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NOW Evil doesn't stand a chance! smoldering plague of Evil threatens to erupt in Northeast Ansalon. 7he many faces of Evil stand poised to run amok- draconians, minotaurs ogres and dragons are butafew of the many Evil manifestations eager to smash your party to bits! You need help. When you're up against enemies like these, some inside infor- mation can mean the difference between sweet success or very bitter failure . The CHAMPwNs of Krsrm CLUE Boors gives you the edge you need to bring Evil to its knees : " Detailed maps to all of the locations in the game . N Complete information on special encounters . " Tips on how to win the more difficult combats that your adventurers will face . " Lists of all the special magic items found in the game and their best uses . " Checklists of encounters and treasures allowing a player to play through the game without missing any part of the adventure . N flints on how to combat each of the various monster types, from the powerful Aurak Draconians to the most deadly of foes - the huge Red Dragons of the evil armies! ADVANCED DUNGEONS & DRAGONS, AD&D, ©1990 TSR, Inc. DRAGONLANCE and the TSR logo are trademarks All rights reserved . owned by and used under license MADE IN U .S.A . from TSR, Inc ., Lake Geneva, WI U.S.A. TSR, Inc . Detailed maps reveal every secret you'll need for safe passage through the corridors of Throa Gargath and all other locations in the game. 6 COMPUTER PRODUCT A DRAGONLANCE ' Fantasy Role-Playing Epic, Voi CLWISOM STRATEGIC SIMULATIONS, INC .
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NOW Evil doesn't standachance! COMPUTERPRODUCT

Apr 21, 2022

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Page 1: NOW Evil doesn't standachance! COMPUTERPRODUCT

NOW Evil doesn'tstand a chance!

smoldering plague ofEvil threatens toerupt in Northeast Ansalon. 7hemany

faces ofEvil standpoised to runamok- draconians,minotaurs ogresand dragons arebuta fewof themany Evilmanifestationseager to smashyourparty to bits!Youneed help.

When you're up against enemieslike these, some inside infor-mation can mean the differencebetween sweet success or very bitter failure .The CHAMPwNs ofKrsrm CLUE Boors gives you theedge you need to bring Evil to its knees:

" Detailed maps to all of the locations inthe game .

N Complete information on special encounters .

" Tips on how to win the more difficult combats that youradventurers will face .

" Lists of all the special magic items found in the gameand their best uses .

" Checklists of encounters and treasures allowing a playerto play through the game without missing any part of theadventure .

N flints on how to combat each of the various monstertypes, from the powerful Aurak Draconians to the mostdeadly of foes - the huge Red Dragons ofthe evil armies!

ADVANCED DUNGEONS &DRAGONS, AD&D,

©1990 TSR, Inc.DRAGONLANCE and the TSR logo are trademarks All rights reserved .owned by and used under license

MADE IN U.S.A .from TSR, Inc ., Lake Geneva, WI U.S.A. TSR, Inc .

Detailed maps revealevery secret you'll

need for safepassagethrough the corridorsofThroa Gargath and

all other locations inthe game.

6

COMPUTER PRODUCT

A DRAGONLANCE ' Fantasy Role-Playing Epic, Voi

CLWISOM

STRATEGIC SIMULATIONS, INC.

Page 2: NOW Evil doesn't standachance! COMPUTERPRODUCT

Strategic Simulations, Inc. reserves the right to make improvernents in the product described in this clue book at any-time and without notice.

Strategic Simulations, Inc . makes no warranties, express or implied, with respect to this cluebook, its quality, mer-chantability or fitness for any particular purpose. This cluebook is provided "as is."

ADVANCED DUNGEONS & DRAGONS, AD&D, and DRAGONLANCE are trademarks owned by and used under licensefrom TSR, Inc., Lake Geneva, WI USA .

Copyright 1990 TSR, Inc . All Rights Reserved .

CREDITSWritten by

CGraeme Bayless, Dave Shelley,Mike Mancuso and Ken Humphries

Art, Graphic Design and Desktop PublishingLouis Saekow Design: Peter C,ascoyne

PrintingA&a Printers and Lithographers

This clue book is copyrighted and includes proprietary information belonging to TSR, Inc. and Strategic Simulations,Inc. No one is permitted to sell copies of this clue book to any person or institution except as provided for by writtenagreement with Strategic Simulations, Inc. and TSR, Inc. No one may copy, photocopy, reproduce, translate, or reduceto machine readable form this clue book without the prior written consent of TSR, Inc.

Any persons reproducing any portion of this clue book for any reason, in any media, shall be guilty of copyright viola-tion and subject to the appropriate civil or criminal action at the discretion of the copyright holder(s).

TABLE OF CONTENTSINTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1GETTING HELP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1THE STORY AND EVENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1SPECIAL NOTES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

Areas and Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3The Overland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

GENERAL COMBAT HINTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4Random Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4Evil Humanoids . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5

MAPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5A. Throtl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6B .

Throtl Temple . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9C . Throti Catacombs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11D .

Gargath . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14E .

Gargath Keep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17F Jelek . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20G.

Tomb of Sir Dargaard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23H. Ogre Base . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26I .

Southern Outpost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28J .

Neraka City & Base . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . .32K . Neraka Prison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34L .

Sanction Docks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36M. Temple of Huercyd . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39N. Shadow People's Tunnel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39O .

Temple of Duerghast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42P.

Citadel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46Q. Second Citadel . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46R.

Kemen Square . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49S .

Kemen Base (Myrtani's Stronghold) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51ADDITIONAL NOTES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53

General Hints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53Charm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Save the gamel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54Monsters: How to deal with them . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54

MAGIC ITEMS : Where to find them . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59Journal Entries: True or False? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60

Page 3: NOW Evil doesn't standachance! COMPUTERPRODUCT

INTRODUCTIONCeamrroixs of KRrn7Y is StrategicSimulations, Inc.'s first ADVANCEDDUNGEONS 8t DRAGONS" computerrole-playing game set in theDRAGONLANCE® universe . It takes theaward-winning system first used inPool of RADmcE and applies it to theworld of Krynn. The group of adventur-ers you create in Crrmwroao of KRrmwill be responsible for seeking out anddestroying the many pockets of evilthat have infiltrated the area of north-east Ansalon. Your characters begin thegame as part of the good forces whokeep watch against the return of evil .On your missions, you will discovermore and more about an evil plot thatthreatens the entire area . Your group ofintrepid adventurers must locate thesource of the evil and defeat it.

GETTING HELPIn the section MONSTERS : Howto Dealwith Them, is an account of all mon-sters in the game . Information providedthere will tell what the monsters can doand the best spells to use against them.Following the section THESTORY ANDEVENTS, are descriptions of theencounters . These include specific sug-gestions on the best way to get throughthe most difficult parts of the game.

If you find the combats too easy or toodifficult, youcan adjust them by usingthe LEVELcommand found under theAlter menu . Instructions on how to usethe LEVEL feature are found on page 7of the rule book that came with thegame .

THE STORYAND EVENTSChAMProxs of KRrm is an interactiveadventure and the story can unfold inany of anumber of ways. Thefollowingis but one of these.

The adventure begins after the goodarmies have recovered lands seized bythe DragonArmies in the War of theLance andpushed the evil forces fromthe continent. After establishing out-posts to watch over these territories,the good forces withdrew . Your party issent to man oneof these outposts .

Supposedly the main evil forces havelong fled and only the occasional wan-dering monster remains. On your firstpatrol, you find this just isn't so . Youfind draconians ambushing agroup ofthe good settlers who have been mov-ing into the reconquered lands. Youdefeat the baaz draconians. An aurakdraconian, who could easily destroyyou if he chose, seizes an ancientbook. He takes this and DimensionDoors away, ignoring you as beneathhis notice.

Returning to the outpost to report all ofthis, you find Sir Karl, a knight sent toinvestigate strange reports from theoutposts, battling the outpost's com-mandant. Sir Karl kills the commandantwhose body changes into that of asivak, a draconian warrior/assassin whoassumesthe shape of his victim.

From this and your report, Sir Karlquickly realizes that evil has been oper-ating the outpost for its own ends,sending back false messages that all iswell, while systematically wiping out thegood forces sent to keep an eye onthings. One of these forces is now inthe (supposedly) abandoned hobgoblincity of Throtl, just northeast of the out-post . The force is led by CaramonMajere, oneof the heroes of the War ofthe Lance. You are sent to warn him ofthe danger.

As you attempt to enter Tbrotl, you findyour way blocked by hobgoblin guardswho order you to leave. Fighting yourway past these, you find the city over-run with evil beings . Some of theseinclude undead who are clad in the

armor and equipment of the goodforces . You find that Caramon wasambushed, imprisoned, andtortured.Freeing him, you are ordered to pushon and learn more about the gooddragon eggs Caramon has seen .

In a temple, you discover evil priestsand mages attempting to convert (cor-rupt) some good dragon eggs. It isthrough this process that the draconi-ans were created in the first place. Theattempt is a failure (the original rite waslost in the War of the Lance). You alsofind increasing evidence of somethingcalled The Plan .

Battling through the rest of Throtl andthe catacombs below it, you recoversome of the good dragon eggs . These,with Caramon's report, are enough evi-dence to bring about ahasty mobiliza-tion of the good armies in an attemptto crush the evil forces before they canbecome too strong.

Moving on to the next outpost, you aresent to Gargath to look for aDragonlance (a weapon of great power) .Again you find that things are not asthey are supposed to be . The city isunder the control of evil plotters. Youcontinue finding clues aboutThe Planto destroy the forces of good . Aftermany fights, you succeed in clearingGargath of the evil forces, but withoutrecovering the Dragonlance. Myrtani,the evil aurak who had taken theancient book from your first battle,escapes with the Dragonlance, tauntingyou as he gets away.

Going to Jelek to obtain a silver rose,you discover another city under evilcontrol. Someone named Sir Lebaumhas been very active in turning theundead in the city graveyard into yetanother evil army. More informationabout The Plan is uncovered. Thereports you send back hasten themovement of the good forces .

Next, your party builds its strengthwhile eating away at evil's power in thearea. Your adventurers obtain valuablemagic items from the spirit of SirDargaard and useful allies fromGravnak the Ogre.

Sent to the Southern Outpost in aneffort to discover why it has suddenlyfallen silent, your adventurers walk intoanother den of evil and must clear itbefore moving on.

Upon returning to the central outpost,the party learns of Sir Karl's kidnap-ping. The party is taken to Neraka byMaya (a silver dragon who loves SirKarl) and must fight its way intoNeraka's hidden base . Sir Karl is found,but too late . The party must follow hislast wish to free the slaves held in theprisons in Neraka . More hints aboutThe Plan and Sir Lebaum's need forcorpses are uncovered.

Moving ahead of the hastily musteredgood forces, the party is sent to the cityof Sanction where it must travelthrough two temples and face a DeathKnight (Sir Lebaum) to thwart onepartof Myrtani's plan . The undead forcesmove to face the oncoming goodarmies . Messengers the Death Knightdispatched escape and head forKernen . If the characters cannot stopThe Plan from being carried out, thegood armies will be destroyed.

At this point, the party realizes that ithas been the unwitting agent ofMyrtani, who wanted to draw all avail-able good forces and their leaders intohis trap . The reports the party has pro-vided have brought this about. Ignorantof the size of the undead forces, thegood armies movedvery quickly, butwith little strength .

2

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If Myrtani launches the second phase ofThe Plan, the good forces could bewiped out. Good dragons appear andenable the party to chase the messen-gers to a flying citadel over Kernen .

The characters, joined by TasslehoffBurrfoot, climb their way up to theWindcaptain's Chamber whereTasslehoff crashes one citadel intoanother one. Thecharacters, throwninto the second citadel by the impact,hurry down to the bottom level of thesecond citadel in order to escape cer-tain doom.

Once the party has made its waydownto Kernen, it penetrates the gate toKernen Base, finds and defeats Myrtaniand stops the execution of The Plan .The book Myrtani took from the settlershas unlocked the secret of mass con-version of the good dragon eggs, whichwill allow him to create draconians inhuge numbers. While the good armiesare pitted against the undead legions,his messengers were to carry the secretof this conversion to locations wheregood dragon eggs and evil spell castersawaited.

If this came about, the newly-createddraconian forces would fall on theflanks and rear of the good armies andcrush them completely. By stoppingMyrtani and his red dragon messengers,the party has rescued Ansalon fromutter destruction by the forces of evil .

SPECIAL NOTESAreas and CitiesSome adventures in thegame are notavailable until others have been com-pleted . For example, characters mayenter Sanction and wander aroundbefore the evil forces arrive, but theywon't be able to trigger any of theencounters .

Sir Dargaard's Tomb and the Ogre Basecan't even be entered until the mes-sage telling you aboutthem has beenreceived . For information on how toactivate these areas, see the Synopsisand Notes sections under the map forthat area .

The Southern Outpost will act as a nor-mal outpost until you receive the mes-sage about it. Additionally, after thegame ends, the Southern Outpost willrevert to being anormal outpost.

In order to complete Sir Dargaard'stomb, the party must have at least oneknight character. This character will beuseful throughout the game, but is vitalfor the Tomb .

Kernen City can't be entered from thewilderness . The only way in is throughthe flying citadels . You may go toKernen City in the wilderness, but youwill be confronted by endless patrols ofdraconians and dragons. These crea-tures can provide large amounts ofexperience points, but can also killparty members outright . It is suggestedthat you leave this area alone.

The OverlandWhen going from place to place inCfAwans of KRnm, you will usuallytravel on the overland map. 'this maprepresents the area of Ansalon encom-passed by the game and showsmanyof the cities and towns as symbols onthe map.

You will find that the overland is notunoccupied . During your travels, youwill often encounter both monsters andother travellers . When you encountertravellers, you will be able to takeadvantage of their services or hospitality.

The numbers and types of monstersthat you will encounter are affected bywhere you areon the map. As youmove farther to the east, or as you nearthe city of Sanction, you will find more

and more difficult groups of monstersto battle. Near the city of Throtl, youcan expect to combat goblins. . . notvery dangerous. However, further to theeast you will often find yourselvesfaced with large numbers of draconi-ans, giant spiders, hill giants, and manyother fell creatures. Be careful not towander too far east until you are told toby the commandant of the outpost.

Wandering the overland is another goodwayto gain experience points . If yourcharacters are fairly close to gaininganother level, it is often much safer toexplore the overland and face moremanageable groups of monsters .

GENERALCOMBAT HINTSRandom EncountersIn many of the cities and temples in thegame, you will find dangerous encoun-ters facing you that are not described inthis clue book . There are often wander-ing patrols that are quite dangerous. Inorder to best deal with these randomencounters, it is wise to remember afew important tips :

Always perform a FIX as soon as youcan after being injured. It is unwise totravel wounded unless you absolutelymust .

" Always try to memorize spells again atthe first opportunity after a difficultfight. You mayneed them again at anytime. Don't wander through the gamewithout your spells .

- Save thegame as often as you can.Saving after every difficult fight is verywise. When you obtain a new magicaltreasure, save the game. Don't loseyour best achievements by underesti-mating the difficulty of the next com-bat.

" Don't forget to watch the moons. Themoon cycle can greatly affect the abili-ty of your spell casters.

KendersThe kender in your party is a very use-ful character due to his ability to tauntfoes . The kender can force opponentswith spells to target him as opposed toyour magic-users and front line fighters .This is a very useful ability and shouldbe used frequently . It is especially use-ful when facing dragons, if the kenderis protected by a resist spell (Resist Firewhen facing red dragons or Resist Coldwhen facing white dragons) .

You may also want to use the KenderGambit . This is where you place ataunting kender between an enemymagic-user andother enemyforces .The magic-user will target the Kenderwith a spell that will do more damageto his own forces than to the Kender.Of course, Kenders often don't last verylong where this tactic is employed .

When facing spell casters or monsterswith breath weapons, remember tomove the taunting kender away fromthe rest of your party.

Evil Humanoidsin the game, most evil fighters andmagic users are named with specificnames that reflect their character level.These names translate as follows:

Warrior -Evil Fighter

-Evil Champion

-Black Robe Mage -

Thaumaturgist

Enchanter

ClericEvil CurateEvil Priest

3rd Level Human Fighter5th Level Human Fighter7th Level Human Fighter

3rd Level Human Magic-User5th Level Human Magic-User7th Level Human Magic-User3rd Level Human Cleric5th Level Human Cleric7th Level Human Cleric

Page 5: NOW Evil doesn't standachance! COMPUTERPRODUCT

Rogue Warrior

Elvish Rogue

Elvish Mage

Elvish KillerElvish FighterElvish PriestElvish CurateElvish Slayer

MonstersYou will meet many interesting and dan-gerous monsters in the game. Followingthe encounter descriptions is a sectionoutlining tactics on how to fight each ofthe monster types you will encounter inCmmFwns ofKRnn.

The monster listing in the rear of thisclue book also shows what spells arebest to use against each foe . Use thesesuggestions to maximize your chancesof winning each time you face a newopponent .And so it begins . . .

MAPS:

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3rd Level ElvenFighter/Magic-User5th Level ElvenFighter/Magic-User7th Level ElvenFighter/Magic-User5th Level Elven Fighter7th Level Elven Fighter

3rd Level Elven Cleric5th Level Elven Cleric7th Level Elven Cleric

A. ThrotlSynopsis: You have been sent by SirKarl Gaardsen to find Caramon in the'abandoned" city of Throtl . Throtl wasbuilt by hobgoblins and was desertedafter the War of the Lance . As you enterthe city, you realize that the informa-tion you got is extremely out of date .You are stopped by hobgoblin guardsthat try to kick you out of town. As youpenetrate deeper into the city, you findevidence that fighting has been goingon between the forces of evil and thetroops under Caramon .

Goals: You must find and rescueCaramon from the clutches of the evilforces that have retaken ThroU. AfterCaramon's rescue, you must defeat aCleric and his undead minions in thesouthwest corner of the city, in order toget the key to the Temple area. TheTemple lies in the northeastern quad-rant of Throtl .Note: There are many traps in the city .You should have a thief with you if youwish to pass safely .If you leave the city for any reason,such as getting trained at the outpost,any NPCs that you have picked up inThrotl will leave you . Those NPCs arelost forever, so you should not leaveThrotl, once you have added thekender and knight NPCs to your party,until the NPCs leave with Caramon .

There are many random encounters inthe abandoned city and they vary radi-cally in difficulty. For this reason, youshould save the game often while youare exploring Throtl.Giant Centipedes are particularlydangerous, as they can poison yourcharacters, killing them instantly. Youshould try to obtain the scrolls ofNeutralize Poison from room #9 assoon as you can .Where you can rest : Room 9 is safeand you may rest freely there.Otherwise, you risk interruption but canprobably rest for a short time withoutdanger.

RANDOM ENCOUNTERS :There are six random encounters possi-ble in Throtl, but this number is resetevery time you leave the city to eitherthe temple or the overland. The num-ber of monsters you will encounter isusually small .The types of creatures you willencounter include giant rats, giant cen-tipedes, hobgoblins, skeletons, zom-

A. THROTL

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bies, ghouls, baaz draconians, and evilspell casters . You should be very cau-tious when wandering Throtl, as somerandom encounters will include evilclerics and the dreaded black-robemages . If you see these enemies in anencounter, you should try to eliminatethem as quickly as possible.Because of the danger of some of therandom encounters in Throtl, youshould go back to the outpost to restand train if you are becoming depletedwhile exploring Throtl . Resetting thenumber of enemy patrols is not as badas losing one or two characters becauseyou were too weak to continue.

MAPLOCATIONS:1

Entrance/Exit to Overland . Contraryto the statements made to you in the

KEYWallDoorSecret Door

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outpost, Throtl is indeed guarded . Theguarding force consists of several hob-goblins, hobgoblin leaders, and fourwarriors . You must defeat the guards inorder to enter the city . Use Sleep,Charm, or Hold Person spells to getpast them .2

A party of hobgoblins and hobgob-lin leaders are in this room . This is yourfirst clue to the existence of somethingcalled "The Plan" . You may leave with-out fighting but choosing PARLAY orFIGHT leads to conflict . Again, Sleep isa very useful spell .3

You will meet a terrorized man inone of these two places . He will gibberabout Caramon and some sort of attackbefore he runs away in fear.

Several zombies and many giantrats are in this corridor. If you run, youmay avoid the zombies but the rats willcatch you .

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This room is empty until you findand release Caramon, then you will findthe cleric with the keys to the Templehere . He is guarded by many skeletonsand two zombies. Note that this clericwill cast Hold Person if given an oppor-tunity, so you should try to injure thecleric every round to preventhim fromcasting spells . Make certain your clericsTURN the skeletons and zombies.

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This room is filled with coffins.

You will find the remains of a battlein one of these places. Some of thebattered pieces of equipment containthe heraldic device of the SolamnicKnights. After you find Caramon, thecentral area is littered with frozen dra-conian and hobgoblin bodies .

When you enter this room you willoverhear something about a plan . If youdecide to EAVESDROP on them, you willhear a little more before you areattacked . If you leave, you will not bestopped. Youmayalso attack. If there iscombat, you will fight two baaz draconf-ans, four hobgoblin leaders, and threewarriors . Sleep spells can often affectbaaz, so usethem here as well .

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There is a treasure in the first oneof these rooms that you enter. Youmust defeat a cleric and five skeletonsin order to gain the steel pieces, theshield +1, a Potion of Healing, and thetwo clerical scrolls of Neutralize Poison .

10 This room is littered with decayingbodies. If you remain, you will have tofight many giant rats and skeletons.

11 You meet some of the enemy asyou enter this room . Afew of them runthrough the south wall (illusionary) inthe southwest corner of the room. Ifyou stay, you will have to fight manyhobgoblins supported by two clerics.Make sure you kill the clerics quickly orelse they will Hold your party, and youare sure to lose someone. Sleep and

Charm Person spells are excellentchoices for use on the clerics .12 Someone runs out of the room tothe west as you enter. This room con-tains a treasure of steel pieces, gems,andjewelry.

13 Caramon is found here . After hetells you his story, a tremendous crashandscreams are heard. A beautifulyoung woman then enters and tellsCaramon and your companions thatthey must leave. You are directed tofind the cleric who has the key (see #5),get it from him, and then explore theTemple as you continue the investiga-tion of Throb. You gain an extra 3000experience points per character forfinding Caramon.

14 & 15 You will find a magic-userscroll in each of these places .

16 You are caught in an ambush fromabove. You must defeat five baaz dra-conians, three human warriors, twoclerics, and a black robe mage to con-tinue (or survive) . Make sure you haveyour Sleep and Hold spells ready here .Don't hesitate to cast every spell youhave in order to win this one. Theblack-robe mage is the most dangerousopponent you face here, as he willCharm members of your party and theywill join the enemy forces . You shouldtry to take out the black-robe as soonas possible!

17 There is agas trap here. If youhaveLarcent Strangbourn (from #19) withyou, he will trip the trap harmlessly. Ifnot, then you will get achance ofdetecting the trap . Having a thief in theparty will help here greatly. If you detectthe trap, you will geta chance toremove it and if youdo so, the charac-ter who removes it gets 300 experiencepoints . If you don't detect the trap oryou fail to remove it, gas will be

released that may cause up to 10 pointsof damage to each party member.

18 If the trap at 17 has been sprung, acleric and his minions are coming toinvestigate as you enter the room . Thefirst time you enter the room, you mayavoid a fight by leaving. If you attack orenter the room asecond time, howev-er, you must fight five hobgoblins, twobaaz draconians, and a cleric. You gaina treasure of steel pieces and gems, ifyou win.

19 If you have the soldier from room#23 with your party, you will meetsome hobgoblins here . The soldierturns on you and attacks. You will fightone 7th level fighter and many hobgob-lins . In any case, you will meet LarcentStrangbourn, aSolamnic knight whohad been with Caramon. He describesthe circumstances of the battle andoffers to join your party. If you refusetwice, he will leave. This NPC is on yourside and will help you until he leaveswith Caramon, or you leave Throtl . Youshould allow him to join, as his pres-ence maymake the difference in thefight at # 18, and he knows about thetrap at #17.

20 You meet akender who offers tojoin your party. If you refuse, he willleave. This PIPC is a good guyand willhelp you ifyou let him join your party.

21 There is a pit trap here. If it is suc-cessfully detected and removed, thecharacter removing it receives 300experience points . If the trap is sprung,several characters are likely to beinjured in the fall . The pit is occupiedby many skeletons and giant rats .

22 This is a dead-fall trap . If success-fully removed, the character performingthe removal will be awarded 300 extraexperience points . If sprung, you canexpect someone to get injured.

23 You meet a soldier who tells youthat he has just left Caramon, who hasreturned to the Outpost. He asks if you

wish to join him in searching for a trea-sure . If you refuse, he will signal hishobgoblin allies who will jump from theshadows and attack . fighting him herewill result in a smaller fight than if youlet him join and fight him at 19.

24 A flight of arrows hits you from thenorth. They may hit up to four partymembers for I d6 damage each .

25 These are the secret entrances tothe Throtl Temple . You must havefound Caramon at 13 and defeated thecleric at 5 to get the key that will allowyou to enter the Temple .

B. Throtl TempleSynopsis: Caramon has been rescuedandthe key wrested from the grasp ofthe evil cleric that had captured him.You have been ordered to explore therest of Throtl for more evidence of theeggs and to determine the enemy'sintentions . You enter the Temple dis-trict and are immediately aware ofheavy magics in the area .

Goals: Your party must defeat theenemy clerics whoare attempting toperform a conversion on the good drag-on eggs they have captured. You mustexplore the Temple area to glean asmuch information as possible . Afterdefeating the clerics in the inner tem-ple, you should descend into theCatacombs.

Note: You may return to the outpost atany time if you need to heal or gain lev-els. It is highly recommended that youtrain before descending into theCatacombs. However, be warned thatthere may be more monsters waitingfor you in Throtl when you return . . .

Whereyou can rest: At the inner tem-ple after defeating the forces there. Youmay try to rest anywhere, but may getinterrupted, especially if you let thecleric at #3 go free.

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B. THROTL TEMPLE

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MAP LOCATIONS :

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Southern Entrance to the Temple.

KEY=Wall

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Archway

+Secret Door

RANDOM ENCOUNTERS:There are eight total random encoun-ters to be found in the Temple ofThrob. The chance of running into oneis greatly increased if you let the clericat #3 go free . Youcan run into a widevariety of monster types here includingbaaz, giant rats, skeletons, zombies,ghouls, powerful clerics and blackrobemages.

As always, if you leave the Temple toeither the City or the Catacombs, whenyou return you will find fresh patrolswaiting for you.

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As you enter, you hear an argumentgoing on. Acleric will turn and demandto know who you are. Ifyou respond byParlaying SLY, you will get a letter thatcontains useful information. If yourespond PIICE or MEEK, you will bethrown out of the room . Any otherresponse will put you in conflict withtwo black robe mages, two clerics, andthree warriors . If you win the fight, youwill find the letter. Any attempt to talkwith the cleric after getting the letter byparlaying or after being thrown out, willresult in the fight listed above.

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You come upon alone cleric . Youcan either threaten him or let himgo . Ifyou let him go, he will be grateful toyou for as long as it takes him to getout of the room; then he will beginyelling for the guards. If he gets out youwill have many more random encoun-ters to deal with . If you threaten him,however, he will surrender andyou maytie him up to keep him quiet. In eithercase, you'll find useful information onscraps of paper.

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This is the inner temple. You cansee the altar at the far end of the room .As you enter the inner temple, you arejumped by six baaz draconians. If youdefeat them, you will hear a priest fromthe altar area.

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This is the main altar ofthe Templeof Throtl . You enter upon adark cere-mony that is attempting to convertbrass dragon eggs into draconian war-riors. The attempt fails and the eggsexplode, killing many of the acolytes . Acleric will spot your party and blameyou for the failure, taking you into avicious combat . This is adangerousfight and will take careful planning towin. Youare up against an evil curate,three black-robe mages, two clerics, andfive baaz draconians . If you win this bat-tle, you will gain 1000 extra experience

points each, as well as a treasure con-taining 350 steel pieces, one gem, aPotion of Extra Healing, and a +1 flail .

In order to be successful in this fight,you will need to use your Sleep andHold Person spells wisely . Sleep theenemy quickly as they will cast manydangerous spells on your party. If youneed to damage an enemy spell casterbefore he casts a spell on you, useMagic Missile spells to hit him instantly.Having protection spells active whenyou enter here (such as Bless) is not abadidea either. No matter what, it is agood idea to save your game beforeentering this combat, as the enemyspell casters make it a very dangerousand unpredictable fight.

You will encounter an undeadpatrol here. Youmayfight or leave. Ifyou choose combat, you'll fight skeletons, zombies, and a pair of ghouls .These are former members ofCaramon's party, turned into undeadby the evil clerics.

You discover two clerics and fourbaaz draconians here . The clerics don'twant to fight, but the baaz will force theissue if you don't leave. You gain moreinformation if you win.

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Once you defeat the evil forces at#5, you will come upon a large party ofdraconians carrying brass dragon eggs.Five of them split off to stop you whilethe others flee .

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Until you defeat the priests at #5,this area is empty. However, once youclear the inner temple at#5, there is anevil curate here directing the activitiesof six zombies. You can fight, leave, orattempt to parlay . If you try to parlay,they will simply close the distancebetween their group and your party andthen attack . Ifyouwin this fight, youwill discover atreasure of 10 + 1 Arrowsand a Potion of Speed.

1 0 Theentrance to the Catacombs ishere . The draconians with the eggshave fled through here andyou mustpursue . You maynot enter theCatacombs until the enemy in the innertemple (#5) have been defeated .

11 This is an ambush . Acleric-ledundead patrol will attack you here . Thiscan be a costly ambush, as the clericgets to cast aHold Person spell beforeyou can act. Make sure you have aDispel Magic spell prepared on one ofyour neutrally-aligned clerics . This willallow you to free your frozen charactersfrom the Hold Person spell.

C. Throtl CatacombsSynopsis : You have discovered thattheenemy is still attempting to convertdragon eggs into draconians. You mustnowenter the Catacombs andscour itclean of enemyforces, and discover asmuch as you can about Myrtani'ssinister plan .

Goals: You must find out more aboutMyrtani's plan and capture any cachesof good dragon eggs that you can. Thenyoumust return to the Outpost with theinformation and eggs so that the com-mander can decide what to do next.

Note: You will encounter white dragonsat encounter #20. Be sure you go backto the Outpost to recuperate and trainbefore trying to complete theCatacombs. You should use the Wandof Ice Storm gained in room #6 todefeat the many large encounters youwill face in the Catacombs. Also, don'tforget that the Resist Cold spell willallow your party members to betterstand up under the effects of the wandif you are caught in a confined space.

Be warned that there are many difficultrandom encounters in this area . Youshould save your game often and neverpass up an opportunity to rest andrecuperate spells and hit points .

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C. THROTL CATACOMBS

Whereyou canrest: You may rest inroom #6 for an unlimited amount oftime . Otherwise, youmay rest anywherebut have a good chance of being detect-ed and attacked if you rest for morethan a short time. You can probably per-form aFIX or memorize a few spells .

RANDOM ENCOUNTERS:Your party will be beset by as many aseight random patrols here . Thesepatrols contain the same monsters asthose in the temple area above. Youshould be very careful to keep yourspells memorized and your hit points atmaximum. Use room #6 as a base forresting to regain spells and hit points .

Wall

Archway

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If you return to the Temple of Throti,the patrols will reset and await yourreturn .

MAP LOCATIONS :1

Entrance/Exit. This leads to andfrom the Temple of Throtl .

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Fighters attack you here in anambush . Youface several warriors andtwo black-robe mages. No matter whatyou do, the commander of the defend-ing forces will send word to warn therest of the Catacombs of yourapproach.

A cleric is frantically trying todestroy some papers here. He is guard-ed by a number of undead servants . Ifyou defeat him and his servants, youwill gain more information on what ishappening here.

You surprise seven baaz draconi-ans trying to carry dragon eggs out ofthe room .

Agroup of monsters is surprised bythe sudden appearance ofyour party.You face five warriors, two clerics, and ablack robe mage arguing about theeggs . When they discover you, you mayattack or flee . If you flee, however, theywill be waiting for you the next time youenter the room . When you defeat them,you will gain a map to Dargath Keep .

This is another fight with several enemyspell casters. Use your ranged weaponsand spells to knockout the black-robemage quickly. If their mage Charmsone of your party, use a Charm Personor Dispel Magic spell to bring him back,orjust cast Hold Person on thecharmed party member. Don't be afraidto cast your spells, as you may rest foran unlimited amount of time in thenext room at #6.

Here you discover afabulous trea-sure containing 500 steel pieces, twogems, a +2 hoopak, a Potion ofInvisibility, aWand of Ice Storm, and apair of Bracers AC6. The Wand of IceStorm is the most important magicitem you get here and should be usedin several of the fights in theCatacombs, especially #20. Also, thisroom is secure so youcan rest as muchas necessary to get your spells back tomaximum. Rest enough so that themoons cycle to your favor and thenproceed with maximum bonus spells .

Here you are attacked by severalskeletons andgiant rats .

This room is an old broom closet.There is nothing of value to be foundhere .

If you search here you will find asuit of +1 Chain Mail .

10 If you search here, you will beattacked by many skeletonsand evenmore giant rats .

11 There is an ambush here . You willenter and notice a whirling pattern oflights . If any of your characters makean intelligence roll, you will recognizethe lights as an illusion designed to dis-tract you while the enemy forces movein for the kill . This character will awak-en the others (and gain 500 experiencepoints for noticing the trap) and you willbe able to fight without penalty. Ifyouare mesmerized, however, you willhave asevere penalty assessed againsteach character's movement, THACO,andAC for the rest of the combat .

This is a very tough battle, even if youare warned . You will be up against fivebaaz draconians, four warriors, fourhobgoblin leaders, and two black-robemages. If you take out the black-robemages before they can Charm one ofyour party members you'll have noproblem here . However, if you let themcast their spells, you'll be in for a toughfight. Use your wand if you have to inorder to win this one, because the trea-sure to be gained is tremendous.

If you are victorious, you will gain 1000experience points per character, as wellas a treasure of six gems, three jewelry,a Potion of Healing, and a Ring ofProtection +1 .

12 You overhear aparty of enemytroops complaining about having tomove the eggs. They are also spreadingthe word that agroup of good adventur-ers is on their trail .

13 You meet up with the party that youoverheard at # 12 above. You will haveto fight six warriors, four baaz draconi-ans, a cleric, and a black-robe mage. If

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any of them successfully run away fromthe battle (and they will try if you arewinning), you will have to fight manymore monsters before reaching the endof the catacombs.

Once again, don't underestimate thedanger that the spell casters pose . Ifthey are allowed to cast their spells,you will probably lose the combat .Make sure you cast at least acouple ofSleep spells to reduce the number ofactive opponents.

14 If anyone escaped from the battleat #13 above, you will have to fight fourwarriors, three baaz draconians, andtwo black-robe mages here. Again, takeout the enemy spell casters as quicklyas possible.

15 If anyone escaped from the battleat #13 above, you will meet a largegroup of hobgoblins here.

16 Another group of enemy forces isgathering here to stop you if anyoneescaped from the battle at #13. If youattack immediately, you will gain theadvantage of surprise . If you wait, theywill be ready for you. The forces youwill face include many hobgoblins ledby four warriors and four baaz draconi-ans.

17 This room is filled with brokenbrass dragon eggshells. You spot someenemy troops carrying sacks of eggs .They are running out of the room andinto the main caverns to the south.

18 You will hear footsteps to the westtelling you where to go . You will alsohear the sound of adragon roaring,telling you to get ready for a seriousfight ahead!

19 Here you catch up to the fleeingenemy troops. While many will continueon with the sacks of eggs, some of themwill remain behind to fight you. If youwait for them, they will advance up to

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you and attack . The enemy companyconsists of many hobgoblin leaders, fivewarriors, and two blackrobe mages.Don't let their spell casters get theirCharm Person spells off, or you will bein serious trouble. Don't advancetowards the enemy, but form a battletine instead. If you wait for the enemy,you can defeat the enemy fightersbefore having to deal with the mages.

20 The gate to the Overland is hereand is filled with hobgoblins trying toget out with the sacks of dragon eggs.When you arrive, you will be rushed byhobgoblins and a pair of white dragons.If you win the battle, each character willbe rewarded with 4000 bonus experi-ence points .

This is a very tough fight . Youmightwant to have your clerics cast ResistCold before entering this combat. Useevery spell at your disposal and don'tbe afraid to use the Wand of Ice Stormon the dragons. The dragons have avery good AC and are therefore difficultto hit. Thewand will hit them no matterwhat and is very useful .

21 This is a room filled with piles ofskeletons. There is nothing of valuehere.

22 There are old caskets and bones inhere. You will find your searching to befruitless.

D. GargathSynopsis : From Throtl you havelearned that the draconian forces arebeginning to rise once again. The mostdisturbing news is that they are onceagain attempting to create more evildraconians through the corruption ofgood dragon eggs. So far, they have notsucceeded. However, Myrtani's nameseems to keep popping up, and he mayhave learned the secret of the conver-sion! As you arrive at the second out-post, the towns of Gargath, Jelek, andNeraka are named as possible enclaves

D. CIARCIATH

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of evil . One ray of hope shines through,however. . . a Dragonlance is rumored tobe hidden in the Keep of Gargath. Thisweapon must not be allowed to fall intothe hands of the enemy.

Goals: You must find the entrance toGargath Keep and clear the town of evilforces .

Note: You should follow the instruc-tions of the resistance fighter youmeetupon entering the city . If youdo not,then you will have many more randomencounters and this part of the adven-ture will be much more difficult.

Where you canrest: If you did not fol-low the instructions of the resistancefighter at #2, then you will not be ableto rest anywhere but the inn.

KEYWall

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RANDOM ENCOUNTERS:Although the number of encounters inGargath is smaller (only seven patrols),the patrols are much more dangerous.They usually consist of evil fightersescorting thaumaturgists, elvishcurates, ogres, ghouls, elvish killers,and draconians. Although you couldrun into some weaker monster types,such as zombies and skeletons, thespell casters are very common here.

You should follow the resistance lead-er's instructions . If you do not, yourchance of having a random encounteris greatly increased.

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MAP LOCATIONS :1

This is the main gate to Gargath.This is inside the walls of the city andhas many holes in the ceiling for theguards above to attack through. Theguards here will ask what you aredoing here . You mayleave, attack, orclaim to be tradesmen. If you leave,you will return to the overland map. Ifyou claim to be tradesmen, the leaderof the guards will askwhat you trade.To be successful with this ploy, youmust then bluff your way past with ahigh charisma character. If the charac-ter is not successful in the bluffattempt, then you will have to fightyour way in . If you get in withoutafight, then you'll have to fight theguards on the way out, unless youhaven't engaged in anycombat in thetown (unlikely) .

Killing the guards is recommended, asyou will have to fight them eventually .The guards consist of four evil fighters,four ogres, and two elvish rogues. Therogues are by far the most dangerous(they are spell casters and will use theirCharmPerson spells on your party) andshould be dispatched first. Don't forgetthat even the highest level fighter canbe downed with a single Hold Personspell if he fails to save .

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You are methere by the leader ofthe Gargath resistance . He explains thathe has heard from Sir Karl andhasinformation for you. If you refuse to fol-low him, you will have much more trou-ble completing this portion of theadventure, so you should go with him.He will lead you into an adjacent build-ing and give you information regardingthe capture of Gargath Keep by draco-nians. He will offer you hoods to wearthat will disguise you to look like draco-nian troops . He will then direct you to#3 where you will gain additional infor-mation . You should take the hoods

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from him and do as he says-he is onyour side .

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This is the tavern . You can drinkand overhear information here . Payspecial attention to the first Tavern Taleyou hear.

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This room is a soldiers' barracks .You can attack, leave, or parlay onceyou enter. If you parlay the soldiers willoffer to allow you to leave if you givethem half of your money. If you refuseor attack, you will have to fight sevenelvish killers and four evil fighters ledby two thaumaturgists . This is a difficultfight as the thaumaturgists will bethrowing Lightning Bolts at your party.Eliminate them as quickly as possibleusing ranged weapons (arrows) orspells (Magic Missiles are good for this) .Don't forget that an enemy spell castermaynot cast a spell in a round afterbeing injured.

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You will meet the innkeeper here.He will direct you to rooms where youcan rest. You maybe interrupted in theinn, but your chances of resting undis-turbed are good .

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If you followed the resistanceleader from #2 above, you may resthere in safety. However, you may notrest forever.

In this room you will encounter agroup of human officers .

They will demand to know what unityou are from. Youcan either try to bluffyour waythrough or you can attackthem . If you bluff andanswer themwith 101, which you find out from thetavern, then you will get to eat with theofficers andyou can listen in on boringspeeches. You can then leave or attackIf you attack after dinner, you will getthe advantage of surprise . Either way,you should attack them because theyhave a treasure containing a suit of +1Plate Mail and a set of Gauntlets ofOgre Power, which increase the wear-er's strength to 18(00)!

The fight will be difficult, as there aremany spell casters. The three evil fight-ers provide excellent cover for the twoevil curates and the two thaumatur-gists. Don't lettheir spell casters gettheir spells off, or you will certainlyhave some party members go down .Use arrows or Magic Missiles to keeptheir spell casters at bay.

You will spot the draconian guardsahead at #9 here.

Draconians are guarding whatappears to be an empty wall . If you arenot wearing your hoods, you will beattacked immediately. Ifyouare wear-ing the hoods, you may either runaway, attack, or parlay. If you parlayeither MEEK or NICE, the guards willpush you away . Otherwise, they willattack. The fight is against four baazdraconians and three kapak draconi-ans. Be careful, as the kapaks can para-lyze you with their poisoned weapons.Cast a Bless spell before entering thecombat in order to increase your char-acters' resistance to paralysis .

10 This is the entrance to the falsefront of the Keep that the draconianshave added since they took over thetown. There is a secret door in theupper right corner of the room .

11 You will be attacked by five skele-tons, two giant snakes, and a evilcurate here . The giant snakes areVERYLETHAL, and if you still have some ofthe Neutralize Poison scrolls found inThrotl, use them on anyone poisonedby the snakes. If you beat the curate'scompany, you will find 500 steelpieces, three gems, and two items ofjewelry.

12 Ifyou have found the secret doorhere, agroup of draconians will pourout of the door. You will be attacked byfour baaz and three kapak draconians.

13 There is a secret door here .14 Another secret door is found here .If your party spots it a group of enemytroops pours forth. You will have tofight four baaz draconians and fiveelvish killers . The elvish killers carrytwo-handed swords, which are veryhandy weapons. Pick up one for any-one who needs a bigger weapon .

15 This is the real entrance to theKeep . It is heavily guarded by fourkapak draconians, three baaz draconi-ans, four thaumaturgists, and twoelvish rogues . THIS IS A TOUGH FIGHT!Make sure you save before trying todefeat these evil forces, as you couldvery well have trouble with them .

This is a fight that will require carefulplanning and execution. You shouldcast preparatory spells before goinginto the fight (including Prayer andBless, if you have them) and shouldeven consider using the Potion ofSpeed on your best fighter. This willallow you to hack your wayinto thethaumaturgists before they can begintheir lightning frenzy . Use CharmPerson spells to get one or two of themon your side andyou will have a mucheasier time of it .

16 This is the upper guard house. Ifyou attack, you will have to fight fiveogres, three evil fighters, andtwo elvishrogues . If you win and there are stillguards in the lower gate house, youmay attack them from here.

17 This is the top of the staircase tothe castle walls.

18 This is the bottom of the staircaseto the castle walls.

E. Clargath KeepSynopsis : You now have the map toGargath Keep which you found in theCatacombs of Throtl (see journal entry#72) . You must now try to find theDragonlance!

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E. C,ARCATH KEEP1st Story

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Goal: Find the Dragonlance and recov-er it for the forces of good.

Note: There is a secret door in thenortheast corner of the first floor ofGargath Keep . This door will allow youto get into the wilderness without going

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through the town of Gargath. Once youhave found the secret door, you mayenter the Keep either from the wilder-ness or by walking through Gargath.

Where you canrest: You may restsafely in room #13. Otherwise, youhave a fair chance of being discoveredif you tarry too long in one place.

RANDOM ENCOUNTERS:There are a total of six random encoun-ters in Gargath Keep. You will often runinto groups of draconians and ghoulsled by evil curates, so take care toremain ready for a difficult fight at anytime . There are also groups of giantrats, giant snakes, and giant centipedesthat will bar your way. Thegiant snakesare deadly and should be targets ofyour Snake Charm spells.

1

Youare attacked by the guards ofthe Keep . You must fight two kapakandthree baaz draconians, led by fourelvish killers . These are non-spell cast-ers but don't forget that the kapaks canparalyze you and that they leave acidpools when they are slain.

2'

This room is a barracks . Youcanbluff your waythrough, attack, or leave.Any option will lead to a conflict withfive evil fighters, two thaumaturgists,and two evil curates. Take out thecurates first, as they will try to holdyour party members.

3

You come upon a darkened roomwhere afigure is hunched over atablereading manuscripts. There are othershapes in the room . You can try toeavesdrop, attack, or go away. If youeavesdrop, you will hear some mum-bled words, but only fragments of thespeech will be intelligible. If you leave,you may come back later, but all otheroptions lead to battle . The opponentsconsist of a thaumaturgist and four evilfighters.

You come upon seven evil fightersdividing up some loot. If you defeatthem you get their treasure of gems,steel pieces, and jewelry.

5

This is another barracks wherethetroops are practicing their skills . They

will stop what they are doing and prac-tice their skills on you! Your opponentsare much like the group at #2 above.

This is the secret door to the over-land area.

You will find a filthy prisoner herewho manages to gasp out informationbefore he dies .

The Castellan of Gargath Keep isheld prisoner here. He will tell youwherethe Dragonlance is located andthen leave to restart his life after yourrescue. Youmust speak to theCastellan in order to find the secretdoor at #13 .

Four kapak draconians are stand-ing guard over the door to the south.You can leave ifyouwish, but they willattack if you tang too long.

1 0 You interrupt aconversion in pro-cess . The troops attempting the conver-sion will attack you. Their group con-sists of evil fighters, thaumaturgists,evil curates, and kapak draconians . Youwill have a difficult fight here. UseStinking Cloud spells to incapacitate asmany of the enemy as you can. Useyour Hold Person spells on their spellcasters before they do the same to you.

11 You will find several evil fightersplaying dice with some elvish killershere. You mayleave, attack, orjoin thegame . If youjoin the game, you willlose every round. If you leave and thenreturn, they will attack immediately. Ifyou attack first, however, you will gainsurprise on them . Either way, if youdefeat them, you will find 100 steelpieces and some gems and jewelry.Additionally, you will discover that thedice were loaded.

12 This room is filled with the dead ofGargath Keep . An evil curate hovers inthe background . When you enter, someof the dead will begin to animate. If you

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leave and then return, or if you wait,you will face many zombies, ghouls,and ghasts, as well as their master.

13 This is the normal location of theDragonlance. However, the Dragonlanceis gone! Two magical weapons were leftbehind, so it is obvious that the thiefknew which weapons were really valu-able . The swords remaining are aLongsword +1/+4 vs . Reptiles (includ-ing draconians) and acursed Two-Handed Sword of Berserking. Don'ttake the two-handed sword. You mayrest in this room as long as you like .

If you accidentally do take the two-handed sword and ready it, your char-acter will begin to attack your party aswell as the enemy. Cast Remove Curseon the character as soon as youcan.

14 You stumble on draconians andhumans packing up some dragon eggs,getting them ready for transport.Myrtani is here and carries theDragonlancel He is directing the troopswhen you enter. When he sees yourparty, he breaks for the stairs in thesouthern end of the room . His troopswill try to stop your pursuit as Myrtanileaves . His minions are numerous anddangerous, so be prepared for manyfights. Saving your game prior to thisroom is recommended.

15 Myrtani will taunt you from the topof the stairs here . He then orders moreof his minions to attack you. You mustdefeat many baaz and kapak draconi-ans to continue the chase.

16 More kapaks attack to slow youdown.

17 Yet another wave of draconians willtry to stop you again.

18 Myrtani, having reached the roofahead of you, thanks to the delayingefforts of his minions, has jumped onto

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the back of a large red dragon . Helaughs as he heads into the sky. As anafterthought, Myrtani orders a trio ofblack dragons to attack you while heescapes. If you defeat them, you willgain 5000 bonus experience points .

E JelekSynopsis: Jelek is one ofthe townsthat has been taken over by the forcesof evil . You are required to explore thetown and find out the temper of the citi-zens . Sir Karl has also requested thatyou find for him a silver rose that growson a bush in the burial grounds ofJelek.

Goals: You must find the office of SirLebaum, retrieve the silver rose, andexplore Jelek to learn what is going onthere.

Note: You must finish all of Throtlbefore the Jelek encounters willbecome active . If youhave not done soandyou enter Jelek, it will functiononly as asimple merchant town, withrather high prices.

At various points throughout the town,you will spy a shadowy figure followingyou. This is Mysellia, a female thief whois part of the local resistance . She willhelp youwhen you are ambushed at #7(or # 12). She will also tell you of theoneplace youmayrest safely (if you letherjoin your party after theambushcombat is over) .

No matter what you do, Skyla willjoinyour party when you enter Jelek. Hewill come back even if dropped fromthe party until you discover his true pur-pose at #7 (or #12).

Whenever you have a randomencounter in Jelek, Skyla will leaveyour party only to return shortly afterthe battle . The random encounters varygreatly in danger level. You should saveoften and try to get to the ambush at#7 as quickly as possible so that youcan gain the password to the safehouse

F JELEK

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at # 11. You can then rest there and pre-pare for your foray into the graveyard.

Where you can rest : You may rest onlyat # 11. If Skyla is with the party, youmaynot even rest there. You may notrest anywhere else safely, with or with-out Skyla.

RANDOM ENCOUNTERS :There are five random encounters to befound in Jelek. If you leave the city,these patrols will reset and be ready foryour return .

If you have an encounter in Jelek, it issure to be dangerous. You willencounter evil fighters, elvish curates,thaumaturgists, and elvish rogues. Asmany of your opponents will be spellcasters, you should use any mass dam-age spells you have (Fireball, Ice Storm,Lightning Bolt) as soon as possible todamage as many of your opponents as

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you can. Use arrows and Magic Missilespells to keep aconstant bombardmenton their spell casters. If an enemy spellcaster is badly wounded, try to finishhim off so you'll have one less threat toface.

MAPLOCATIONS:1 $

When you enter Jelek, you will beforced to accept Skyla as an escort,supposedly to protect you from any evildoers in town . In reality, of course, theescort is to lead you into an ambushand keep youaway from the burialgrounds. Skyla will leave whenever arandom encounter occurs and willinterrupt you whenever you try to rest.He will leave just before the ambush heleads you to .

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This is the inn. You may not resthere.

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3

The tavern is here . You maydrinkand listen to local gossip . The tales mayor may not be true, however.

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The armory sells weapons at veryinflated prices . You can purchase com-posite bows here (they have a muchgreater range than normal short bows)for your warriors. The composite bowsare expensive, but worth it.

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This magic shop is the first oppor-tunity to purchase certain magic items,but the prices are VERY high . However,if you can afford a Wand of MagicMissiles, it will prove quite useful forhitting enemy spell casters.

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This is the entrance to Skyla'sambush site . Make sure you savebefore entering #7 .

Here you are ambushed by Skyla'scohorts. He reveals that he has beensetting you up the whole time and thenhe leaves Jelek to report to his superi-ors that you are taken care of. This is avery difficult fight, even with the addi-tional support of Mysellia, the femalethief described in the Notes section.

The combat is against six evil fighters,four elvish rogues, and three evilcurates. With seven enemyspell castersfacing you, you must be prepared tocast every offensive spell you have, asquickly as you can. Use preparatoryspells before entering this combat, suchas Bless and Prayer. Having acharacterwith lightning Bolt memorized will helpyou greatly as you could move that char-acter to the endof the enemy line andzap many of them at once . Don't hesi-tate to use your magic items here .

A good tactic in this fight is to use aWand of Magic Missiles (or several, ifyou have them) to injure the enemyspell casters before they can cast theirdeadly Hold Person and Charm Person

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spells on you. If you wish, you can havethe Kender in your party sacrifice him-self to save the party by taunting theenemy. This will cause enemy spellcasters to target their lightning Boltand Magic Missile spells on the Kender,saving your spell casters from the dead-ly effects of those spells .

Once you defeat Skyla's minions,Mysellia will offer tojoin you. Acceptingwill gain you some information aboutSir Lebaum, as well as a good compan-ion for your exploration of Jelek

This was Sir Lebaum's headquar-ters while he was in Jelek You will findinformation that he has left here .

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You will meet an old gravediggerhere. If Skyla is with you, the gravedig-ger will leave. If Skyla is gone, thegravedigger will tell you of the strangethings that have been going on in thegraveyard since Sir Lebaum came totown .

1 0 This is the entrance to the safe-house. If Mysellia is with you, the guardwill escort you to a room where youmayrest. If she is not with you then hewill ask for the password (the passwordis RUMOR) . If Skyla is with you, theguard will not appear.

11 The safehouse. If you don't haveSkyla with you, you may rest here aslong as you wish.

12 If Skyla is not with you and youhaven't defeated his minions at #7,then Skyla will rejoin your party hereand insist that you not go into thegraveyard. If you insist on going in, thefight at #7 will occur here (including theappearance of Mysellia).

13 You will find a silver rose bushhere. However, as you pick a rose,three black dragons will attack you.They are quite dangerous and can killparty members. Don't have yourKender taunt them as they may killhim. Make sure you use mass effect

spells (Fireball, Lightning Bolt, andStinking Clouds) to kill them quickly.

14 In order to reach the exit at # 15,you must defeat agroup of undead inthis room . They include several zom-bies, two ghasts, and two ghouls. Youwill gain valuable treasure if you defeatthem in the form of a Scroll ofProtection vs . Dragon Breath, a Wand offireballs, and a Periapt of Proof vs .Poison . These are some of the mostimportant magic items you will find.The scroll will be vital later and the pen-apt will really help against giant snakes .The wand is simply wonderful as aweapon of mass destruction.

15 This is the back exit from Jelek.

16 These are locations of undeadforces . They will vary in number andtype, but all are dangerous. Don't forgetthat ghouls andghasts can paralyzewith a single touch!

G. Tomb of Sir DargaardSynopsis: This mission will getassigned to you at the second outpostafter you finish Throtl and either com-plete Gargath, or exit andreenter thesecond outpost six times. You maycomplete this mission at any timebefore completing Sanction . You don'thave to finish it immediately.

Note: Thetomb is a test of TrueKnighthood . If the party has no knightin the party, it cannot succeed here.The spectral minions that guard thetomb will attack anyone who shows dis-honor. If the minions consider the partydishonorable, there will be a combat atevery number listed below, instead ofthe listed encounter. The party canretake the tests at a later time.

Goals: To regain the magic items of SirDargaard and put his soul to rest.

Where you can rest : Nowhere untilyou have reached Sir Dargaard's spirit .Then, you may rest anywhere but willoften be interrupted by draconian

invaders . However, you mayleave theTomb at any time to rest or train, andthen re-enter.

RANDOM ENCOUNTERS:There are no random encounters in thetomb until you have either offended theminions or spoken with Sir Dargaard . Ifyou have offended the minions, youwill occasionally encounter groups ofhostile spectral minions (8-14 of themin each group) . If you don't offend theminions and youspeak with SirDargaard at #8, the draconians willpour into the tomb. You will encountergroups of two or three kapak draconi-ans led by one or two bozak draconi-ans.

MAP LOCATIONS :

1

The entrance to the tomb is here inthe center. Ibis is the only way back tothe wilderness .

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You will find a pile of dead draconi-ans here.

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Aspectral minion will bar theparty's way until it has passed the testsof Honor, Battle, and Fear.

4

Aspectral minion will confront theparty here and ask aquestion that onlyaknight can answer. If anyone but aknight is selected to answer the ques-tion, he will fail . The party can retreat ifhe fails . If it refuses to do this, it will beconsidered dishonorable and the partywill lie attacked .

5

Another minion will ask the party aquestion that again only a knight cananswer. Answering correctly means thatthe party has passed the final test, thatof knowledge. The party will be able toenter the crypt after finishing this test .You must select a knight to answer thiscorrectly .

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You will hear sounds of someonefollowing you at this point.

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Q . TOMB OF SIR DARQAARD

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This is the entrance to the finalcrypt. The door can only be entered ifthe party has passed all of the tests.

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This is the main crypt. After theparty has spoken with Sir Dargaard'sspirit, it will be rewarded with all of SirDargaard's magic items (including a +2Longsword, a Girdle of Giant Strength,and six suits of Solamnic Plate that onlyknights may use) . Sir Dargaard will thenheal the entire party before he leaves.

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This is the entrance to the test offear.

10 The first test of fear requires theknight in the party to step through aring of fire, losing more than half hishit points in the process. Anyone elsewill be seriously hurt and won't passthe test.

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11 Here you again hear sounds ofbeing followed .

12 This is the second ring of fire andagain requires that the knight stepthrough. Theknight will lose all but oneof his hit points when he steps through.If a character other than a knight doesthis, he will be seriously injured andwon't pass the test.

13 You begin to feel the time in here .The air is stagnant . . .

14 You hear avoice here say thatdeath is better than fearing death. . .

15 This is the last ring of fire . If theknight enters this ring, he will behealed completely and will pass thetest. Other injured parties will be leftinjured. . . this test is only for knights.

16 This is the entrance to the test ofhonor.

17 Here you are faced with achance tohelp the downtrodden. You maychooseto give nothing, money, life, items, or allthree. Choosing moneycauses allmoneyto be lost . Choosing itemsremoves nearly all items from the party(a poor choice as those items are large-ly irreplaceable) . If you choose life, arandom character will be injured greatly(put to dying status). You must heal thatcharacter immediately or death will fol-low. If youchoose all three, you willlose some money, some of your items,and will be spared loss of a life .

No matter whichyou choose, as long asyou don't choose "nothing", you willhave passed the first portion of the testand may proceed.

18 You again notice something follow-ing you, from the corner of your eye,only to turn and fail to spot it .

19 This is a checkpoint where the min-ions will stop you from leaving with theswords from #20. If you try, you will beconsidered dishonorable and will beattacked.

20 Here you will be confronted by aspectral minion with two swords . Youare asked to take the sword on theright . If you do so, which you should,you will gain a +5 longsword. The otheris a cursed berserker and you will beconsidered dishonorable if youtake it.You may not continue past here unlessyou take the right sword.

21 Again you feel you are being fol-lowed.

22 The party will see images of a manin battle who needs aweapon . If yougive up the +5 longsword, you will passthe test of honor. If you don't it will betaken from you and the spectral min-ions will attack you for your dishonor. .23 This is the entrance to the falsetreasure rooms. When your party entersyou will be asked to take nothing.

24 This room is filled with illusorygems andjewelry. If someone takesthem, that individual will be bitten by ajeweled serpent and may die. Also, youwill be considered dishonorable by thespectral minions, as you failed to followtheir instructions to take nothing.

25 You again feel that you are beingfollowed .

26 Here you see illusory weapons andarmor. Taking them will cause the spec-tral minions to attack.

27 Illusions of steel and iron pieces fillthe room . The illusion hides a spikedpit that your party will fall into if you tryto take the illusory money. Trying tosteal the money causes the spectralminions to consider you dishonorable .

28 This is the entrance to the Test ofBattle. The Test of Battle is the mostdifficult and is quite dangerous.

29 Again you feel as if you are fol-lowed.

30 Aroof collapse on you, causing theparty to lose over half of its hit points .You will then be confronted by undead .If you refuse battle, you will fail the Testof Battle . The fight is against four skele-tal knights. The knights are very difficultopponents to defeat as they cannot beturned by anybut the highest level cler-ics, which you probably won't possessby this paint. You must defeat theknights in melee combat . Rememberthat skeletons are quite resistant toan*ows andswords. Maces are the bestbet for defeating the knights (or anymagical swords you may possess) .Flails and Hoopaks are also good forcombating these creatures. Don't forgetthat Sleep, Charm Person, Hold Person,and Stinking Cloud spells won't affectthese monsters .

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Make sure you save the game beforethis fight. Retreating the party on thetactical map through the entry doorwaywill allow you to surround and moreeffectively combat these monsters .Make sure that your clerics cast CureLight Wounds spells before the enemycloses the distance to your party.

After the fight, you mayfind that yourbest option is to exit to the Overland inorder to heal and memorize spells.After doing this, save thegame andthen reenter theTomb to continuefrom where you left off.

31 Here you will be confronted byunintelligent monsters . If you flee thisfight you will be unable to complete thetest of battle until you return anddefeat the monsters . When you docombat the creatures, you will facegiant rats, giant centipedes, andmobats . If you have any Sleep spellsmemorized, they work well against thegiant centipedes and giant rats .

32 This is the final test of the Test ofBattle . You will face agroup of fourundead dragons. They can't breathe onyour party, but they can bite andclawfor substantial amounts of damage andthey cannot be turned. Use Fireballs toweaken them and then kill them inmelee combat.

In order to maximize your combat abili-ty, it is suggested that the character withthe +1 Flail be given the Gauntlets ofOgre Power to give the highest chanceof scoring a hit on the monsters (thusdoing lots of damage, since flails do fulldamage against these monsters).

H. Ogre BaseSynopsis: This mission will be given tothe party the first time it reenters thesecond outpost (the one between Jelekand Gargath) after receiving the tombmessage. The Ogre Base mission is one

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of both combat and diplomacy. Thefirst time the party enters a building it isconfronted by an aged ogre who willgive the party vital information about aplanned assassination of the ogre lead-er, Gravnak. You do not have to com-plete this mission before going on andcan return at any time to it before youfinish Sanction .

Goal: The party should try to convincethe ogres that there is an assassinationplot and then form an alliance withGmvnak against Myrtani.

Note: Fighting should be avoidedwhere possible . The old ogre will givethe party a secret sign that will permitthe party to parlay its way past patrols.

Whereyou can rest: You maytry torest in any building, but there are noguarantees that an ogre patrol won'tinterrupt you.

RANDOM ENCOUNTERS :There are eight random encounters(ogre patrols) within the walls of theogre base . Once you eliminate them,you will have no more random encoun-ters unless you leave the ogre base andthen return . Returning to the ogre baseresets the patrols and youmayfind upto eight more patrols.

The only monsters to be found in therandom patrols are ogres. The patrolsmay be parlayed with if you have spo-ken with the old ogre (see Note above)and the alarm has not sounded.

MAPLOCATIONS:

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This is where the party enters thebase . It should immediately enter oneof the nearby buildings where it willmeet the old ogre. The old ogre willgive the party vital information.

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There are manor guards here. Theywill let the party pass if it has visitedthe old ogre and learned the secretsign. They will mention that the otherassassins are in the northwest rooms.

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The ogre leadership is holding ameeting here. The party can retreatwithout being noticed. If it attacks,there is no chance of an alliance . . . sodon't do it. The assassins will evenarrive and thank the party for doingtheirjobs .

If you greet the ogres and have no evi-dence, your party must fight someguards. Morog will try to use the distrac-tion to try to assassinate Gravnak, sothe party will have a chance to save theogre leader. If the party has the evi-dence found at #8 below, you may fightwith Gravnak against Morog.

If the assassins are still alive, they willattack the disorganized forces and yourparty at the same time . Youshould see# 15 below for tips on howto combatthe assassins.

After all fighting is completed, the partyshould go with Gravnak to forge

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alliance plans. This will help the partyin a later portion of the game (Kernen) .Theparty will then be escorted out. Ifyourefuse to ally with the ogres, youwill be escorted out but won't get helpin Kernen.

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This is Gravnak's office where hewill forge an alliance with the Knights ofSolamnia .

5

Here you will find a dining hallfilled with slaves. The slaves will fleeupon seeing the party.

Women slaves are cleaning thiskitchen. They will be fearful because ofthe rumors of an assassin team in thebase .

This is simply a food storage area.

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Here are Morog's offices andguards . The guards will attack the partyto prevent its entry. If you defeat them

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you will find evidence implicatingMorog inside .

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In Morog's bedroom the party willfind 8,000 steel pieces if it searchescarefully.

1 0 The ogres' barracks are locatedhere. The sergeant will mistake theparty for the assassins and will tellthem to get out of the barracks and getback to their room to the north.

11 A fearful ogre hides under the bed.He will tell the party of the assassinteam's location (# 15).

12 Here you will find some ofaravnak's personal guard.. . or at leasttheir corpses. They have been mur-dered by the assassin team .

13 These are guards protecting theassassin team . You can bluff your waypast, but will have to fight this groupanyway when you are confronted by thenext group. Your party should just elimi-nate them on the way in .

14 These guards already know that theassassins are here and will attack yourparty on sight. If you bluffed your waypast # 13, the ogres there will respondand attack as asecond wave .

15 This is where the assassins arelocated. WARNII`I(1: This is a very diffi-cult fight and is the party's firstencounter with an aurak draconian.You should most certainly save thegame before entering this fight . It isstrongly recommended that you castany preparatory spells you can beforeentering this fight. Cast Bless, Prayer,and maybe even Haste before going in .If you don't have more than twofireball spells memorized, you shouldbe prepared for a long and costly fight.Make sure you read the section at theend of this cluebook on how to fight allthe types of draconians before enteringthis fight.

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Note that if you have already fought theassassins at #3 above, you will nolonger find them here .

I . Southern OutpostSynopsis : You will hear of the prob-lems at the Southern Outpost the nexttime youreenter the second outpostafter being told of the Ogre Base . Thisoutpost has been taken over byJadefang, agreen dragon, and his forceof humans and draconians . The realguards were surprised and captured bythis force and most of their leaderswere killed . Sivaks have shape-changedinto the forms of those leaders andassumed their positions. This outpostwas taken over to allow free movementof the evil forces between Neraka andSanction . Additionally, the outpost isoften able to gather information frommessengers . . . like you.

Goals: You must rescue the hostagesand free the real guards. Once you'vedone this, you should slay the dragon,thus freeing the outpost.

Note: Once you fight the draconianforces in this outpost, unless youattacked the secluded group at #8 or#10, you will set off an alarm. This willlock the doors to the outpost so youcan't leave (until you free the outpost)and will cause all guards to attack youon sight.

The groups of guards you willencounter during your wanderings willvary considerably in size and powerlevel. The only thing you can be sure ofis that all of them will have a sivak dra-conian leading them and will have atleast six evil champions with them .Don't set off the alarm until you abso-lutely have to!

Where you can rest: Ifyou are notindoors, you will not be able to rest. Ifyou are indoors, you will only be ableto rest for a short while. If the alarmhas been sounded, you will be attacked

I . SOUTHERN OUTPOST

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if your rest is interrupted, otherwise youwill just be bothered.

RANDOM ENCOUNTERS:There are an unlimited number ofpatrols here, but they vary considerablyin power level. The six different typesof patrols you can encounter here are:

1) One sivak draconian and six evilchampions

2) One sivak draconian and eight evilchampions

3) One sivak draconian and ten evilchampions

4) One sivak draconian, eight evilchampions, andtwo evil curates

5) One sivak draconian, eight evilchampions, andtwo thaumaturgists

6) One sivak draconian, six evil cham-pions, two evil curates, and twothaumaturgists

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Once youhave freed the real guardsfrom #7, the patrols will be kept busyfighting the real guards.

MAP LOCATIONS :1

This is the front gate . Several differ-ent things happen here depending onwhen you visit . If you are entering forthe first time, you will be escorted tosee the Commandant . After speakingwith him, you will end up at #2.

If you have been inside before, but thealarm hasn't yet been sounded, thenyou will simply get watched here .However, if you show up here after thealarm has been sounded, you'll be con-fronted by draconlans . If youchoose toparlay or attack, you'll end up in battlewith a large number of draconians(smaller if you have freed the real

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guards at #7). Either way, there are anunlimited number of draconian encoun-ters here until you free the outpost. Youcan't get out this way until Jadefang isdead .

2

This is where you are depositedafter seeing the Commandant.

3

This is the front desk of the inn.The innkeeper will greet youand directyou to #4.

4

This room is occupied by arealguard who is hiding from the draconi-ans. He asks you to listen to his story. Ifyou do so, he will give you valuableinformation and a mapto the town (seejournal #13) . Additionally, the party willbe awarded 1000 extra experiencepoints per character! If you choose toturn him in to the draconians, he willbabble about howyou have doomedthe town . If you enter here after thealarm has been sounded, you will auto-matically listen to him.

5

This secret door can be found bysearching. It leads to the prison ante,room at #6 . The door is marked clearlyin the map that the guard at #4 givesyou.

6

The prison anteroom is here . Yousee the former guards locked in cells,unable to escape .

7

These prison cells are occupied bythe remnants of the real outpost guardforce. They tell you howthey were cap-tured and will gladly help you once theyknow their children are safe . Their chil-dren are being held in # 10 and the dra-conians will slay them if the guards tryanything . Once you have freed the chil-dren and returned here, the guards willcharge out of the secret door andattack Jadefang's forces . This will havethe effect of reducing the size of enemygroups you encounter.

If you free the former guards, the partywill be awarded 3000 bonus experi-ence points per character.

8

This is a poorly placed guardpost.You can attack it without setting off thegeneral alarm. This is the only way intothe north end of the outpost that won'tset off the general alarm.

9

This corner is where the party firsthears the voices of the children . Youdetermine that they are directly to thenorth.

10 This house has been converted toa barracks. The children you seek arebeing held here . When you kill the dra-conians and free the children you willbe given amap to the prison (unlessyou have already visited the prisonersat #7). You will gain bonus experiencepoints for freeing the children .

11 This is the back door to theCommandant's office. You mayget anopportunity to listen in on theCommandant and gain valuable infor-mation about Myrtani's plans (5000bonus experience points per charac-ter) . If you choose to attack instead,you will gain surprise on theCommandant and his forces.

Here you will face many evil championsled by a sivak, two evil priests, and twoenchanters. They are extremely power-ful andyou should use Fireball and IceStorm spells to reduce the enemy spell-casters as quickly as possible .12 This is the door to the main bar-racks. You get awarning here that youare about to face a major battle . Youshould most definitely save the game atthis point. The next battle is the mostdifficult you are likely to have faced inyour young career. The forces at #13are quite capable of wiping out anunsuspecting party.

Additionally, you should cast preparato-ry spells before entering the next room.The most important ones are Haste and

C

Prayer. Haste is very important as it willallow you to actmuch more rapidly andthus reduce the enemy firepowerbefore they reduce the party to ash.

13 This is the m,1jor battle for theSouthern Outpost. Jadefang waits herewith his company. You will face agreendragon (Jadefang), four sivak draconi-ans, and many evil champions. Whenyou defeat them, you will be given thetreasure from #21 below (ifyouhaven'talready recovered it) . In addition, you'llreceive a substantial amount of money(Jadefang's personal cache) and a Maceof Disruption . The mace is very usefulfor defeating undead and should defi-nitely be kept.

Don't hesitate to fire off every spell youhave in an effort to eliminate Jadefangbefore he can breathe. If he breathes,you may lose characters quickly.

14 This is the front door to theCommandant's office . If you enter theCommandant's office in this way (asopposed to through #11), you will beattacked by his forces immediately. Youwill face the same group that you wouldhave faced at #11 . If you've alreadydefeated the Commandant, there isobviously no encounter here .

15 These are empty houses being usedas barracks by the draconian army .16 These are the other two rooms inthe inn. They are unoccupied unlessyou've not had the encounter at #4, inwhich case you will meet the formerguard here.

17 The bar is a place whereyoucanget relaxation and even liquor. If youget drunk, you will end up at #4 above.18 This was the outpost armory . It isnow emptyand has been ransacked.19 This wasthe general store. It isalso empty.

20 This wasthe outpost's armorer'sshop . There is nothing left here of anyvalue.

21 The storeroom is guarded, but hasvaluable equipment within . If you'vealready defeated Jadefang andreceived the treasure from here, you'llfind nothing.

The treasure here consists of twomagic-user scrolls and a Potion of ExtraHealing.

22 This is a gate house. There are dra-conians waiting inside to ambush you.You will be surprised by them when youenter. (Save before entering.) If youdefeat them, you will gain 1000 extraexperience points per character forovercoming the ambush.

23 There are many guards here play-ing cards. If the alarm hasn't been setoff yet, they will wait for you to leave. Ifyou do not, they will attack. If the alarmhas already been sounded, they willattack immediately.

24 These are the outpost's guard tow-ers. They are occupied by many evilchampions, enchanters, and evilcurates. If you enter one of the towersafter the guards have been freed, youwill find a melee in progress here.25 These are standard guard posts. Ifthe alarm has been sounded, they willattack immediately. If the real guardsfrom #7 have been freed, the draconi-an guard will be occupied fighting thereal guards you freed.

26 Thesign to the ifn.

27 Thesign to the tavern .

28 Thesign to the general store.29 The sign to the armorer's shop .

30 The sign to the stable .

31 This is an alley where you end up ifyou flee from a fight at # 1 .

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J . Neraka City and BaseSynopsis: Once you have finishedCrargath andJelek andhave receivedthe message about the SouthernOutpost, the next time you enter thesecond outpost you will be told of SirKarl's kidnapping. The next time youvisit the Commandant's office after thekidnapping, you will be confronted byMaya Sir Karl's love, and asked to gowith her to Neraka. If yougo with her,she will take you to Neraka City andguide you to the hidden base there.You should go with her (but read thenote section below).

Goals: You must rescue Sir Karl andanyone else held in the evil prisonsthere.

Note: Before yougo with Maya, youshould take advantage of the Inn, theHall, and the Armoury. Once you enterthe Commandant's office after the kid-napping, you will be unable to train orrest before going to Neraka.

Maya is actually a silver dragon whopolymorphs herself into a human. Sheis indeed Sir Karl's love and is trying tofree him. She will reveal herself to youafter the first fight in which sheappears. She is very powerful in com-bat and will probably have no troublewith the draconian guards . She willleave the party if you try to leave with-out Sir Karl and will leave once you findhim. You should try to allow Mayaaccess to the monsters as she will dealwith them much more effectively thanthe party can.

If you enter the prison and find outabout the slaves there and then attemptto leave without freeing them, you willbe warned that they will be slain if youdo this . If you do it anyway, they will bekilled and you will be chastised.

Where you can rest: You mayonly restin Neraka City (not Neraka Base) andmay be interrupted at any time . Thereis no safe place to rest in Neraka.

RANDOM ENCOUNTERS:There are a maximum of nine randomencounters in Neraka City and Base .These encounters reset every time youleave and then reenter the city, so ifyou defeat all nine random patrols andthen leave the city, a newset of ran-dom patrols will be waiting for youwhen you return .

The random encounters are differentdepending on where you meet them . Ifyou are outdoors in the city during theday, you will meet baaz draconians,bozak draconians, kapak draconians,evil fighters, and thaumaturgists . Thecity encounters that are at night orindoors will consist of mobats, giantcentipedes, andgiant rats . The randompatrols in the base will be comprised ofexclusively draconians.

MAPLOCATIONS:1

This is the main entrance to thecity . If you came with Maya, you willenter instead at #2 below.

2

This is the back entrance to the citywhere Maya leads you. If you didn'tcome to Neraka with Maya, you willinstead enter at # 1 above.

3

The main entrance to the secretbase . This door mayonly be openedafter Sir Karl has been kidnapped.

4

Here you find amonster lair inhab-ited by mobats and giant centipedes .

Note: Areas #5 through #15 are in thesecret base .

5

After opening the door to thesecret base, you are confronted bybozak and baaz draconian guards. Thebozak draconians are spell casters andwill explode when killed, so don'texpect to escape without damage.

J . NERAKA CITY & BASE0123456789101112131415

Maya should kill them if you let her atthem . Don't forget that Maya can breathfor tremendous damage .

6

Another guard post . This one isalso occupied by baaz and bozakdraconians. The bozaks will cast LightningBolts as quickly as they can, so don'tlet them cast if you can help it.

Sir Karl is found here, dragginghimself up the stairs. He will ask theparty to rescue the slaves held below inthe prison andthen die at the party'sfeet. If the party leaves after getting thismessage but before rescuing theslaves, the slaves will be killed .If Maya is here, she will take the bodyof Sir Karl anddeclare vengeance onMyrtani. She will then leave the party.The stairs to the south lead down to theprison level.

KEYWall

Door

9 Stairs Down

Impassable

8

This room is a barracks filled withmore baaz and bozak draconians. Theywill defend their home viciously.

The draconian guard captain, abozak, is here with some of his troops .The troops will attack immediatelywhen you enter.

1 0 A bedroom, formerly the guardcaptain's, lies before the party. Nothingof value is to be hadhere .

11 You find a storehouse filled withrotting stores . Again, nothing of worthis here.

12 The mess room is occupied bybaaz andkapak draconians . They pre-pare to make astand here against you.

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13 You find many useful papers here .This former meeting room provides youwith more information about Myrtani'splan .

14 The mobats that occupy this roomhaven't been fed for some time . Yourparty looks quite tasty to them and theyattack .

15 Giant centipede swarms fill thisroom . Sweep them with your highestlevel fighters .

Note : # 16 through #23 are out in themain portion of Neraka. It is here thatthe Prison Lord enjoys a nasty gamewith the slaves. They are released intothe maze-like streets while the PrisonLord's minions are sent to hunt themlike animals. Many tricks are set up tomake the slaves think they are about toescape right before they are slain.

16 Ahidden guard post lies here. Thedraconians here like to let prisonersthink they are safe, before leaping outto slay them .

17 This is a place where a group ofslaves was slaughtered . There may stillbe bodies here when you pass.

18 Your party may find prisoners hud-dled here, hiding from the draconians.

19 You may meet some of the draco-nian hunters here, looking for theirprey. Seeing you, they will attackimmediately.

20 A madman can be found here whowill tell you of atreasure to be found inthe prison . He is correct and the trea-sure is found at #20 in the prison .

21 Signs are found here saying "safehouse" . They, of course, lie.

22 This is the safe house.Unfortunately, it is occupied by a greendragon who is tasked with eating pris-oners who wander in . He likes his job. . .

33

23 This is the last survivor of a knightpatrol . The patrol spotted Sir Karl beingtaken into the secret base . He thenexpires after relating this information .

K. Neraka PrisonSynopsis: In Neraka Base you willlearn of the prison and the horrors with-in . find the stairway to the prison whenyou find Sir Karl.

Goal: You must free the slaves held inthe prison itself. Then, you must leavethrough the back exit of the prison (theone slaves are allowed to escapethrough for entry into themaze sectionof Neraka for the Prison Lord's enter-tainment) as a diversion. Failure to doboth of these things will result in thedeath of the slaves.

Where you can rest» You mayrest any-where, but could be interrupted .

RANDOM ENCOVNTERS :The Prison has no more than fivepatrols wandering randomly. They alsoreset each time you leave the prison,so if you return you will face freshtroops . The random patrols consist ofseveral draconians leading humans(evil fighters, evil curates, and thau-maturgists) . Make sure you deal withthehuman spell casters first when youmeet a random patrol .

MAPLOCATIONS:1

There are dead guards here, killedby Sir Karl in his escape attempt.

2

Another group of dead guards . SirKarl did not die alone and left manytraces of his passage. . .

3

This was the cell in which Sir Karlwas held . Aguard lies strangled here.There is also a note to Maya, as well asthe rose the party retrieved for Sir Karl(if it did so) .

4

You will find some guards that SirKarl missed . The baaz and kapak draco-nians attack immediately.

K. NERAKA PRISON

0

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

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5

Tanis is here, freeing the slaves . Hewill tell the party to go to the southerncells and free those slaves . He also tellsyou to leave by the southern exit to dis-tract the draconians while Tanis takesthe slaves out the other way.6

Here you see slaves busily freeingthemselves . They hurry to comply withTanis' orders.

7

This is another guard post. Onceyou free all of the slaves, Tanis willshow up here to remind the party toleave through the southwestern exit(#25) to distract the draconians whilehe leads the slaves to freedom.

There are slaves here that arethankful for their rescue. You free themand they run to Tanis.9

Here your party interrupts agroupof guards getting ready to kill some

-KEY=Wall

Door

61 Stairs Up

Impassable

slaves . You can save the slaves bykilling the guards.

10 Guards wait here in ambush for theparty. They will attack from surpriseonce you enter. The kapaks are danger-ous because they mayparalyze youbefore you can act. Concentrateonthem until they go down, and then dealwith the baaz .

11 There are many cheering slaveshere who thank you for freeing them .

12 The women prisoners are here.They will thank the party for their free-dom and one even promises to nameher child after one of your characters.

13 This is the torture chamber. Theslaves you free here are fearful of thePrison Lord .

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1 4 Prisoners here are about to be fedto mobats. You come to their rescueand must defeat the mobats to save theprisoners.

15 Aprisoner was left here for thegiant centipedes to eat. You must killthe centipedes . Theprisoner thanksyou for the rescue .

16 Aprisoner no longer, acorpse ishere being molested by mobats andrats . You can only take vengeance forthe murder.

17 There are humanguards here tor-turing a prisoner. Flee the prisonerfrom the guards and kill the rats he wasto be fed to.

18 This is a mobat lair. The mobatshere are hungry and consider the partyto be legitimate food.

19 Another mobat lair. It is obviousthat the guards here have collected themobats for many nasty purposes . Killthe mobats andprevent them fromharming other prisoners.

20 There is lots ofjewelry scatteredabout in this room . However, trying toretrieve it will cause the roof to col-lapse, injuring most of the party. Thegiant centipedes waiting above will thenfall onto the party and attack. Once youdefeat the centipedes, however, thejewelry turns out to be quite real .

21 The main barracks is here andthePrison Lord is in . He is a very high levelfighter and is equipped with magicitems. He is backed by many evil fight-ers and several thaumaturgists and evilcurates. You should try to cast CharmPerson spells on some of the enemyspell casters to get them to help you. Ifyou don't have anyCharm Personspells handy, then use Fireball and IceStorm spells (or Wands) to damagethem as quickly as possible.

35

This is a very difficult fight and it isstrongly recommended that you savebefore beginning. Also, using preparato-ry spells will help greatly. Youshouldcast Bless, Prayer, and probably Hastebefore entering this fight .

If you defeat the Prison Lord, you willgain aLongsword +2, a Shield +1, andtwo random magical treasures!

22 This is where the prison's greendragons lie in wait. When the partyapproaches, the dragons will attack.They are very lethal and can kill theparty outright if you don't kill them first.Don't let them breathe on you if youcan possibly avoid it. Spread out anddon't hesitate to use your big spells .This is a deadly fight!

Make sure you save thegame beforethis fight! Afew bad rolls could meantwo or three party members dead (andif they are elves, they can't be broughtback). Use preparatory spells like Hasteand even enlarge to maximize yourchances of taking out the dragonsbefore they gas you.

If you defeat the dragons but haven'tfought the Prison Lord from #21 above,you will have to fight him now. This is avery tough 1-2 punch. You should defi-nitely defeat #21 above before tacklingthe dragons.

23 This is the exit that you must taketo properly distract the guards remain-ing (allowing the slaves and Tanis toescape). If you go this way, you willalso discover a cache of dragon eggs .Once you free the slaves andgo thisway, you will be awarded a large num-ber of bonus experience points.

L. Sanction DocksSynopsis: Once youhave completedNeraka and rescued the prisoners, youwill be told by the commander of theoutpost that you should go to Sanctionand investigate. If you go to Sanctionbefore this, you won't have any of the

L. SANCTION DOCKS

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encounters listed below. Only randomencounters will be active .The good armies have finally gatheredtogether aforce and are marchingtowards Sanction . You have beencharged with gathering intelligence and,most importantly, recovering theDragonlance from the clutches of theevil Myrtani.

Goals: You must visit the "recruitingofficer" at # 14 and defeat him. Then,you must rescue the woman at #7 andget an amulet from her that will allowyou access to the Temple of Huerzyd.Catch and interrogate three thieves(#21, #22, and #23) to learn of thegoings on in the thieves guild.Investigate this and gain the treasureat # 19 .

Where you can rest : You may rest aslong as you wish in the inn. Anywhereelse, you are likely to get interrupted .

KEYWall

Door

Archway

Secret Door

RANDOM ENCOVNTERS:There are two distinct parts to the cityof Sanction, as far as random encoun-ters go . The western part of the city iscontrolled by the minotaurs and has anunlimited number of random minotaurpatrols to keep youoccupied . Theminotaurs are dangerous, but onlyshow up in small numbers.

The eastern part is controlled by evilforces and will usually have patrols con-sisting of evil champions, evil priests,ogres, enchanters, and elvish mages.These groups are very dangerous andshould be treated with respect. Restoften at the inn and keep your spellsready when wandering the eastern sideof the city. There are only eight randomencounters in the east side of the city.

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The dividing line between the two sidesis the main entrance to the city. If youare west of it, you are in the westernpart of Sanction . Otherwise, you are inthe eastern part.

MAPLOCATIONS:1

This is the main entrance to thecity of Sanction . To the west you cansee the docks area . Minotaurs havetaken over that section of town. Youalso see notices that direct you to vari-ous important locations in the town.

2

This is a training hall . Use it beforecompleting the Temple of Duerghast.

3

If the encounter at #14 has beendefeated, you will see a woman beingcarried into the warehouse.

4

If the encounter at #14 has beendefeated, you will be attacked by sever-al armored minotaurs.

5

If #3 occurred, you will hear thewoman screaming from the southerncorridor at this point.

6

If #3 occurred, you will be attackedby several armored minotaurs that areholding the screaming woman prisoner.

7

If you defeat the minotaurs at #6,the woman will tell you to meet her atthe southern pier (#20) and then willuse her ring of invisibility to leave.

8

If the encounter at #14 has beendefeated and you haven't gone through#7, then you will hear awoman'sscreams coming from the west.

9

This is the main entrance to theTemples of Huerzyd and Duerghast. Ifyou wish to go to Duerghast, you mustfight four sivak draconians and fivekapak draconians in order to cross thebridge they defend . No matter what theoutcome of that fight, you may notcross that bridge, as it will bedestroyed. You can only enter the

37

Temple of Duerghast through theTemple of Huerzyd. However, once youcome from the Temple of Duerghast tothis exit, you may return to the Templeof Duerghast through this point.

If you enter the Temple of Huerzydfrom here without first gaining theamulet, you will find nothing of note inthe Temple. Once you have the amulet,this becomes another normal entranceto the Temple of Huerzyd, and allencounters in the Temple of Huerzydare activated (see notes on Temple ofHuerzyd) .

1 0 This is the secret entrance to theTemple of Huerzyd. You may only use itonce you have received the amuletfrom the woman at #20.

11 Drunken minotaurs come out ofthe tavern here and bump into theparty. A brawl ensues.

12 This is the tavern . You can hearmany rumors here, some of which areeven true .

13 This is the Sanction magic shop .You can buy many useful items hereincluding Potions of Healing and Wandsof Magic Missiles . Both of these itemsare definitely worth stocking up on ifyou have the money.

14 There is a dark elf here . He is sup-posedly here to recruit for the evilarmies. In reality, however, he is hereto spy on you. If you defeat him, youwill learn more and will recover a ran-dom magical item.

Initially, you can choose to leave, fight,or talk. If you talk, only MEEK or NICEwill result in your ability to leave, whileHAUGHTYand ABUSIVE will result incombat. SLY will get you informationfollowed by battle .

If you leave, you mayreturn withoutautomatically entering combat.However, the elf's patience is limited.He will attack immediately upon yourthird entry.

If you end up in combat, you will facean elvish mage and seven evil champi-ons. victory yields treasure and a ran-dom magical item . After you havedefeated the mage, you mayrest hereas in any other room in the inn.

15 This is the weapon shop. The onlyitems of note for sale here are the com-posite bows . If you haven't upgradedyour bows yet, you should do so here.Don't forget that thieves may only useshort bows .

16 These are the inn rooms, the onlyplaces where you may rest safely.

17 This is where the innkeeper is . Hetells you not to disturb the room at theend of the hall . You, of course, shouldgo there anddisturb the elvish mage at#14 above.

18 This room is empty unless youhave learned the recognition sign fromthe third thief. In order to get the sign,youmust catch and interrogate threethieves from #21, #22, and #23 (butnot necessarily in that order) .'lhe thirdthief caught and interrogated gives youthe sign .

If you know the sign, you discover thatthe room is the headquarters of thelocal thieves guild. Currently, thethieves are extremely unhappy with thefighters that are lounging around in theguild. One of the thieves will start tomake elaborate hand gestures, none ofwhich you understand. You may bluff,leave, or attack. Anyoption but leavingresults in combat against five evilchampions. Defeating them allows youaccess to #19.

19 This is the treasure room for thethieves guild. It is wizard locked anddifficult to open for all but the strongestfighters (or a magic user with the Knockspell handy) . This room contains Ids ofgems and jewels as well as two valveable magic items. These items, a pair ofBracers of AG4 anda Necklace of

Missiles, are well worth the struggle toget them .

20 Here youmeet the woman you res-cued from the minotaurs. She informsyou that Sir Lebaum, the scoundrelwho wasrunning Jelek, is here creatingan undead army. She then shows youhowto enter Duerghast andgives youthe amulet that you must have in orderto gain the trust of the Shadowpeoplein Huerzyd. The only wayintoDuerghast is through the tunnels of theshadowpeople .

21 -23 Three thieves have stakedthese areas out as their personal territo-ry . They will attempt to pick the pocketof arandom party member. If you catchthem and then interrogate the thief,you will get some valuable information .If you do this three times, you will getthe secret sign that allows you accessto #19 above.

M. Temple of HuerzydSynopsis: You have been given theamulet that will secure the assistanceof the Shadowpeople . Youhave discov-ered that the only way into the Templeof Duerghast is through the shadowpeo-ple's tunnels that lead there from theTemple of Huerzyd.

Goals: You must find the shadowpeo-ple and clear the Temple of Huerzyd ofall draconian forces.

Note: It is possible to enter the Templeof Huerzyd without going through thesecret door or without the amulet. If youdo so, you will be able to wander aboutbut will not meet the shadowpeople andmay not, therefore, enter the Temple ofDuerghast. Some treasures are active. Ifyou have gone through the secret door,then you will be able to meet the shad-owpeople and the numbers below areall active. Only #2, #3, #8, # 11, # 12,and # 16 are active all the time .

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M. TEMPLE OF HVERZYD

N. SHADOWPEOPLE'STVNNEL

39

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Where you canrest- You mayrest any-where if you do not have the amulet orif at # 16 . However, if you have theamulet, only # 16 is safe . You mayalways try to rest anywhere, but youmay be interrupted.

=KEYWall

Door

Secret Door

Archway

El Stairs Vp

9 Stairs Down

RANDOM ENCOVNTERS:There is amaximum of four encountersin the Temple of Huerzyd. Theseencounters consist mainly of draconianpatrols led by sivak draconians . Thepatrols are small, so you should beable to defeat them without too muchdifficulty.

In the shadowpeople's tunnels, you will

have a maximum of three randomencounters with mobats. The mobatshave many hit points but are not espe-cially dangerous to your party at thispoint in the game.

As usual, the number of encounters isreset if you leave one area to go toanother. Ifyou leave Huerzyd, for exam-ple, to return to the Sanction Docksarea, you will reset the encounters inHuerzyd back to four patrols.

MAP LOCATIONS:

1

This is the secret entrance to theTemple of Huerzyd. You must obtainthe amulet from the woman prisoner inSanction before you mayuse this door.You will not geta chance to meet theshadowpeople until you have theamulet.

2

This room is filled with old casks ofrotten food . Nothing else occupies theroom .

3

This is the old library. Searchingreveals two scrolls, one for red magicusers and one for white magicusers.

4

The draconians in this room aresetting up a trap . They will immediatelyattack you. There are several baaz dra-conians as well as a bozak and asivakdraconian.

5

This is the entrance to the shadow-people's tunnels. You must defeat thedraconians at #7 in order to passthrough the door.

6

This secret door is unavailable untilthe draconians at #7 are defeated.

There are many draconians clus-tered here to discuss the takeover ofthe Temple of Huerzyd. After youdefeat them, you will be confronted byashadowperson who will direct you tothe entrance to the tunnels at #5.The draconian force gathered here istough and will require some thought.

Saving before the battle is wise . Usepreparatory spells before the battle toget fully prepared .

The force consists of four baaz, threekapak, two sivak, and two bozak draco-nians. The bozaks will fire LightningBolts into the party while the sivaks andkapaks try to carve up the lead fighters .Don't let the bozaks get good wallbounces on their Lightning Bolts or youmay be in for trouble.

8

You will spot many statues on thenorth wall of the temple . This is thetemple proper.

9

Here a trap protects a treasure ofmany gems and jewelry as well as tworandom magical items. Youmay spotthe trap (each person has a chance ofdetecting the trap), in which case youmay either spring it or try to remove it .

If you fail to remove the trap and springit, you will take up to 16 points of dam-age per character from agas trap.

1 0 Ashadowperson appears here togive you directions to the tunnels. Healso tells you of the treasure at #9 andthe trap guarding it .

11 The statue of Paladine has asmalltrap door in it which you will find if yousearch . Inside are many gems and tworandom magical items.

12 These are the front entrances tothe temple .

13 These used to be the private roomsof the High Priest of Huerzyd. They arenow abandoned. If you search here,you will find gems, jewelry, andtworandom magical items.

14 This is the entrance to the shadow-people tunnels. It comes from the pas-sageway at #5 .

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15 This is the conclave of theshadowpeople. They give you more informa-tion as to how to negotiate the tunnelsand warn you to expect ameeting fromtheir Ancient Revered One at # 17.

16 You mayrest here as long as youlike.

17 TheAncient Revered One revealsthat Myrtani has hidden theDragonlance in the Temple ofDuerghast. In the middle of his send-ing, the images are disrupted and theparty perceives the form of Sir Lebaum,who turns out to be adeath knight. TheAncient Revered Onegives you instruc-tions as to howto get into Duerghastand leaves you with more treasure,including three random magical items.

18 This is the entrance to the Templeof Duerghast.

O. Temple of DuerghastSynopsis : With the help of the shadowpeople, you have managed to make itinto the Temple of Duerghast. You mustnow make your waythrough the dun-geons and up to the surface. In goingthrough Duerghast, you learn that thegood armies are marching into a trapthat Myrtani has set; a trap that youhave unwittingly led them to . Nowyoumust find Sir Lebaum and foil his plans.

Goals: You must retrieve theDragonlance from Myrtani's clutches .Additionally, you should find Skylaandget rid of him once and for all . Oncethis is done, you must face Sir Lebaum,the death knight, anddestroyhim.

Note: It is strongly suggested that youtake the door at #14 back to Sanctionbefore fighting Sir Lebaum, in order totake advantage of the training facilitiesand the magic shop. You should gainyour levels, identify your magical items,and memorize your spells once again

41

before returning to challenge SirLebaum. You will be able to take thedoor at #9 in Sanction to return to #14in Duerghast.

Whereyou can rest: You may rest in#7 or #11 for as long as you like.Anywhere else, you are likely to getinterrupted if you stay too long .

RANDOM ENCOUNTERS:With seven random encounters, theTemple of Duerghast is dangerous toeven the wanderer. You will face manydraconians and skeletal knights in yourexploration . These groups are not weakand you should be prepared at all timesfor deadly fights . Keep your hit pointsat maximum levels and keep yourspells ready.

Ifyou defeat the seven randomencounters, you can explore freely aslong as you remain within the confinesof the Temple of Duerghast. If youleave for any reason, the seven patrolswill return .

MAP LOCATIONS:1

This is the secret entrance thatleads from the Temple of Duerghast tothe Temple of Huerzyd through theshadowpeople's tunnels.

2

A filthy prisoner is kept here . He isdeathly afraid of Sir Lebaum but can'tgive you much information.

3

The jailor's room . When you enter,you will see a figure slip through a doorto the south.

4

This is the torture chamber. Amanis being stretched on the rack here andthe draconians are also torturing himwith knives . If you attack to rescue him,you will face five sivak draconians,three evil champions, and two evilpriests . Make sure you stop the priestsfrom casting spells.

5

The shadowy figure you encounterhere is a shadowperson who tells youthat Skyla is somewhere in the Temple .

O. TEMPLE OF DVERCIHAST

KEY

0

1

2

3

4

5

6

7

8

9

10

11

2nd Roor0 1 2 3

0 1 2 3 4 5 6 7 8 9 10 11 12

He also tells you that the room beyondSkyla contains many weapons and suitsof armor.6

You will meet a band of fightersoperating under Skyla's orders here.You may attack, flee, or parlay. If yoNrun, they run the other way. If you par-

Wall

Secret Door

IN Stairs Up

Prison Bars

Door

Archway

Q Stairs Down

lay, you will eventually end up in a fightunless you let them get away. Youshould simply attack them, as they willtry to get away to warn Skyla. If youdoattack them, you will fight six evilchampions.

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7

This is where the Dragonlance isbeing kept . The door to this room iswizard locked, so use aKnock spell toopen it. Once you enter, you will beattacked by the guardians of theDragonlance, agroup of draconiansincluding many bozak, sivak, andkapak draconians. They will fight to thedeath. In the treasure, along with theDragonlance, you will recover a Ring ofProtection +2 and a Cloak ofDisplacement. These are three of themost powerful magical items in thegame. Save thegame after recoveringthem!

8

This is the entrance to the upperlevel of the Temple of Duerghast.

9

This is where the guards watch thelower level of Duerghast. The sivaksyou find here will attack immediately.

1 0 You will meet Skyla in whichever ofthese rooms you enter first. He willlaugh upon seeing youand will revealthe fact that you have been used tolure the good armies to Sanction wherethey will be destroyed. His current mis-sion is to get rid of you. After telling youof your mistake, he will attack, backedby five evil champions, two enchanters,andtwo evil priests. This is a very dan-gerous fight andshould not be takenlightly. Use all of your spells, as youcanrest for an unlimited amount of time inthe next room . Ice Storms and Fireballsare particularly useful and agoodLightning Bolt down a long line of theenemycan be the difference betweensuccess and defeat.

11 After defeating Skyla, you will finda suit of +I Plate Mail, a +2 Shield, a +3Longsword, and a+2 Mace in thisroom . You may also rest for an unlimit-ed amount of time .

12 You will surprise a fighter here inthe process of destroying documents.He will flee when you enter. You willfind out some information from thepapers he leaves.

43

13 The fighter has told the troops inthis room of your presence and theyare ready for you as you enter. Save thegame before you enter, as this is aneven more dangerous fight than theone with Skyla.

Here you will face six sivak and fourbozak draconians as well as two evilchampions and two evil priests. Thismeans that you must try to suppress sixspell casters, a virtually impossible feat .Try charming the evil priests to gaintheir assistance.

14 This is where you can exit directlyback to Sanction . Once yougo throughhere, you can return to Duerghastdirectly.

15 Through the archway youcan seepiles of good dragon eggs . The eggs areguarded, however, by two adult bluedragons. These dragons can cast mas-sive Lightning Bolts with their breathandcan kill characters outright. Don'tlet them stay in the fight for more thanone round or you are likely to be introuble. Don't forget that theDragonlance, obtained at #7 above,does the wielder's hit points in damageeach time you hit with it, andcan oftenslay a dragon in a single blow .

Once you defeat the dragons; you canretrieve the eggs andyou will find asapphire worth 2,500 steel pieces!

16 This is the Temple's arena. It isfilled with dead bodies that have beenrecently exhumed. If you walk into thearena, you will be attacked by manyzombies, ghouls, ghasts, and skeletalknights. Sir Lebaum will also spot youand will ready himself to deal with yourthreat.

WARNING: Once you trigger this seriesof events, you MUST go to Kernen andwill be unable to return to the wilder-ness or reach another shop until you

have completed the game. Things reallybegin to happen quickly at this point,so make sure you keep asaved gamefrom before you fight Sir Lebaum. Thiswill allow you to go back and gain expe-rience before tackling the end of thegame . Kernen does have a training hall,however, that your party mayuse.

17 The battle with Sir Lebaum takesplace in one of these three locations. Ifyou have been spotted in the arena,you will be attacked near the staircase.If you have not been spotted, andyouenter the room, you will fight in there.Before you fight Sir Lebaum, he sendssome of his minions off to warn Myrtanithat you are still alive. The fight is withSir Lebaum, three minotaurs, and up tofour ghasts that Sir Lebaum will gate into help him if he gets injured. If youdefeat him you will gain a Wand ofLightning, a Wand of Paralysis, and a +3two-handed sword.

This is one of the three most difficultcombats in the game . Make absolutelysure you save before trying this com-bat. Also, make sure you have castResist fire on all six party membersbefore entering the battle . This isbecause Sir Lebaum will cast a massiveFireball (doing huge amounts of dam-age to every character caught in itsblast.. . and nothing to him) at the firstopportunity.

Make sure you read the section on theDeath Knight at the end of this cluebook to understand more fully what SirLebaum can do before trying to fighthim. Don't be afraid to cast a Hastespell to make sure your characters getenough attacks to be able to kill SirLebaum quickly. Don't cast spells suchas Magic Missile at him, as they willoften reflect back and injure the caster.18 After the fight with Sir Lebaum, themessengers run into this area in orderto be picked up by the waiting red drag-ons. Thedragons will take them to

Kernen where Myrtani is waiting for theword from Sir Lebaum . Once wordreaches Myrtani of what has occurred inDuerghast, Myrtani will be able tolaunch his attack on the good armies.

When you reach this area, you areattacked by a blue dragon who tries toslow you and prevent you from reach-ing the messengers. The blue dragon isa threat, but one lone dragon shouldnot be able to stop your party.

Once you have dealt with the dragon,you will face agroup of draconians thatstop you from reaching the messengersin time . This group consists of severalbaaz, and afew bozak, sivak, andkapak draconians. They will be easy todefeat, compared with what you've justbeen through.

Finally, you will see the golds defeat thereds in a glorious aerial battle. Thegolds will then land to provide you withtransportation . The golds then take offin hot pursuit of the fleeing red dragons(the ones carrying the messengers toMyrtani) .

P CitadelSynopsis : After taking off on the backsof the gold dragons in pursuit of SirLebaum's messengers, you chase themall the wayto a flying citadel. Thiscitadel is oneof the headquarters ofthe evil forces and is crawling with dra-conians.

On the way to the Flying Citadel, youare joined by Tasslehoff Burrfoot, oneof the companions of the Lance. He willgive you important information regard-ing where to go in the Citadel.

Goal: You must catch the fleeing dra-conian messengers and prevent themfrom telling Myrtani of Sir Lebaum'sfailure.

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Note: The Flying Citadel is literallycrawling with draconians. You must fol-low Tasslehoff's advice and go to thenorth to avoid being overwhelmed.

When the party arrives, it is attacked byarchers. Staying in the open is danger-ous. If it stays in the open, it will beshot at by arrows from time to time .Get inside the north tower!

The random encounters in the Citadelare quite dangerous. You will meetmany bozak draconians who are capa-ble of causing damage even if slaininstantly (since they explode whenkilled) . You must move quickly anddirectly if you wish to survive theCitadel!

Where you canrest: You can restnowhere in the Citadel in total safety . Itis strongly recommended that youmakeyour wayinto the north tower and up tothe Windcaptain's Chamber (# 13),where youmay rest in relative safety.

RANDOM ENCOUNTERS :There are only five random encountersthat you maymeet outside. They willconsist of either draconian patrols orvolleys of arrows . The draconians willvary widely in strength and size, so beprepared for avery difficult fight if youwander outside too much. The draconi-ans may even have red dragons withthem!

Once inside the towers, you will face adifferent set of up to eight randompatrols. Once youdefeat them, you willface no more random encounters inthe towers . These patrols consist of asmall number of baaz draconiansescorting between two and four bozakdraconians .

MAP LOCATIONS:1

This is the west tower. There aredraconian guards here, including bozakdraconians . Bozaks are capable of

45

inflicting damage even when they aredefeated quickly, so be cautious not toget too interested in exploration here. Ifyou climb all the wayup to the 6thlevel of the western tower, you will findyourself unable to go up to the roofbecause of the blasts of dragon breaththat are coming down the stairs.

2

Thesecond level ofthe west tower.There is a stairway leading both up anddown from here.

3

The third level of the west tower.

4

The fourth level ofthe west tower.

5

The fifth level of the west tower.

6

The sixth level of the west tower.You can't go up the staircase in thisroom dueto the blasts of red dragonbreath that come pouring down thestairs at you. Youmust proceed backdown to the ground floor.

Here is the ground floor to the easttower. There are more draconianguards here. If you climb to the 6thlevel, you will be unable to proceed fur-ther because of the dragon breath .

The second level of the east tower.

9

The third level of the east tower.

1 0 The fourth level of the east tower.

11 The fifth level of the east tower.

12 The sixth level of the east tower.Again you are unable to proceedbecause of the blasts of dragon breathfrom the roof.

13 This is the ground floor to the maintower. Here Tasslehoff will direct you tothe staircase on the eastern wall . Thereare draconian guards here who will tryto stop the characters from entering thetower. Once you defeat them, youshould go immediately to the staircasein the eastern wall and climb.

The door in the north wall leads to theinner courtyard and is guarded by anunlimited number of draconians . You

Western Tower

Eastern Tower

Western TowerLevel 2

Level 3

Level 4

Level S

Level 6

mR,

Courtyard

Eastern TowerLevel f

Level 3

Level 4

Level s

Level 6

10

R12

WindMain Tower

Captain'sLevel 4

Level 3

Level 4

Level 5

Level 6

Level 7

Chamber

Q. SECOND

2nd SublevelCITADEL

Bottom Sublevel

=KEYWall

0 Door

Endless DraconianFights

JR

Stairs you can'tclimb due toDragon BreathStairs DownStairs VpRubbled Wall

Impassable

am

1 st Sublevel

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should not even bother with this door,as you cannot deplete the supply ofdraconians .

14 This is the second level to the maintower.

15 The third level to the main tower.

16 The fourth level to the main tower.

17 The fifth level to the main tower.

18 The sixth level to the main tower.

19 The seventh level to the maintower.

20 The Windcaptain's Chamber. Onceyou defeat the guards, another group ofhumans led by evil curates, Tasslehoffwill give a scroll to the party's magic-user and he will ask you to read it . Ifthe party hasno magicuser, Tasslehoffwill read it himself. The scroll enlargesTasslehoff to the size where he will beable to pilot the citadel.

The party will nowhave an opportunityto rest briefly before another wave ofattackers tries to retake the chamber.Once they are defeated, Tasslehoff willannounce that the Citadel is overKernen andthat there is anotherCitadel blocking theway. Tasslehoff willthen pilot the Citadel youare in into theother one, causing tremendous damageto both and hurling your party into thecourtyard of the second Citadel.

Q. Second CitadelSynopsis: Youare hurled into thisCitadel when Tasslehoff rammed it withthe Citadel you were in . You land,injured, and find that you are in aCitadel that is plummeting to theground. You must hurry and find awayout before it is too late!

Goal: Simply to get out of the Citadeland down into Kernen safely .

Note: You will be able to escape on thebacks of red dragons once you disguiseyourselves. This is the only wayout ofthe second Citadel.

47

Where you can rest: Nowhere. Youmust move to the bottom sub-level asquickly as possible and get on the drag-ons, as the random encounters willquickly take their toll!

RANDOM ENCOUNTERS:You will face a maximum of five ran-dom encounters but they are very sig-nificant in strength . You should nottarry unless you are strong enough todefeat all the patrols. Once you defeatall five encounters, you will be ableexplore as much as you like .

The encounters will either be a draconi-an patrol, possibly with red dragons, orrocks dislodging above you and fallingon your party. Either one is likely tocause a significant amount of damage.

MAPLOCATIONS:1

This is a staircase leading out ofthe courtyard of the Second Citadel. Itleads down into the first sub-level ofthe Citadel.

2

This is the staircase leading up tothe main level of the Citadel.

3

Here you will find some guards infront of a door. Ifyou defeat them, youwill gain access to the treasure room at#10. The guards are not looking forcombat and can be surprised if youattack immediately.

4

This staircase leads down to sub-level two.

5

This is the second sub-level of theCitadel. The staircase here leads up.

6

Here you will find the stairs to thebottom sub-level of the Citadel.

This staircase leads up to the sec-ond sub-level.

There are several red dragons wait-ing here to shuttle people down toKernen to escape the crashing Citadel.You will be offered a ride if your party is

disguised with the cloaks from #9. Ifyour party is not disguised, you maycapturesome humans and hold themhostage in order to gain your freedom.If you don't do either, you will ride theCitadel down to the ground and almostcertainly be killed (each character willtake between 30 and 180 points ofdamage).

9

Here you will find some guardsarguing about the order in which theyshould leave. You should attack them,as their uniforms can be used as dis-guises so that the red dragons at #8above will allow you ride out to safetyon their backs.

10 This is a treasure room . In it youwill find some gems andjewelry as wellas random magical treasures!

R. Kernen SquareSynopsis : Once you escape the crash-ing Citadel, you will be deposited bythe dragons and left to your owndevices. Your party will quickly discoverthat the streets are not safe, due to thefalling debris from the Citadels above.

Goals: You must find out how to enterKernen Base and defeat Myrtani. Tobest accomplish this, you must weakenthe gate defense forces by accomplish-ing several tasks. First, you must con-vince the humans to switch sides.Then, you must distract the draconiansby starting fires in their barracks . Youshould also contact the ogres if youmade a deal with aravnak back in theOgre Base . Finally, you should retrievethe crown from #10 and show it to theold dragon at # 11 . If you accomplish allof these tasks, the gate guards shouldbe weakened enough to enable you toProceed into the heart of Kernen .Note: The city is patrolled by the draco-nians, the ogres, and the humans . Thedraconians are quite loyal to Myrtanibut can be fooled by your disguises (ifyou obtained them in #9 in the Second

Citadel) . The humans resent being con-trolled and are considering rebellion.The ogres will only be helpful to theparty if the party made adeal withGravnak in the Ogre Base.

Where you can rest : Anywhere inside,but with achance of being interrupted .

RANDOM ENCOUNTERS:There are only seven random encoun-ters in Kernen Square . They consist ofhuman patrols, ogre patrols, or draconi-an patrols. The ogre patrols will befriendly if you allied with Clravnak backin the Ogre Base. The humananddra-conian patrols may be parlayed with ifyou are disguised (see #9 in SecondCitadel) .

MAPLOCATIONS:1

This is where the party arrives. If itheld people hostage, upon landing thehostages will escape and the dragonswill attack . If the party membersdis-guised themselves, the dragons willsimply leave once they deposit theply.2

This is the main gate to KernenBase. Initially, this is an almost impossi-ble fight against legions of red dragons,sivak draconians, and bozak draconi-ans. There are, however, ways toreduce the number of waves of oppo-nents and the size of those waves.

If you either eliminate or distract thedraconian barracks, the number of dra-conians at the gate will be reduced. Thedraconian barracks are at #7 and #8 .

Convincing the humans to rebel againsttheir draconian masters will also reducethe number of guards at the gate (dueto their leaving to deal with the rebel-lion). The humans can be found at #4.If you contact Clravnak at #9, you willfight less at the gate and you will haveogre allies in some further fights in the

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R. KERNEN SQUARE

2

3

4

5

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9

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15

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0123456789101112131415

9

Affil ~llllt

71 F! F 3

interior of Kernen Base . This, of course,assumes that you made adeal with himat the Ogre Base . If you didn't, all ogresyou meet will be unfriendly.

Giving the crown from #10 to theguards and then telling the dragon at# 11 about it will result in the dragongoing to retrieve it and will substantiallyreduce the number of defenders at thegate. If you give the crown to the drag-on instead, the dragon will try to enterKernen Base and will again reduce thedefenders.

No matter what you do, the fight herewill still be dangerous. Have severalmass damage spells ready to cast whenyou enter the fight so that youcan mini-mize the risk to your party. Rememberthat red dragons take damage fromyour Fireballs.

10

KEYWall

Door

? Rubbled Wall

After this combat is over, if you hadogre support, you will be able to restwhile guarded by ogres. You shouldregain all ofyour spells before enteringKernen Base, as you will almost certain-ly need them . Make sure yousave thegame before entering Kernen Base .

3

Here you will meet humans dis-cussing a rebellion. If you are dis-guised, you will get a map to themeeting at #4.

4

Youfind ameeting of the humansin progress . They are trying to decidewhether or not to rebel against Myrtaniand place ahuman in charge of the evilforces . The party can do one of severalthings, including encouraging the rebel-lion, sneaking away to warn the draco-nians, revealing themselves asSolamnic sympathizers, or leaving.Encouraging the rebellion will result inaweaker gate guard force. Warning the

draconians will have a similar effect, asthe draconians must still deal with therebellion . If you reveal yourselves asSolamnic sympathizers, you shouldchoose aknight as a speaker in order

to sway the humans to your side . If theknight has high charisma, your chancesof success will improve. If you fail, youmayend up in a combat.

5

The party will meet ogres here . Ifthey are allied with Gravnak, the ogreswill be friendly . Otherwise, you willhave to fight a large group of ogres.They are not particularly dangerous, butare much more useful as allies .

There are more ogres here . Theywill reactjust like the ones in #5 above.

This is adraconian barracks. If thecharacters are disguised, they mayhave adrink with the draconians. Theycan also report the humans here . If theparty hasadrink with the draconians,they will have an option to start a firethat will serve as a distraction. Thiswill have the same effect on reducingthe gate guard as if you had killed allthe draconians in the barracks .Attacking the barracks guard is a viableoption, but you will have to fight manydraconians .

8

This is another barracks . It is, in allways, identical to #7 above.

9

If the party allied with Gravnak inthe Ogre Base, you will encounterGravnak here. He will promise ogrebackup when the main gate isassaulted.1 0 An imitation crown lies in this area.If shown to the dragon (or the gateguard if the dragon is informed) thedragon will try to take the crown to themain treasure room inside KernenBase . The resulting combat will greatlyweaken the gate guard.

1 This is a senile old red dragon . Heused to guard the crown jewels inKernen Base, but was put out here topass his last days . If you give him thecrown from #10, he will try to force hisway past the gate guard. If youchooseto fight this dragon, you will discoverthat he is still quite capable of com-bat. . . QUITEcapable.

12 This is a training hall. You shouldvisit this place to gain your final levelsbefore assaulting Kernen Base . Onceyou enter Kernen Base, you may notreturn to Kernen Square .

S. Kernen Base(Myrtani's Stronghold)Synopsis: This is it, the final stage ofthe game . The party will enter (possiblywith ogre support if you allied withGravnak at the Ogre Base) through themain gate. It must find out how toreach Myrtani and stop him from carry-ing out his attack plans against thegood armies moving on Sanction.

The difficulty in reaching Myrtani is thathe is beyond a door protected by a mag-ical guardian. To pass this door, youmust first search room #11 to find aspecial key. Once youhave this key,you should go to room #9 where youwill get the recipe for an alchemicalsalve that will allow you to pass theguardian . To make the salve you mustthen go to room *10, an alchemical lab.

Goal: To defeat Myrtani and stop himfrom destroying the good armies.

!Vote: Theguards in . ',ernen Base arethick and very dangerous. They oftenhave aurak draconians with them,which makes the combat in KernenBase very tough. Move quickly!

You maynot reenter Kernen Squareonce you enter Kernen Base. Once intothe base, you cannot go back withoutfinishing the game.

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S. KERNEN BASE (MYRTANI'S STRONGHOLD)

51

Where you canrest~ You may not restin Kernen Base except at the main trea-sure room . Lfiren there, you may onlyrest for a short time.

RANDOM ENCOVNTERS :There are only five random patrols tobe found in Myrtani's Stronghold, butthey are dangerous. Most will have reddragons escorted by many draconians .Looking for all five of them may be dan-gerous. You should probably movethrough to the final confrontation asquickly as possible.

MAP LOCATIONS:I

This is another guard post andanother difficult fight, so it is recom-mended that you save before enteringthis fight. Your opponents include anaurak draconian, several sivak draconi-ans, and several red dragons (ifyouhave the ogres with you the red drag-ons won't participate in the combat...they are kept busy by another group ofogres) . Be prepared to use spells todefeat these monsters, as they cancausetremendous damage to yourparty otherwise. Don't underestimatethe ability of an aurak to causehavoc.Kill the aurak immediatelyand thendeal with the sivaks .

2

This is yet another inner guardpost. Feel free to use spells here, asyour next stop is the place where youcan rest and regain spells (at least to alimited extent). You will face anotheraurak here, but with less support thanin # 1 above.

3

This is the treasure room of thebase . Unfortunately, when you enterwith an ogre escort, the ogres willimmediately begin to fight over thetreasure and will lose sight of their pur-pose here.

Thetreasure here is significant, butdon't try to take all of it. . . you can't.There are tens of thousands of coins inhere. Only take the most valuable coinsand the gems/jewelry. Also found inhere are another set of Gauntlets ofOgre Power and a Two-Handed Sword+2. You should use both of these itemsas they are very powerful .

This is also the safest place to rest . Youshould FIX and memorize spells beforecontinuing.

4

There are more guards here . Again,the group is led by an aurak draconian.Your ogres won't help in this fight if youstill have them with you.

5

This is a climactic battle withMyrtan!. Myrtani is an aurak draconian

supported by many, many other draco-

nians of all types. You must defeat

Myrtani to be able to stop his messen-

gers, agroup of huge red dragons in

the next room .

This is the second most deadly fight in

the game, and should be treated as

such . Save thegame before going into

the passageway found after winning thebattle at #8 below. Once you enter thattunnel, you will end up in the fightagainst Myrtani before you can rest.

After youwin this battle, you will behealed by Tasslehoff who has been car-rying Potions of Healing forjust thispurpose. This allows you to go after thedragons without wounds .

The final battle of the game . Yourcharacters must battle with three huge,very old red dragons. These dragonsare planning to implement Myrtani'splan . If you let them go or are defeated,the evil forces will be victorious. Youmust stop these dragons at all costs!

In order to succeed at this battle, youshould have the Scroll of Protection vs .Dragon Breath carried by your fighterwith the Dragonlance. This charactershould use the scroll immediately, asthe dragon breath will often slay in oneshot. Theother characters would bebest protected by running to the far cor-ners of the room and out of sight of thedragons. The dragons will then concen-trate their attacks on the visible charac-ter who is protected. Because the drag-ons don't know this, they will continueto breathe on that character, giving thatcharacter a chance to eliminate thedragons before they rip him or her toshreds with their claws and teeth.Having your party under the effects of aHaste spell (or Potions of Speed) willgreatly enhance their abilities. Don'tforget to use Enlarge spells to assistyour fighters who aren't extraordinarilystrong (18 strength).

If you don't have the Scroll ofProtection vs . Dragon Breath, then youmust depend on other means. Youshould cast a Resist Fire spell on theentire party before entering into thefight with Myrtani, as this will still beactive when you enter the final battle .This will substantially reduce the dam-age you take from the dragon's breathattacks. If you don't have the ability tostop their breath, then you must abso-lutely concentrate firepower on onedragon at a time until it is down beforegoing on to the next. You can't afford tolet the dragons breathe too manytimes, or you will have many dead partymembers. Usemass damage spells(Fireballs, Ice Storms, and LightningBolts) with impunity. Use every itemyou have . . . this is the final battle . If amagic-user runs out of mass damagespells, try Stinking Clouds . The chanceof making a dragon helpless with thisspell is almost zero, but any chance issomething.

Don't forget to save before entering thetunnel found after defeating the DragonMaster at #8 so that youmaytry again ifyou fail in this fight. This is the most dif-ficult combat of the entire game . Don'tforget that you can always change thedifficulty level of the game if you feel itis too tough. It is not "dishonorable" todo so. . . these battles are TOUGH!

There are humanguards here . Youmust deal with them quickly, as thereare spell casters here who will be happyto seriously injure your party. Don'tunderestimate these enemies justbecause they aren't led by an aurakdraconian!

This is the passage to Myrtani'srefuge . It is guarded by Myrtani'sDragon Master and some of his youngdragons. The Dragon Master is a tough,well-armed fighter andthe dragons are

5z

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numerous. Don't hesitate to useFireball spells to reduce their numbers,as you can rest briefly before enteringthe tunnel to Myrtani.

Once you defeat the Dragon master,you will be able to relieve him of hisPlate Mail +1, Longsword +1, and Shield+1 .

You should save before entering thetunnel youfind after this fight, as onceyou enter the tunnel you are placedimmediately into the final two battles .You won't get to rest again after thatpoint (although you will get healed aftertangling with Myrtani (see #5 above)).

Additionally, before you start the finalpair of fights in the game, you shouldcast both Resist Fire and Haste spells(Bless and Prayer wouldn't hurt either) .The Resist Fire spell must be cast oneach person that it is to protect, somemorizing andthen casting six ofthem is wise . Don't forget that if yourest again after casting a spell, you arelikely to have that spell wear off. Thismeans that you should memorize allthe spells you need and then cast themall at once .

9

This is a library with alocked bookthat contains the recipe for the salvenecessary to pass the guardian . The keyto the book can be found in room #11 .The book can also be opened by a skill-ful and lucky thief.

1 0 This is Myrtani's alchemical lab. Itcontains all of the materials necessaryto make the salve. If you enter thisroom after learning of the recipe for thesalve, you will automatically make itand apply it to all characters .

11 Myrtani's bedroom is ornate, buthas no valuable items. However, you dofind an ornate key that will open thebook at #9 . This key is found if youLOOK .

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12 This study has been ransacked.Nothing of value remains here .

13 This guardian is designed to repelanywho are not protected by the magi-cal salve made at #10. If you enter thissquare without the salve, you will takea significant amount of damage and willbe repelled .

14 If there are ogres with the partywhen youenter this square, one ofthem will step forward into the guardianand die. Gravnak will then tell you ofthe guardian .

ADDITIONAL NOTES:General HintsDON'T EVER cast Slow Poison on aparty member unless you are close to atemple. Use Neutralize Poison or leavethem until you reach a temple . SlowPoison will simply bring them back tem-porarily and then they will die (dead,not just poisoned) if they don't getNeutralize Poison cast on them fairlyquickly. If characters die in this fashion,they are dead and will require a raisedead spell to bring them back . If theyare elves, they can't be raised and aregone forever. Don't useSlow Poisonunless you really need that character incombat.

CharactersIn addition to the recommendations inthe Adventurer's Journal, a successfulparty of adventurers could also be builtfrom :

" Four Qualinesti ElfCleric/Fighter/Magic-Users (one ofthem a Cleric of Majere/White Mage,one aCleric of Mishakal/White Mage,one aCleric of Shinare/Red Mage, andone aCleric of KiriJolith/White Mage)

" One Human Knight

" One Kender Cleric of Mishakalffhief

Another powerful combination changes

oneof the Qualinesti Elves to aMountain Dwarf Cleric/Ranger (Cleric ofReorx) .

Charmif an enemy is charmed, his equipmentwon't appear as loot after the fight.

Save the game!Don't forget to save your game often .Save before you enter anew area andsave every time you complete a largecombat. This way, you can always goback to your last save if you are defeat-ed. Also remember to keep more thanone save disk on non-IBM systems sothat you can keep many different savesavailable .

Monsters :How to deal with themBelow is a listing of all the monstersyou will encounter in CHAMPIONS OFKRYNN. Following ashort description ofeach monster is a listing of the spellsthat are most effective against thatmonster. You should follow these guide-lines when developing tactics to com-bat these monsters.

DEATH KNIGHT (SIRLEBAVM)This is probably the most dangeroussingle enemyin the game. He will castamassive Fireball as his first act andthen gate in ghasts to help him fightyour party as his second . He causesfear to all in melee range and he is verydifficult to hit . On top of all this, hereverses non-area magical spells backon the caster 11 % of the time (andthose that do get through he usuallyignores) . Kill him quickly or he'll surelykill you. The Death Knight can often killcharacters outright (not just put themto unconscious but kill them, dead. . .) .Best Spells: Use Resist Fire on yourwhole party before the combat .Haste, Prayer, and Bless are also very

helpful when cast before the combatcommences. No other spells are veryuseful .

DRACONIANS: All draconians are resis-tant to magic which means there is achance than any given spell will notaffect them .

AURAKDRACONIANAnother very powerful foe, the aurakdraconians become almost common inKernen Base (the very last portion ofthe game). They are very dangerousand should be the first thing eliminatedin acombat. However, once you killthem the first time, they get angry andgo back to 20 hit points . Once you killthem a second time, they turn into ablazing ball of lightning. Once youmake them die a second time, runaway from them as fast as youcan. Youneed only get one blank squarebetween your characters and the dyingaurak. After ashort time, the aurak willexplode, causing much damage to alladjacent characters and probably stun-ning them for ashort time . Theattackyou will take for moving away from theaurak is much less severe than thedamage you would take from beingnext to the aurak when he explodes .

Best Spells: Fireball, Lightning and IceStorm. Be careful not to hit your owncharacters with these spells. MagicMissile can sometimes stop an aurakfrom getting off a spell. Cast DispelMagic if the aurak uses Fire shield .

BAAZDRACONIANThe baaz draconians are the weakest ofthe draconians and are the cannon fod-der of their forces . They carry normalswords and do 1- 8 points of damagewhen they hit your characters . However,they are very fast andwhen you kill one,your weapon maystick in the dyingbaaz as it turns to stone (this is why it is

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a good idea to carry two meleeweapons) . You will automaticallyretrieve the weapon after the combat aslong as you have won, but you mayhave to continue the battle without it .You must ready these returnedweapons, this is not done automatically.

Best Spells: Sleep, Fireball, Ice Storm,Lightning Bolt, Stinking Cloud.

BOZAKDRACONIANThe bozak draconians are the magicusers of the draconian types. They willusually start out by casting lightningBolt spells andfollow them with Slowspells and Magic Missile spells. They arenot to be ignored. Their most unusual,and often dangerous feature, is that thebozak draconians explode when slain,causing 1-6 points of damage to allthose adjacent to the exploding draconi-an. This can be good for you if you cancast a large Fireball into agroup ofthem as they will often 'chain react'and other monsters will be consumed inthe mass bozak explosion. However, if alarge group of them gets to cast spells,you are often going to lose . On thedown side, the fact that bozaks explodewill often mean that the fighters havingto melee them will get seriously hurtjust killing the bozaks even though theiropponents never landed a blow!

Best Spells: Fireball, Ice Storm,Lightning Bolt, Magic Missile (to stopthem from casting spells) .

KAPAKDRACONLANKapaks are slightly larger and tougherthan their baaz cousins, but aremuchmore deadly. Kapak's lick theirweapons to coat them with a paralyzingspittle. Each time they hit a party mem-ber, that character must make asavingroll or be paralyzed. If the character isparalyzed, he will be helpless and willbe knocked out by the next blow aimedat him. Kapaks create a pool of acidwhen they die that will cause 1-6 pointsof damage each time you enter it.

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Best Spells: Sleep, Fireball, Ice Storm,Lightning Bolt, Stinking Cloud. Blessand Prayer cast on your own partybefore combat is helpful in preventingparalysis .

SIVAK DRACONIANThe sivak draconians are the most pow-erful draconian fighters but have nospecial abilities when they are killed .They can attack three times each com-bat round and can causetremendousamounts of damage to a character.They have good THACOs and will oftendo much damage before they are slain.

Best Spells: Fireball, Ice Storm,Lightning Bolt, Stinking Cloud.

DRAGONS: All dragons attack with bite,claws, and breath weapons. The largerdragons maycause fear in characters .Such characters have their THACOsreduced. You should cast protectivespells such as Bless and Prayer beforefighting dragons.

BLACKDRAWNThese dragons spit acid for a significantamount of damage, but are muchyounger dragons than the blues andreds found in the game. The black drag-ons are best defeated through meleeand Stinking Cloud spells .

Best Spells: Fireball, Ice Storm,Lightning Bolt, Stinking Cloud.

BLUEDRAWNThere are only afew blue dragons tobe found in the game andthey are oldones and are quite dangerous. Theyspit massive Lightning Bolts that cankill some characters outright. Don't letthese dragons breathe on you if youcan possible avoid it. Use mass damagespells on them (Fireball, Ice Storm) andStinking Clouds to try and make themtemporarily helpless . These dragons areat their most dangerous when they can

breathe on a character who has his

back to a wall . If the dragon's LightningBolt can rebound and hit a character a

second time, the character will often

be slain!

Best Spells: Fireball, Ice Storm,Lightning Bolt, Stinking Cloud.

QREEN DRAGONThe green dragons are the second mostdeadly dragons found in CHAMPIONSOF KRYPB'!. They breathe poison gasthat will often affect the entire partybecause of the large area of effect.Make sure you kill green dragons asquickly as possible, as they will usuallykill party members otherwise. Theybreathe for 36 points of damage, andtargets mayonly reduce this damage ifthey make a saving throw against drag-on breath (because of the lethality ofthe breath). Use every spell and weaponyou have to defeat these beasts or theymay slay your entire party.

Best Spells: Fireball, Ice Storm,Lightning Bolt.

REDDRAWNThe most common dragon type foundin the game, the red, comesin twosizes in CHAMPIONS OF KRYNN. Youmay find significant numbers ofyounger red dragons that only do amodest amount of damage when theybreathe fire onto the party. These aredangerous, but can be dealt with asother dragons.. . by melee and massdamage spells . However, the huge, veryold red dragons fought in Kernen areextremely dangerous. You must useevery trick at your disposal to defeatthem or they will surely slay your party.This is where the Scroll of Protectionvs. Dragon Breath should be used.Don't forget to use the Resist Fire spelt

Protect yourself against the red drag-on's breath.Best Spells: Fireball, Ice Storm,Lightning Bolt.

WHITE DRAGONThese are the weakest dragons foundin thegame. They are not very danger-ous if you use the Wand of Ice Stormon them. They are, however, difficult tohit. Use the Resist Cold spell to protectagainst this dragon's breath .

Best Spells: Magic Missile, Fireball, IceStorm, Lightning Bolt.

C,HASTThese undead have agood chance ofbeing turned by your cleric once youreach 5th level with that character (or3rd if you worship Majere). Once youreach 8th level (or 6th if you worshipMajere) you will automatically turnthem. Theghast is a particularly danger-ous undead type as they cause yourcharacters to fight less effectively dueto the terrible stench they exude.Ghasts can paralyze acharacter (evenelves) with a single hit . Don't let ghastsmelee with your party for long, as theywill almost certainly knock one of yourcharacters out. Ghasts look exactly likeghouls.

Best Spells: Fireball, Ice Storm,Lightning Bolt . Bless and Prayer willhelp characters resist the paralyzingeffects of the Ghasts touch.

GHOVLGhouls are quite a bit less dangerousthan their ghast counterparts, and areautomatically turned at 5th level (or 3rdlevel if you worship Majere). They canparalyze characters (except elves) . Killthem with melee weapons. Ghasts andghouls look identical .

Best Spells: Fireball, Ice Storm,Lightning Bolt.

GIANT CENTIPEDEThis innocuous creature will hit charac-ters occasionally and has aweak poi-son in its bite . This weak poison can

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sometimes kill a character. Your fightertypes can "sweep" them (attack one foreach level your fighter has) .

Best Spells : Sleep, Stinking Cloud.Neutralize Poison may be necessary if acharacter is bitten and killed.

GIANT RATGiant rats are not dangerous. Theycause minimal damage andtake mini-mal damage. Kill them last when facingrats and any other monster type. This isthe weakest monster in the game .

Best Spells: Sleep is really the onlyspell you would want to waste on GiantRats . They are too weak to require spelluse.

GIANTSPIDERThese spiders have atremendous num-ber of hit points for their size andarenot to be ignored. Their bite is poi-sonous andtherefore often fatal. killthem quickly andconcentrate yourattacks to kill one at atime to lessenthe chance of one of them biting andpoisoning one of your characters. If youhave the Periapt of Proofvs. Poison,put it on your lead fighter and then getthat character into the melee againstthe most spiders to lessen the chancethat you will die of poison. GiantSpiders can only be found in theOverland.

Best Spells: Fireball, Ice Storm,Lightning Bolt .

GOBLINGoblins are small, numerous creaturesthat can inflict only asmall amount ofdamage to characters they melee. Theyhave a poor T1-IACO and can be "swept"(see giant centipedes). Don't be tooconcerned if your main fighter gets sur-rounded by eight of these little crea-tures, he will soon carve his waythrough. Goblins can only be found inthe Overland .

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Best Spells: Sleep, Hold Person,Fireball, Ice Storm, Lightning Bolt,Stinking Cloud.

HILL GIANTAlthough hill giants are the smallest ofthe giants, they are capable of inflictinglarge amounts of damage in a singlestrike . Because of this, you can be killedby their hits if you are unlucky. If achar-acter is in melee and goes down below10 hit points, consider casting a Curelight Wounds spell on that character toavoid being killed as opposed to beingknocked unconscious. Use melee to killthese creatures but don't be afraid touse a Fireball spell if you can catchmore than one in the blast radius .

Best Spells: Fireball, Ice Storm,Lightning Bolt, Stinking Cloud.

HOBGOBLINAlthough hobgoblins aren't that muchlarger than their goblin cousins, theyare much tougher. They can't be"swept" andcan inflict more damagewith their attacks. They often have lead-ers with them that have more hit pointsand better THACOs . Sleep works verywell against hobgoblins .

Best Spells : Sleep, Hold Person,CharmPerson, Ice Storm, Fireball,Lightning Bolt, Stinking Cloud.

HVMANS AND ELVESThere aremany types of human andelven enemies in the game. They areoutlined in the beginning of the clue-book as to their individual names andclasses. However, they all have somesimilar effects.

The magic-users and clerics are verydangerous opponents, especially earlyin the game . You should beware theblack-robe mages and their ability tocharm your party members. Use allmeans available to eliminate opposingspell casters before they can cast theirspells . Don't forget that if a spell caster

is injured while casting a spell, his spell

is lost. Melee is very effective againstthese more lightly armored foes, butthey are usually defended by manyfighters whowill seek to prevent youfrom getting close enough to attackthem in melee.

The fighters you will face are all similarin that they depend on better AC andTHACO to defeat your party. You shoulddeal with them through the use ofspells whenever possible, as hackingyour waypast them is often long anddangerous.

Best Spells: Sleep is effective, but onlyon the lowest level human opponents.Use Hold Person and Stinking Cloudspells to disable them whenever possi-ble. Fireball, Ice Storm, and LightningBolt spells are wonderful, but usuallyyou will only have a few of them . UseMagic Missiles to injure enemyspellcasters before they cast their spells .Charm is useful against human oppo-nents, but elves are virtually immune toSleep and Charm spells .

MINOTAVRThearmored minotaurs (so calledbecause of the plate armor they alwaysseem to wear) can hit for heavy dam-age. They are excellent fighters withmany hit points . However, they don'tusually kill characters outright. Killthem with melee and mass damagespells (fireballs are quite good for this).Best Spells: Ice Storm, Fireball,Lightning Bolt Stinking Cloud.

MOBATThe mobat is not particularly special,but can take a lot of damage before itis slain and has agood THACO. Don'tignore them but kill poisonous crea-tures around them first before concen-trating on the mobats .Best Spells: Fireball, Ice Storm,Lightning Bolt, Stinking Cloud.

OGREOgres do a fair amount of damagewhen they hit and can take a lot of hitpoints of damage, but they really aren'tthat dangerous. By the time your partyhas to fight ogres, it can usually defeatthem without resorting to spell use.Just hack your waythrough them .

Best Spells: Fireball, Ice Storm,Lightning Bolt, Stinking Cloud.

POISONOVS SNAKE (C4IANT SNAKE)This is one of the most dangerous mon-sters in the game. High on hit pointsand loaded with a poison that can easi-ly kill a character, giant snakes are notto be trifled with . Avoid them if possi-ble, otherwise, kill them quickly. Ignoreany other monster with them (exceptfor spell casters) andconcentrate yourattacks to kill them oneat atime . Don'tlet them get a shot at acharacter with apoor AC, as a hit often means death.

Best Spells: Fireball, Ice Storms,Lightning Bolt and Magic Missile can allbe useful . However, the most importantspell here is Snake Charm. Cast it tomake the giant snakes helpless . CastBless or Prayer before the fight.

SKELETONThe weakest undead type, skeletonscan be turned by 1st level clerics andare automatically turned by 4th levelclerics (2nd level if they worshipMajere). They do low amounts of dam-age andtake only a few points to kill .Only crushing weapons (like macesandflails) do full damage against them.Swords and arrows do half damage .

Best Spells: Fireball, Ice Storm,Lightning Bolt, and Magic Missile.

SKELETAL KNIGHTAlso known as Armored Skeletons,these are skeletons butmuch morepowerful ones. They can't be turned

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until you are 6th level, and only thenon a very fortunate roll . You also facethe same half damage rules as withskeletons above. Defeating skeletalknights is a long process.

Best Spells : Fireball, Ice Storm,Lightning Bolt, and Magic Missile.

SPECTRAL MINIONThese are not monsters you shouldface during the game . You will facethem only if you fail a test in the Tombof Sir Dargaard. They cannot be turnedand have excellent THACOs, so fightingthem will be a painful process. They aretotally fearless and will fight untildestroyed. Only magical weaponscanharm them.

Best Spells: Fireball, Ice Storm,Lightning Bolt, and Magic Missile.UNDEAD: All undead are immune toSleep, Charm, Hold Person, andStinking Cloud spells . However, undead(except the Death Knight) may beturned by clerics of a sufficiently highlevel. Turning is the most efficient wayto deal with undead . No experiencepoints are awarded for undead whoareturned . Undead destroyed outright by acleric do count for experience points .

UNDEADDRAQONL'~ren withouta breath weapon, theundead dragons in Sir Dargaard's Tombare very dangerous. Don't let them con-centrate on one character, as the dam-age they can do will sometimes kill acharacter outright.

Best Spells: Fireball, Ice Storm,Lightning Bolt, and Magic Missile.

ZOMBIEZombies are turned much like skele-tons, and are therefore not very danger-ous. However, they can do a lot of dam-age if they get to attack, so turn themquickly.

Best Spells : Fireball, Ice Storm,Lightning Bolt, and Magic Missile.

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Magic-User Scrolls (White Robes) :One scroll with three spellsOne scroll with three spells

One scroll with three spells

One scroll with three spells

Clerical Scrolls:Two scrolls withNeutralize Poison

Other Scrolls:Scroll of Prot.vs. Dragon Breath

Potions:Potion of SpeedPotion of Extra HealingPotion of Extra Healing

Potion of Invisibility

Potion of HealingPotion of Healing

Throtl(#15)SouthernOutpost(#21)Temple ofHuerzyd (#3)Gargath Keep (#10)

Throtl(19)

Jelek (#14)

Throd Temple (#9)Throtl Temple (#5)SouthernOutpost (#21)ThrotlCatacombs (#6)Throtl(#9)ThrotlCatacombs (#11)

Armor Shields, and otherDefensive Magic Items:

Chain +1

Plate +1Six suits of SolamnicPlate (AGO)

Plate +1

Plate +1Bracers ofAC6

Bracers ofAC4Ring of Protection +1

Ring of Protection +2

Cloak of Displacement

Shield +1Shield +2

Shield +1Shield +1

ThrodCatacombs (#9)Gargath (#7)

Tomb of SirDargaard (#8)Temple ofDuerghast(#11)Kernen Base (#8)ThrodCatacombs (#6)Sanction City (#19)ThrodCatacombs (#11)Temple ofDuerghast (#7)Temple ofDuerghast(17)Throd (#9)Temple ofDuerghast(#11)Kernen Base (#8)Neraka Prison(#21)

Strength

Gauntlets of Ogre PowerGauntlets of Ogre Power10 Arrows +1A Random Magic ItemTwo Random Magic ItemsTwo Random Magic Items

Two Random Magic Items

Two Random Magic Items

Two Random Magic Items

Three Random Magic Items

Tomb of SirDargaard (#8)Gargath (#7)Kemen Base (#3)Throtl Temple (#9)Sanction City (#14)Neraka Prison(#21)SecondCitadel (#10)Temple ofHuerzyd (#9)Temple ofHuerzyd (#11)Temple ofHuerzyd(#13)Temple ofHuerzyd (#17)

Journal Entries: True or FalselBelow is a list of all journal entries thatare true:3, 4, 7, 9, 10, 12, 13(map), 16, 18, 19,22, 23(map), 24, 28, 29, 32, 35, 36,37, 38, 42, 43, 45(map), 47, 48, 49,50, 51, 52, 53, 56, 57, 59, 60, 61, 62,63(map), 64, 67, 69, 71, 72(map), 73,

84,

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Weapons: 74, 76, 77, 79, 81 (map), 82,Flail +1 Throtl Temple (#5) 86(map), 87, 88Hoopak +2 Throtl

Catacombs (#6)Longsword +1/+4vs . Reptiles Gargath Keep (#13)Two-Handed Sword(Cursed Berserker) Gargath Keep (#13)Longsword +2 Tomb of Sir

Dargaard (#8)Longsword(Cursed Berserker) Tomb of Sir

Dargaard (#20)Longsword +3 Temple of

Duerghast (#11)

MAQIC ITEMS: Weapons Continued Wands and Necidaces:Where to find them Mace +2 Temple of Wand of Ice Storm Throtl

Duerghast(#11) Catacombs (#6)Magic-User Scrolls (Red Robes): Two-Handed Sword +3 Duerghast(#17) Wand of Fireballs Jelek (#14)One scroll with three spells Throtl(#14) Two-Handed Sword +2 Kernen Base (#3) Necklace of Missiles Sanction City (#19)One scroll with three spells Southern Longsword +2 Neraka Prison(#21) Wand of Lightning Duerghast (#17)

Outpost (121) Longsword +1 Kernen Base (#8) Wand of Paralysis Duerghast(#17)One scroll with three spells Temple of Footman's Dragonlance +5 Temple of

Miscellaneous and Random:Huerzyd (#3) Duerghast(#7)One scroll with threespells Gargath Keep (#10) Mace of Disruption Southern Periapt of Proof vs . Poison Jelek (#14)

Outpost (#13) Girdle of Frost Giant