie

Undead

152-200

19884

1-1

Dragonflies

Insect

24-36

2200

3-5

Draw Elves

Ranger

49-76

11483

4-6

Dungeon Leeches

Insect

6-12

352

2-6

Eila's Ghost

Undead

55-88

19120

1-1

Faerie Queen

Enchanted

66-88

91860

1-1

Faerie Sylphs

Enchanted

48-64

30997

9-9

Fat Rats

Beast

38-62

6144

1-1

Floaters

Insect

12-18

5908

1-2

Foragers

Insect

19-44

4654

1-4

FrytzGryns

Giant

197-257

20222

1-1

Fuming Vines

Plant

2-4

300

2-4

Gelatin Vapors

Insect

10-20

1137

1-4

Ghostly She-Hag

Undead

55-88

24277

1-1

Giant Ants

Insect

11-26

1849

3-9

Giant Crabs

Insect

40-60

5386

4-7

Giant Mosquitos

Insect

29-41

1398

3-9

Giant Rats

Beast

4-10

450

1-2

Giant Serpent

Beast

78-102

9131

1-1

Giant Wyrms

Insect

22-34

2700

2-4

96

Monster

Type

Hit Points

Experience

Appearing

Goblin Priests

Priest

40-64

11982

3-9

Goblin Shamans

Wizard

33-49

16139

3-9

Goblins

Thief

48-72

3440

3-9

Goop Gloops

Plant

45-60

8798

2-2

Grandfather

Ninja

132-176

83523

1-1

Greater Demons

Demon

138-186

63170

34

Gremlins

Thief

65-83

26184

3-9

Guardian of the Rock

Enchanted

108-164

51741

1-1

Guardians of Ramm

Fighter

72-120

7815

2-8

Haiyato Daikuta

Samurai

160-160

65270

1-1

Haunts

Demon

143-179

23620

3-5

Hellcats of Fire

Demon

72-96

31072

1-1

Highlanders

Ranger

47-61

3892

4-4

Hill Giants

Giant

42-72

4098

1-3

Huge Bats

Beast

3-7

318

1-2

Huge Spiders

Insect

43-75

6326

3-5

Hydra Plants

Plant

48-64

8002

1-2

Indigo Bats

Beast

37-58

2900

1-2

Insane Skeleton

Undead

112-140

24105

1-1

Island Giants

Giant

132-192

14252

2-3

Jail Rats

Beast

23-32

916

5-9

Jelly Clouds

Insect

6-12

329

2-8

Jelly Fish

Insect

15-24

1041

2-8

Jungle Vines

Plant

10-25

1189

1-5

Keep of the Crystal

Psionic

90-144

65329

1-1

Killer Rats

Beast

4-10

489

5-6

King Crabs

Insect

154-190

16560

1-2

Klaus Gryns

Giant

72-112

10474

1-1

Knights of Death

Undead

40-64

7149

8-8

Kuwali Kubona

Valkyrie

56-74

22309

1-1

L'Montes

Thief

22-26

1248

1-1

Lesser Demons

Demon

70-100

17669

4-7

Lesser Devils

Demon

60-100

8699

4-7

Liche

Undead

80-128

68224

1-1

Lord Daimyos

Samurai

108-162

53508

1-1

Mai-Lai

Thief

317-368

174326

1-1

Major Dwarves

Fighter

20-38

2495

1-3

Man 0* Wars

Insect

40-56

16092

1-1

Man 0' Wars

Insect

60-90

18712

1-1

Maro's Ghost

Undead

55-88

24334

1-1

Mau-Mu-Mu

Enchanted

126-156

54669

1-1

Mind Flayers

Psionic

60-96

60867

3-4

Miner Dwarves

Fighter

14-26

1125

2-5

Miner Giants

Giant

49-84

6587

1-2

Mino-Daemons

Demon

88-144

59947

1-1

Monstrous Bats

Beast

68-100

200

1-3

Monstrous Snake

Beast

212-248

17790

1-1

Monstrous Snake

Beast

212-248

18390

2-3

Mountain Giants

Giant

63-108

8388

2-2

Mystaphaphas

Beast

150-170

21066

1-1

Narci's Ghost

Undead

55-88

67449

1-1

Nightgaunts

Demon

30-50

3535

4-7

Monster                                Type                    Hit Points             Experience           Appearing

Ninja

Ninja

45-63

19309

3-3

Pharaohs of Phyre

Undead

59-86

4346

3-7

Pharaohs of Phyre

Undead

26-38

2734

2-4

Pirates

Thief

16-28

1020

2-4

Pit Fiends

Demon

154-196

56786

2-3

Poison Giants

Giant

194-222

23482

2-3

Poison Slimes

Insect

7-13

592

1-3

Poison Vipers

Beast

24-32

1195

3-5

Poison Vipers

Beast

34-46

1389

4-8

Priestesses

Priest

25-35

3260

2-4

Priests of Ramm

Priest

126-162

121303

4-5

Queequeg

Thief

19-23

1103

1-1

REBECCA

Vampire

83-83

292568

1-1

Rabid Rats

Beast

4-10

657

5-6

Radames

Undead

424-472

97301

1-1

Rats

Beast

2-4

150

1-3

Robin Windmarne

Ranger

128-128

27920

1-1

Rocks of Rumble

Enchanted

88-160

51279

2-3

Rogue Leaders

Thief

14-26

1315

1-1

Rogues

Thief

4-7

208

1-4

Rotting Corpses

Undead

12-28

2088

2-3

Rubber Beasts

Plant

76-94

9667

1-1

Samurai

Samurai

50-80

9431

6-6

Scallywags

Thief

4-8

383

3-6

Sea Serpents

Dragon

88-144

12660

2-3

Shamanesses

Wizard

20-30

2722

1-3

Siren Sorceress

Enchanted

18-30

16887

5-9

Sirens

Enchanted

20-35

5283

4-7

Skeleton Lords

Undead

48-80

10477

3-5

Skeletons

Undead

40-64

5178

3-7

Slimes

Insect

7-13

492

3-6

Smitty

Fighter

134-162

12065

1-1

Spectres

Undead

57-71

13703

2-3

Spirits

Undead

35-56

8578

2-3

Strangler Vines

Plant

6-10

540

1-2

Tarantulas

Insect

73-113

7936

3-5

Toll Troll

Giant

210-250

30062

1-1

Tricksters

Wizard

12-16

1604

2-5

Twisted Sylphs

Enchanted

40-52

25401

3-9

Tyrannasauras

Beast

2050-3000

472050

1-1

Valkyries

Valkyrie

59-86

7429

7-7

Vampire Bats

Beast

5-11

714

1-2

Vaspesses

Insect

37-79

15390

1-1

Water Dragons

Dragon

66-96

11399

2-3

White Wyrms

Insect

51-69

7707

1-1

Will 0' Wisps

Enchanted

110-132

170518

1-1

Wraith Lords

Undead

98-140

46889

1-2

Wraiths

Undead

50-80

40549

1-2

* Xorphitus *

Wizard

160-160

81686

1-1

Yuan-Ti

Fighter

90-120

9554

1-2

Zombie Bones

Undead

26-38

3248

1-1

Zombie Guards

Undead

49-85

8643

1-1

Zombies

Undead

46-76

6683

1-1

;>.»»..

98

O^ptes

T(? be continued, ^all 1991...

Crusaders

of the

(DarkSavant

...the continuation of the epic tale ...

Disclaimer

Neither SIR-TECH SOFTWARE, INC., the author(s), distributor(s) or seller(s) of this product shall have any liability or responsibility to the purchaser or any other person or entity with respect to any liability, loss or damage caused or alleged to be caused directly or indirectly by this product, including but not limited to any interruption of service, loss of business and anticipatory profits or consequential damages resulting from the use or operation of this product. This product will be exchanged if defective in the manufacture, labeling or packaging, but except for such replacement the sale or subsequent use of the program material is without warranty or liability.

NOTE: This product is copyrighted and all rights are reserved. The distribution and sale of this product are intended for the personal use of the original purchaser only. Duplicating and selling or otherwise distributing copies of this product, in any form, is hereby expressly prohibited.

■ -.

_

The Complete

Wizardry

Bane of the Cosmic Forge

In the year since its release, Bane of the Cosmic Forge has redefined the boundaries of computer role-playing. Recognized as the "Best Quest of the Year" and "Best Fantasy Role Playing Adventure of the Year" by QuestBusters magazine, it is an international hit that spawned awards and fans in the thousands.

Now, for the first time in Wizardry's history...

Everything you ever wanted to know about Bane of the Cosmic Forge is revealed - straight from its publisher, Sir-tech Software, Inc. You'll find strategies to help you create the definitive party, hints & tips to help you through the intricate world and interviews with the author, D.W. Bradley, and all the creatures that populate Wizardry. Whether you're a seasoned Wizardry player or just gracing the entrance chamber of the King's once proud castle, Paymaster's Compendium: The Official Hint Guide is an essential read.

* Complete Maps *

* Complete Messages *

* Complete Items *

* Complete Monsters * * Completely Everything *

The Only Official Hint Book

Sir-tech Software, Inc.

Ogdensburg Business Center', Suite 2E, Ogdensburg, New York 13669

(315) 393-6633

Printed in Ca»j

ISBN# 0-926846-61-2

0054399211080

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