home *** CD-ROM | disk | FTP | other *** search
- HEROES QUEST
-
- Typed by FLUX of CRYSTAL. Edited by PARASITE.
-
-
- CHRONICLES OF LORETOME
- Heed well the words of Mentor, Guardian of Loretome, and I will tell you of
- times past, of darker days when the empire was saved against all hope. For I
- fear the darkness is about to return.
-
- The fell legions of Morcar, Lord of Chaos, had swept all before them. At the
- sight of the Black Banner and the massed hordes of Chaos, even the bravest
- warriors of the Emperor had turned tail and fled, the land was laid waste
- and all men despaired.
-
- But then there came a mighty warrior Prince from the Borderlands named
- Rodgar the Barbarian. He bore a glittering diamond in his brow, the Star of
- the West, as worn by the ancient kings of legend. Hope returned and men
- flocked to his standard, leaving thier hiding places in the hills and
- forests. Other great heroes joined him. Durgin the fearless Dwarven warrior
- from the Worlds Edge Mountains. Ladril the Elven fighter mage from distant
- Athelorn and Telor the Wizard whose sorcery was to save Rodgar on many
- occasions.
-
- For many years Rodgar trained his army, being careful to avoid open battle
- with Morcar's General until all was ready, but ever harrying thier supply
- lines, wiping out many orcs and goblins.
-
- Then came the day for which Rodgar had waited. His army had grown strong and
- was well practised. Camping on the high passes, Ladril saw the Black hosts
- from afar and bade Durgin blow the call to arms on his mighty horn. The
- armies of Rodgar poured down upon the enemy from two sides, and battle was
- joined. Many foul creatures and good men perished that day. Yet, as the light
- of day faded it was Darkness that fled the field. But the victory was not
- absolute. Morcar and his general escaped beyond the sea of Claws, and even
- now they plot thier revenge.
-
- Soon thier plots wil be ready and the Empire will have need of a new Rodgar.
- But where are the heroes to equal him? You have much to learn if you are to
- become as great as Rodgar and his companions. I will help all I can. This
- book I carry, Loretome, was written when time began. All that ever was and
- all that ever will be is recoeded in its countless pages. Through Loretome I
- may guide you, but I may not intervene, least a greater evil befall the
- World, and Chaos triumphs forever.
-
- PLAYING HEROQUEST
-
- BRIEFLY
- Hero Quest is a fantasy role playing game, in which you can represent either
- a Wizard, an Elf, a Barbarian or a Dwarf. Each has their own charrcteristics,
- thier strengths and weaknesses. The Barbarian and Dwarf, for example, can't
- cast spells, and the Magician can't utilise certain weapons. The board game
- can be played by up to five players, with one having to play the part of the
- Evil Wizard Morcar. In this version, however, the Evil Wizard is 'played' by
- the computer. The computer controls all the movements and actions of the Evil
- Wizard, and thus saves you the trouble.
-
- THE DICE
- Throughout the game instructions, 'rolling the dice' is referred to. On the
- screen, the dice is represented by a spinning coin. The coin is automaticaly
- 'moderated'. So when you have bought a piece of equipment that will increase
- the number of dice that you roll, the computer will automatically incorparate
- this into the dice. How to 'roll the dice' will be indicated later.
-
- ON LOADING
- Following the loading sequence of Hero Quest you will be presented with an
- icons menu which will offer you the following choices, the icons are, from
- left to right: Enter the Quest, Buy Equipment, Create a Character, and Load
- Other. For the moment concentrate on the 'Create a Character' option. When
- you are to play a new game of Hero Quest it's important that you go to this
- menu first. to choose any particular option, move the mouse pointer over the
- option illustrated, and then click on the mouse button.
-
- CREATE A CHARACTER
- Having chosen this menu, a new menu will present itself, allowing you to
- tailor your game. Each of four characters you can play are represented, and
- for each one a number of actions can be carried out from this menu. Each
- action is carried out by moving the mouse pointer over the particular option
- and then clicking the left mouse button. The options availible are, from
- left to right.
-
- ACTIVE/INACTIVE (above character illustration)
- Clicking on this option will toggle between the two choices, and will decide
- whether that particular character will take part in the next quest.
- Obviously, if four players are taking part, then all four characters will be
- active. If there are only two players, then they could either choose one
- character each, or may choose to represent two each. If there is only one
- player, then that player can choose whether to go it alone as one character,
- or to involve up to four characters in the quest.
-
- RENAME
- This will obviously allow you to rename your character. So, if you feel that
- the name allocated to your character isn't quite right, choose this option.
- You will then be presented with an alphabet. As you move the pointer over
- each letter, each will become highlighted in turn. Clicking the left mouse
- button the pointer will add that letter to your name. Click on 'END' once you
- are happy with the new name you have given your character.
-
- FRESH
- This will restore any body and mind points lost during a quest.
-
- LOAD/SAVE
- LOAD - This option will load a character previously saved to a disk. If you
- choose this option, the previously saved characters will be presented on the
- screen. Highlighting one and clicking the left mouse button will load that
- character.
-
- SAVE - Obviously, this will save a character as he or she currently is, and
- will allow that character to be recalled later for further quests. When you
- choose this option, you will be presented with a menu which will allow you to
- save the character at eight points on the disk. The eight points will be
- shown, and clicking on any of them will save your character to that point.
- All four characters can be saved onto one data disk up to eight times each.
-
- FORMAT DATA DISK
- This will allow you to create a data disk onto which you can save your
- characters. If you choose this option, simply follow the on-screen
- instructions, taking care not to format your game disk.
-
- EXIT
- This will take you back to the main menu.
-
- ENTER THE QUEST
- This option will allow you to begin the new quest, and should therefore be
- the last option that you choose. If you choose this option, you will be
- presented with a list of the quests, which are best played in order. Clicking
- on any of them will present the scenario on-screen. Underneath is a pannel
- reading 'I understand Mentor'. Click on this once you have read the scenerio
- and feel ready to begin your quest.
-
- BUY EQUIPMENT
- As you play the game, you will find gold and jewels which will increase your
- wealth. This can be spent on better armour or new weapons that will affect
- what you can achieve in the game. This option will take you to the 'shop',
- where the new equipment can be bought. Once you are in the shop, buying
- anything is pretty straightforward.
-
- Each of the four player characters is illustrated at the top. Clicking the
- mouse pointer on any of them will make that character the current 'shopper'.
- The name will appear to the left on the screen, whilst their current money
- ststus will be shown on the right. Underneath is a list of all the weapons
- and armour, along with thier price which is shown to the right. To buy any
- particular item just click on it. Providing you have enough money, that item
- and the benefits it carries, will now be yours. Descriptions of all the items
- available, and their effect upon the attributes of your character are
- included in the spell book at the end of the instructions. Once you have
- finished buying your equipment, the next player clicks on his character, buys
- what he wishes, and so on. Once all players have finished, clicking on 'Exit'
- will take you back to the main menu.
-
- LOAD OTHER
- This menu will be used to load the Scenario and Data Disks which Gremlin
- will be issuing over the next few months. When you choose this option, make
- sure you have inserted the expansion disk first, and then just follow the on
- screen instructions.
-
- HEROQUEST - THE RULES OF PLAY
- The following rules are primarily the rules of the board game. Veterans of
- the board game should read this section, however, as some of the rules have
- been slightly altered to enhance gameplay in the computer version.
-
- PLAYING HERO QUEST
- To play the first quest, choose 'The Trial' from the Quest Menu. The
- scenario will be presented on the screen. The scenarios are also recorded at
- the end of this manual should you need to refer to them whilst you are
- playing (are they bollocks i've done enough typing for one day). Before you
- start to play, read through the following rules.
-
- ORDER OF PLAY
- In each game, the Evil Wizard is represented by the computer. Each player
- moves in turn, starting with the player nominated by the Evil Wizard. The
- character nominated will be shown in the top left hand corner of the screen.
- Each character begins the game in a square next to the stairway, which is
- also the exit at the end of any game.
-
- When it is your turn, you are allowed to carry out two actions. You are
- allowed to move, and either fight, search or cast a spell. You may move
- first, then carry out the other action, or act first and then move. You may
- not move, then carry out an action, then continue to move. You aren't obliged
- to carry out any action on your turn, and you may choose to just move.
-
- When it is the Evil Wizards turn to play, which will happen after every
- player has taken his turn, the Wizard may move some or all of his characters.
- He moves each monster in turn. The movements and actions of the Evil Wizard
- will be displayed on screen.
-
- MOVEMENT
- The squares in the playing area are divided into two types: rooms and
- passages. Which is which is pretty self evident. Each character will use the
- mouse, as instructed later, to determine the number of squares they may move
- on their turn. A player does not have to move the full distance indicated by
- the dice total, and may move any number of squares not exceeding the dice
- total.
-
- Monsters have a predetermined maximum number of squares without needing to
- roll the dice, and again the Evil Wizard can move them any number within the
- maximum.
-
- When moving characters and monsters may not:
- 1. Move diagonally
- 2. Move onto an occupied square.
-
- Character players and monsters may, however, pass through an occupied
- square, provided that the player controlling the obstructing character allows
- you to pass. Otherwise your move must take another route or stop. Once a
- player has completed their move, it will move onto the next player. How to
- effect movement on the computer is instructed later.
-
- OPENING DOORS
- Character players and monsters can only enter and leave rooms through open
- doors. Monsters cannot open doors. Character players may open doors by moving
- onto the square in front of it, and clicking on the 'Keys' icon, as indicated
- later. Character players do not have to open a door if they do not wish to.
- Opening a door does not count as a move.
-
- Having opened a door, a character player may keep moving if he has any
- movement left on his turn. Once opened, a door remains open for the remainder
- of the game. Door opening can be done manually, by using the 'Keys' option,
- or automatically: If you use the pointer to indicate that you wish to reach a
- square beyond a doorway, then the computer will automatically 'open' the door
- for you.
-
- COMBAT
- Combat is split into two stages: attack and defence, but both are moderated
- by the computer. The attacker rolls his dice once to score as many skulls as
- he can. The defender then rolls his dice once to cancel the skulls out by
- rolling shields.
-
- ATTACKING
- To attack a monster or a character player, you must be either in front of,
- behind or directly to the side of that monster or character player. You
- cannot attack diagonally, except in special instances indicated in the Spell
- Book at the end of the instructions. Once you are in position to attack
- another character, click on the combat icon, and the screen will now flip to
- the map screen. You must indicate the character that you wish to engage in
- combat by clicking the pointer over the representation of that character.
- Once this is done, the screen will flip to the combat screen.
-
- Although from this point on the battle is moderated by the computer, what
- will happen is this: You will roll a number of special combat dice (with
- shields and skulls). The number of dice you roll is dependant upon which
- character you are representing, and are as follows:
- Wizard 1
- Dwarf 2
- Barbarian 3
- Elf 2
- For each skull you roll your opponant will lose one body point, unless he
- can successfully defend himself. If you fail to roll any skulls, the attack
- is wasted and your opponent need not defend. The number of attack skulls
- rolled are indicated in the bottom left hand corner of the combat screen, and
- the number of defence shields rolled by the other character are shown in the
- top right hand corner of the combat screen.
-
- DEFENDING
- To defend, a player rolls the number of special combat dice allowed for his
- character in the defend category. The character players and the monsters must
- try to roll shields to defend. Each shield rolled cancels one skull rolled by
- the attacker.
-
- Once the result of the defence has been determined, the computer will update
- the various scores for the player and the monster he was fighting. When a
- characters body points reaches zero, the character is eliminated by any roll
- of a skull for which they fail to roll a shield.
-
- Eliminated characters and monsters are immediately removed from play. When a
- player is eliminated, all the gold and weaponary that the eliminated
- character was carrying will be returned to the place of origin. In the
- instance of some special weaponary, this will mean that the players left
- alive may have to retrace thier steps to an earlier quest and capture that
- weapon again. If an attacker has successfully defeated the combatant at the
- start of his turn, he can now continue to move.
-
- MAGIC
- There are two characters in the game who may use magic, the Elf and the
- Wizard. No other character can use magic. There are four sets of spells, each
- consisting of three different types. The sets are Earth Magic, Water Magic,
- Air Magic, and Fire Magic.
-
- At the start of each game the Wizard will choose three sets of spells, and
- the Elf one. The Wizard chooses on set, then the Elf chooses his set, and the
- Wizard gets the two remaining sets. If either the Elf or Wizard is not
- playing, then the other character able to use magic will be able to choose
- which of the spells he wants to use. Again, the Elf is limited to one set of
- spells, and the Wizard to three.
-
- CASTING A SPELL
- When it is their turn, the Wizard and the Elf characters will have the
- option of casting a spell instead of attacking. A spell may be cast either
- before or after moving. You cannot use part of your move, cast a spell and
- then move again.
-
- Spells can be cast at monsters or characters players providing they are
- visible to the spell caster, unless the spell indicates otherwise. Characters
- in the same room are always visible, whilst figures in passages or in
- different rooms are only visible if an unobstructed straight line can be
- traced between the caster and his target. If the line passes through a closed
- door, wall or another character, then the line is obstructed and the spell
- cannot be cast.
-
- The spell caster can always cast a spell on himself. Each spell may be cast
- just once during the course of each quest. Once cast, the spell card is
- discarded
-
- By now, you will be familiar with enough rules to be able to take part in
- the first quest. Once you are in the quest, all of the players that are
- taking part in the game will seen in a room on the screen, on a playing area
- surrounded by a number of icons, each of which has a particular function,
- their functions are as follows: (starting at the top, and working
- anticlockwise around the playing area).
- 1. Current Character Attributes
- 2. Current Character
- 3. Next Character
- 4. Combat
- 5. Unlock
- 6. Search for Traps or Hidden Doors
- 7. Search for Treasure
- 8. Inventory
- 9. Map
- 10. Move
- 11. Spinning Coin
-
- CURRENT CHARACTER
- The current character. To his right the four numbers indicate, from top to
- bottom, Cash, Body points, Movement allowed this turn and Mind points.
-
- NEXT CHARACTER
- This will end the turn of the current character, and move onto the next
- character.
-
- SEARCH FOR TRAPS/HIDDEN DOORS
- This will search the location of the current character for any traps or
- hidden doors.
-
- COMBAT
- This will allow you to fight another character.
-
- UNLOCK
- This will unlock a door provided the current player is in the square
- directly in front of it.
-
- SEARCH FOR TREASURE
- This will search the current player location for any treasure. The result of
- the search will be presented on the screen.
-
- INVENTORY
- Will provide an inventory of everything the current player has, or is
- carrying. You can carry out certain actions from the inventory. To the right
- on the inventory screen are four icons, representing from top to bottom:
- Potions carrried, Weapons carried, Armour carried, Tool Kit, and underneath
- these four the 'EXIT' icon. In order to drink any potion, or use the tool
- kit, for example, click the pointer onto the icon, and follow the on-screen
- information prompts.
-
- MAP
- A map will be shown indicating the current location of all players, and all
- areas of the map that have been explored.
-
- MOVE
- The four direction keys indicate the four directions that the player can
- move in. Each direction that the current player can move is highlighted. An
- alternative way of moving is, once you know how many squares you can move,
- click on the square you wish to reach, and provided that you have enough
- movement points, your player will automatically move to that square.
-
- SPINNING COIN
- At the start of each turn, the dice, represented by the spinning coin will
- be seen at the bottom of the screen. Clicking on the left mouse button will
- freeze the coin, indicating the number of squares you will be allowed to move
- this turn.
-
- SEARCHING
- Characters may also search instead of making an attack or casting a spell.
- The search can be made either before or after moving. Characters may not
- search if they are adjacent to a monster or if there is a monster in the
- same room or passage. Monsters never search.
-
- When a player searches he searches the whole room or passage in which he is
- standing. Players must identify what they are searching for, and will be
- prompted by the Evil Wizard to identify it on the screen. They may search for
- either secret doors and traps, or treasure.
-
- SECRET DOORS AND TRAPS
- Secret door tiles are only shown in the dungeon if a character player finds
- them by searching. Trap tiles are only placed if found by a search or if
- triggered by a character moving onto the trapped square.
-
- Pit traps and falling block traps are shown when found. Spear traps are
- rendered harmless when found, so they are not represented graphically, but a
- message will tell you when one is triggered. Trap tiles may be removed from
- the board if any character who has the tool kit equipment is adjacent to the
- trap. The Dwarf may automatically remove any trap tile he is adjacent to. He
- may only remove one trap per turn. Secret doors may be found by searching on
- either side of the wall in which they are placed.
-
- Once found, secret doors remain visible and open for the rest of the game.
-
- TRAPS
- Traps are not shown in the dungeon until a character player either searches
- for traps or moves into a square containing a trap. Once a player has set off
- a trap, he can do nothing more until his next turn. Monsters do not set off
- traps. They may move freely through squares that contain hidden traps. Once a
- trap has been discovered, the monsters must obey the same rules as the
- players.
-
- PITS
- Once a pit trap has been triggered, it remains on the board as an obstacle.
- Any character who stumbles into a pit trap will automatically lose on body
- point. He will then climb out of the pit but his turn will be over.
-
- JUMPING A PIT
- Characters and monsters may attempt to jump across a pit trap. They must
- have enough movement to get across the pit, counting the pit square as one
- space. There must be an unoccupied space adjacent to the pit for the
- character to jump onto. In order to attempt a jump, a player simply clicks
- on the square beyond the trap as the square he wishes to reach. There is a
- chance, however, that in attempting to jump a pit, a player may stumble and
- fall. Again, in this instance, the player will lose one body point and his
- turn will be over.
-
- FALLING BLOCK
- When a character player moves through a square containing a falling block
- trap, a block will fall. It will land into the adjacent square, blocking the
- way. Any character or monster in the square into which the block falls must
- roll three combat dice. The victim will lose one body point for each skull
- rolled.
-
- SPEAR TRAP
- Any player who triggers a spear trap will lose one body point if he rolls a
- skull on a combat dice. The spear trap will only effect the first character
- to enter the square. Subsequent characters who move through this square will
- be unaffected, as the trap can only be triggered once.
-
- TREASURE CHEST TRAPS
- Some of the treasure chests contain traps. The effects od these traps will
- be displayed on your screen. If a player searches for traps in a room that
- contains a treasure chest the trap is found and rendered harmless.
-
- TREASURE
- Some of the Quests provide details about specific treasures which can be
- found by searching. If a character searches for treasure in the appropiate
- room the treasure will be revealed. Monsters may not move treasure chests.
- Whenever a character collects some treasure, generally in the form of gold
- or jewels, it's value will be automatically recorded on their inventory.
- Some of the treasure is not treasure at all. Instead, it could be a
- ferocious wondering monster. If there is no square adjacent to the character
- who found the treasure, the monster will appear on any other square in the
- room or corridor. In this case the monster may not, however, attack other
- characters.
-
- You are now ready to take part in the first quest. You are acquainted with
- all the rules. Keep these rules by you whilst you find your way around the
- first quest. Once you have completed one quest, you should be able to find
- your way aroud the game without the rules to hand.
-
- THE QUESTS
- Once you have played through 'The Trial', you are ready to undertake the
- other quests. These should be played in the order they are presented.
-
- COMPLETING A QUEST
- The character players complete a quest successfully if they achieve the
- objectives described in the quest introduction. If they fail to do so, a
- quest may be attempted again. The Wizard always begins each game with a full
- complement of monsters. Characters escape the dungeons by stepping onto a
- stairway tile, which is also the starting point of every quest except the
- first one.
-
- BETWEEN QUESTS
- If your character survives, you may keep him and use him again in subsequant
- quests. In this case, you may keep any Quest treasure you may have found,
- and you may spend any treasure recorded on your character inventory to
- purchase better equipment. You may not keep ordinary Treasure cards.
-
- The character players may restore their characters body and mind points to
- their starting value before beginning a new Quest by using the 'Fresh'
- option.
-
- BUYING EQUIPMENT
- The Book Of Magic indicates the spells, and a description of the equipment
- available for purchase, plus some of the unique weapons and equipment you
- might find throughout your quests. Buying equipment is fully explained above,
- and once bought, any advantage that the equipment might have is automatically
- attributed to the character who bought it. The spear and staff, for example,
- allow characters to attack diagonally. A character may not buy equipment if
- he does not have enough money to do so, but money can be accumulated and kept
- from quest to quest.
-
- MISSILE FIRE
- Some weapons may be thrown, whilst the crossbow may be fired. When firing
- the crossbow or throwing a weapon the procedure for rolling combat dice in an
- attack and defence remains the same.
-
- Your opponent must be visible, as with casting a spell. There is no maximum
- range for firing the crossbow or throwing a weapon. However, you may not use
- the crossbow or throw a weapon if you are adjacent to your opponent.
-
-
- HEROQUEST - BOOK OF MAGIC
-
-
- AIR SPELLS
-
- SWIFT WIND
- This spell can be cast on any one player. That player will then have the
- equivalent of twice as many dice the next time he throws. The spell is then
- disgarded.
-
- TEMPEST
- A small tempest is created which envelops one monster or player of your
- choice. That monster or player will then miss their next turn. The spell is
- then disgarded.
-
-
- FIRE SPELLS
-
- BALL OF FLAME
- This spell may be cast at any one monster or player. It will inflict two
- points of Body damage. The victim may roll two defence dice, and for each
- shield he may reduce the damage by one. The spell is then disgarded.
-
- COURAGE
- This spell may be cast on any one player. That player may then throw two
- extra dice each time he attacks, until the spell is broken. The spell is
- broken when there are no more monsters visible to that player. The spell is
- then disgarded.
-
- FIRE OF WRATH
- This spell may be cast on any one player or monster, anywhere on the board.
- It will seek out your enemy and inflict one Body point of damage, unless your
- opponent can roll a shield on one combat dice. The spell is then disgarded.
-
-
- EARTH SPELLS
-
- HEAL BODY
- This spell may be cast on any one player. It will restore up to four Body
- points that have been lost. The spell is then disgarded.
-
- PASS THROUGH ROCK
- This spell may be cast on any one player. That player may then move through
- walls when he next moves. The player may move through as many walls as his
- movement will allow. The spell is then disgarded.
-
- ROCK SKIN
- This spell may be cast on any one player. That player may then roll two
- extra combat dice in defence, until the spell is broken. The spell is broken
- when that player is wounded. The spell is then disgarded.
-
-
- WATER SPELLS
-
- WATER OF HEALING
- This spell may be cast on any one player. It will restore up to four Body
- points that have been lost. The spell is then disgarded.
-
- SLEEP
- This spell will put one monster or player to sleep. He may try to defend
- himself by rolling one dice per Mind point. If he rolls a shield he is
- unaffected. Once asleep he may not defend if attacked. He will awake if he
- rolls a six at the start of the turn, or if attacked.
-
- VEIL OF MIST
- This spell may be cast on any one player. That player may then move unseen
- through spaces that are occupied by other players or monsters the next time
- he moves. The spell is then disgarded.
-
-
- WEAPONS
-
- BROADSWORD
- The Broadsword allows you to roll three combat dice in attack. May not be
- used by the Wizard.
-
- BATTLE AXE
- The Battle Axe allows you to roll four combat dice in attack. You may not
- use a shield when using the Battle Axe. May not be used by the Wizard.
-
- CROSSBOW
- The Crossbow allows you to roll three combat dice in attack. You may not use
- the crossbow against an opponent who is adjacent to you. May not be used by
- the Wizard.
-
- STAFF
- The Staff allows you to roll two combat dice in attack. The staff may be
- used to attack diagonally.
-
- SHORT SWORD
- The Short Sword allows you to roll two combat dice in attack. The Short
- Sword may be used to attack diagonally. This weapon may not be used by the
- Wizard.
-
- SPEAR
- The Spear allows you to roll two combat dice in attack. The Spear can be
- used to attack diagonally. You may throw the Spear, but if you do so you lose
- it. This weapon may not be used by the Wizard.
-
- HAND AXE
- The Hand Axe allows you to roll two combat dice in attack. You may also
- throw the Hand Axe, but if you do so you lose it. The Wizard may not use this
- weapon.
-
-
- ARMOUR
-
- PLATE ARMOUR
- Plate Armour allows you to roll four combat dice in defense, but you may
- only roll one dice for movement whilst wearing the Plate Armour. May not be
- used by the Wizard.
-
- CHAIN MAIL
- Chain Mail armour allows you to roll three combat dice in defence. May not
- be used by the Wizard.
-
- CLOAK OF PROTECTION
- The Cloak allows you to roll one extra dice in defence. May only be used by
- the Wizard.
-
- BRACERS
- The Bracers allow you to roll one extra combat dice in defence. May only be
- used by the Wizard.
-
- THE SHIELD
- The Shield gives you one extra combat dice in defence. May not be used by
- the Wizard.
-
- THE HELMET
- The Helmet gives you one extra combat dice in defence. May not be used by
- the Wizard.
-
- TOOL KIT
- The Tool Kit enables you to remove any trap that you find. Roll one combat
- dice. On the roll of a skull, the trap goes off and you lose one Body point.
- Once you have rolled the dice the trap is removed.
-
-
- SPECIAL EQUIPMENT
-
- ORCS BANE
- The sword, Orcs Bane, allows you to roll two combat dice in attack. You may
- attack twice if you are fighting Orcs.
-
- SPIRIT BLADE
- Spirit Blade allows you to roll three combat dice in attack or four dice in
- attack against undead creatures, Skeletons, Zombies and Mummies.
-
- BORIN'S ARMOUR
- Borin's Armour allows you to roll four combat dice in defence.
-
- WAND OF RECALL
- The Wand of Recall allows you to cast two spells instead of one during your
- turn.
-
- TALISMAN OF LOVE
- The Talisman of Love allows you to increase your Mind points by two as long
- as you have the Talisman in your possesion.
-
- End.
-