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- Hero's Quest I
-
- Typed by
- Golden One
-
- Special thanks go out to Hill Billy for supplying the originals...
-
- The following is a letter that was included with the game...
-
- This program is not copy protected. You have told us many times that you enjoy
- the convenience of non-copy protected software, and we're listening to you.
-
- In a way, this is an experiment on our part. We want to give you software that
- is easy and convenient to use, but we can't do that if you make copies of our
- software and give them away to your friends.
-
- Make our experiment a success -- please don't give away copies of this software
- to anyone else. Make backup copies for your own use, but don't give away
- copies. If you like this game, please encourage your friends to go out and buy
- it -- or you could buy a copy as a gift. This way, you'll keep the price of
- new software lower for everyone.
-
- We're relying on you.
-
- Thanks.
-
- Guruka Singh Khalsa
- Producer, Sierra On-Line, Inc.
-
- WHAT IS HERO'S QUEST?
-
- Hero's Quest combines the character development and combat that are typical of
- fantasy role-playing games with the basic adventure game concept of exploring a
- world and solving its puzzles. "So You Want To Be A Hero..." is the first
- Hero's Quest scenario.
-
- The essence of role-playing is that you must try to think as your character
- would when faced with a dilemma. In Hero's Quest I, you can choose from three
- basic character types -- the strong fighter, the mysterious magician, or the
- wily thief. Each has the same goal; to be named Hero of Spielburg. Each
- character will however, set about accomplishing that goal in a different way.
- The magician may use spells to overcome some obstacles, but might not survive a
- physical battle with a monster. The thief must find a crafty way around the
- same problem that the fighter or magic user would approach differently.
-
- Experience can be a tremendous asset to you as a hero. Your attributes will
- improve as you play the game. Tasks taht are beyond your ability early on may
- become less difficult as your skills improve.
-
- Conversation is one very important element of Hero's Quest. You will meet many
- strange people and creatures in the valley. To learn about the valley and your
- quest, it will be necessary to speak with everyone you meet. Like your
- character, the beings you meet will have distinct personalities, and their
- skill and knowledge may lie in different areas. You'll want to ask specific
- questions, and find out all you can.
-
- Every hero must deal with his share of foul and ferocious monsters. If you
- want to be a hero, you'll have to fight or avoid them, as they don't tend to
- favor discussion. Each battle you fight will provide you with valuable
- experience, and many victories will yield treasure that you will need to buy
- food and equipment.
-
- A hero's life isn't always serious, though. Between desperate encounters with
- terrible monsters and life and death decisions lie many light-hearted, humorous
- and downright silly moments. Spielburg is a strange place with a multi-faceted
- personality, as you will soon see.
-
- COMBAT
-
- DISTANCE COMBAT CLOSE COMBAT
-
- Thrust or Swing Thrust
- 8 8
- Dodge Duck Dodge Dodge
- 4 6 4 6
-
- 2 2
- Parry Shield Block
-
- If you feel that the situation has gotten out of hand, you can type escape, or
- press [CTRL-E] to retreat.
-
- Remember to always search the body of your opponent after winning a battle, for
- some creatures carry money or other useful items.
-
- THIEF SKILLS
-
- Thief characters have two special skills; 'Pick Locks' and 'Stealth'. To use
- these skills type pick lock to gain entrance to a locked door, or sneak to move
- quietly. When you are finished 'sneaking', type walk to resume walking
- normally.
-
- MAGIC
-
- A Magic Userr begins the game with one spell: ZAP. He can read and learn more
- spells as he finds or buys scrolls. The spells he possesses will be listed in
- his inventory. Also listed will be the number of Magic Points (MPs) needed to
- cast a spell, and the level of skill the character has in each spell. His
- spell casting will improve with practice. To use a spell, type cast (or press
- [Ctrl-C]), then type [NAME OF SPELL].
-
- The MANUAL:
-
- How to Be a Hero
-
- So you want to be a Hero...
- Take this simple one minute test to see if you have the "right stuff" to become
- a student of the Famous Adventurers'Correspondence School for Heroes:
-
- You are having dinner with a powerful and influential izard and he starts to
- make rude remakrs about 'Muscle-brained adventurers.' Do you:
-
- A. Kill the Wizard and upset the magical balance of the entie universe by
- breaking his spell preventing the ruption of the volcano that then spews lava
- over the peaceful nearby town.
-
- B. Ignore his remakrs and pass the salt.
-
- You'd be surprised how many would be Heroes choose option A. But here at the
- Famous Adventurers's Correspondence School for Heroes, we know that the correct
- response, is course, C. You, too, can become a useful and productive member of
- the Hero community by taking this simple course in 'How to be a Hero.'
-
- THE HERO
- What is a Hero?
-
- Hero is the title for which all adventurers strive. A hero must be
- trustworthy, loyal, friendly, courteous, kind, obedient, cheerful, thrifty,
- brace, clean and reverent. Be he (or she) figter or wizard, thief or man (or
- woman) about town; he (or she) is the desire of all women and the envy of all
- men (or perhaps the other way around).
-
- How do I become a Hero?
-
- To become a Hero, you must first become an adventurer. Adventurers are most
- often Fighters, Magic Users, and Thieves.
-
- The Adventurer's Guild
-
- Meeting Hall and employment agency for all would-be heroes, the Adventurer's
- Guild will become your home away from home. This is wwhere you go to have your
- exploits recorded in the log and to boast with your peers. You can obtain
- information about ho's wwho in the local area.
-
- The bulletin board is a good place to find out about jobs available and wwhat
- rewwards are posted. Be sure to check out the bulletin board in the Guild hall
- nearest you for announcement that could further your career.
-
- There is an Adventurer's Guild in nearly every major town just waitinf ro you
- to sign in and be counted among the ranks as a 'real' adventurer.
-
- THE FIGHTER
-
- What is a Fighter?
-
- The fighter is the most popular of the adventurer vocations. Simple and
- straightforward, he vies the world as an opportunity to test his strength and
- courage against the universe. A fighter is one who, when faced with a foe, take
- arms against a sea of troubles, and by opposing, ends them. He is the artist
- whose body is his paletter. Exercise is his daily bread. The fighter relishes
- every battle wwith any foe, for though he is beaten and blackened and bruised
- and blemished beyond all recognition, he knows that he is the better for it
- all.
-
- How do i become a Fighter?
-
- To become a fighter, you must begin by developing your strength and skill with
- weapons. Your sword will become your right hand (assuming, of course, you are
- right-handed). You shield is your lifeguard that plunges before you to
- iinterpose itself between you and the wave of horrible, slayering monsters.
- Physical labor becomes a pleasure, for every ache and pain will remind you of
- those hard-earned muscles. Encounter each enemy with exuberance, for the
- experience will be exhilarating as long as it doesn't exterminate you.
-
- How do I fight?
-
- If one wishes to become a fighter, it is wise to obtain a sword and shield at
- the earliest opportunity. We do not recommend unarmed combat against a
- monster, as you can be 'dis'-armed rapidly.
-
- Basic sword work consists of the thrust and swing. The trust is the deft
- skewer of the opponent's mid-section, quick and to the point with a minimum of
- mess. The swing, on the other hand, is a slicing motion designed to release as
- much of the opponent's interior components as possible. While the swing
- inflicts, more damage, the trust is quicker. Preference is a matter of
- personal taste and whether or not you have a strong stomach.
-
- Defense largely depends upon the use of the dodge, block and parry. While
- there are those who believe that 'real' fighters do not need such wwimpy
- defensive techniques, most surviving Heroes attest to their effectiveness.
- Trying to defeat a monster hile ignoring the basic defenses usually results in
- ex-heroes.
-
- Dodge, in theory, is moving out of range of the opponent's weapon. Your
- agility is a major factor in how well you manage this.
-
- Block is placing the shield between you and the attack designed to lead you to
- an untimely demise.
-
- Parry is using your sword to prevents the foe's weapon from similarly cleaving
- your skull. Quick reflexes and practive make block and parry into true
- lifesavers.
-
- THE MAGIC USER
-
- What is a Magic User?
-
- Master of mystery, propounder of power, intimate of intuition, the Magic User
- is the intellectual among adventurers. The Magic User must master his mind to
- mold the mysteries of the ages. Through the use and control of the magical
- spell, the Magic User can selectively alter the fabric of the universe and
- create things out of whole cloth.
-
- Spells are usually learned by reading specially created scrolls that brand the
- spells upon the brain. They can be purchased at specialty shops, gained from
- kindly old wizards, and frequently found in the oddest places. Scrolls are of
- no use to those without Magic skill or those who already know the spell, so the
- neophyte is encouraged to inquire about scrolls frequently.
-
- Spells are cast by using the magical energy the Magic User stores in his body.
- This Power pervades the world, but only one trained in the mystical arts can
- actually absorb it. The amount of energy a spell takes depends upon the
- potency and duration of the particular spell.
-
- How do I become a Magic User?
-
- To become a Magic User, you must first find a teacher of the craft. Many towns
- and villages have Magic Users who, for a modest fee, are willing to impart the
- spark that will ignite the mental light and illuminate the ultimate abilities
- of the student. Once the mind has been opened to magic, it can be filled with
- arcande lore, spells, curses, cures and trivia about obscure creatures that
- never fails to impress the locals.
-
- Magic Users have a reputation for being mysterious, and much of their time is
- taken up maintaining this illusion. To this end, mirrors are useful for
- practicing facial expressions, and a repertoire of moods ranging from 'Haughty
- disdain for fools who ask stupid questions' (ideal for when you don't know the
- correct answer) to 'Complete and Utter Concentration So Don't You Dare Disturb
- Me' (perfect for catching forty winks, particularly if you can master sleep
- with your eyes open), will come in handy.
-
- To enhance your Magic User reputation, develop your eccentricities. Talking to
- thin air does wonders for having those around you treat you with respect --
- after all, they can't be sure you aren't talking to someone they can't see.
-
- Get in the habit of using expressions like: 'I Know the Answer', in deep
- mysterious tones. Then smile and say nothing. You'll soon have people
- whispering 'He (or she) must be a Magic User!'
-
- Common, Everyday Magic Spells
-
- For the uninitiated, only a few minor spells are available. These, however,
- can become quite powerful as the Magic User becomes skilled in their usage. As
- with all skills, it takes practice to improve a spell, and as with all magic,
- it takes intelligence to know when a spell is useful.
-
- Zap
-
- Leyden's Latent Lectrical Discharge spell, or as it is more commonly known, the
- 'Zap', is used chiefly for offensive purposes. The spell is generally placed
- upon a weapon such as a dagger. When the weapon strikes an opponent, magical
- energy is released. Thus the spell is used to increase the amount of damage a
- weapon can do. It can be cast upon the weapon before it is needed, but only
- one spell can be cast on a weapon at a time. It is also unfortunate, but this
- must be used in close combat.
-
- Open
-
- This useful little spell is particularly suited for absentminded spellcasters
- who tend to misplace their keys. Unless an item is designed to be used with
- the spell, the 'Open' is limited to unlocking simple locks when first learned.
- With experience, however, the spell can be used to open a variety of closed
- objects such as doors.
-
- Fetch
-
- Lowenhard's Lariat of Legerdemain or as it is better known, 'Fetch', is a spell
- to manipulate objects at a distance. Upon casting, this spell creates an
- energy field around a visible object and brings it to the caster. With a good
- deal of skill, it can be used to move objects from one place to another. It is
- limited to small, non-living objects.
-
- Flame Dart
-
- One of the most colorful and popular of spells, the 'Flame Dart' projects a
- field of magical fire towards an object or thing. The amount of damage
- produced is directly related to the amount of experience with the spell.
-
- Detech Magic
-
- This spell is used to reveal objects that have spells cast upon them. It can
- also be used to find things made invisible by spells.
-
- Trigger
-
- R. Rogers' Reactivating Ritual, or 'Trigger' allows the caster to 'set off'
- operating magical spells. Thus the magic user can avoid damage from magical
- traps or close doors with a snap of the fingers. This spell is commonly used
- in Wizard games.
-
- Calm
-
- This spell is used to prevent a combat situation. The 'Calm' spell is cast
- when first a monster is spotted. The monster is bathed in an aura of
- 'Mellowness' and pauses for a moment to contemplate the universe and its belly
- button. The Magic User may thus beat a hasty retreat. It affects only one
- non-magical creature at a time and is limited at first to minor monsters. With
- experience, more aggressive creatures can be 'Calmed'. However, do not try
- this on dragons. It is not practical to cast this in close combat or where
- aggresive actions have already taken place. For example, if you cast a 'Calm'
- against a Saurus Rex about to take a bite out of you, the monster generally
- just calmly eats you.
-
- Dazzly
-
- Erasmus' Razzle Dazzle produces a flash of brilliant magic that temporarily
- blinds a creature eyeing the magic user. The duration of this effect is
- determined by the caster's skill in this spell. This spell is quite effective
- in close combat.
-
- How to Play the Mage's Maze
-
- The most popular entertainment among those of the magical persuasion is a game
- known as "Mage's Maze." Each Wizard has his own personally customized game
- environment, suiting his or her peculiar predilections. While each game is
- thus somewhat different, all known examples share certain common features.
-
- The object of Mage's Maze is to enable your game creature to reach the finish
- point ahead of that of your opponent. Since the creatures are self-willed (and
- often very willful), the only way to achieve this is by encouraging your
- creature to follow a correct route to the finish. This is done by removing
- obstacles, placing bridges and ladders, and otherwise providing a hospitable
- path (or by impeding your opponent's creature).
-
- Mage's Maze is played exclusively by casting spells. Popular spells include
- Trigger, Open, and Fetch. Some variations use additional spells such as Flame
- Dart, Zap, Darkness, and Invisibility.
-
- The Trigger spell generally activates a pre-existing Shape Change spell on your
- creature. In one popular form of the game, each creature may take on one of
- several sizes at any given time. Each Trigger spell increases the creature
- size up to some limit, after which the next Trigger switches to the smallest
- size. Of course, the creatures also interact in various ways -- a larger
- creature may eat a smaller, or like-shaped creatures may be attracted to each
- other.
-
- The Open spell may be used to remove obstacles or open doors in the game
- environment. The Mage casts Open, the concentrates on the offending obstacle.
-
- Fetch is often used to move bridges, ladders, carpets, or other useful objects
- around the game board. After casting the Fetch spell, the Mage focuses on an
- object, and must maintain concentration until it has been deposited on the
- desired location.
-
- Flame Dart is sometimes used to create an area of warmth to which the creatures
- will be attracted. Of course, most spells affect your opponent's creature as
- well as your own, so caution must be aplied in their use.
-
- THE THIEF
-
- What is a Thief?
-
- Sultan of Stealth, Chief of Chicanery, Potentate of Plunder, the Thief is the
- master of many skills. From subterfuge to hosuebreaking, Thieves live by their
- wits. Since the Thief cannot fight as effectively as the Fighter, or cast
- spells as the Magic User, he seems to be the weakest of adventures. However,
- he is also the most powerful of adventurers, for he can get away with murder.
-
- How do I become a Thief?
-
- Agility is an important thing to develop if you intend to pursue the honorable
- profession of purloining. Most of the skills a thief uses are based on his (or
- her) grace and dexterity. There are many schools of thought that teach the
- skills necessary:
-
- Using Stealth is following the Way of the Rat; a slow, cautious scuttle with
- all sense alert. Climbing is following the Way of the Three-Toed Sloth, which
- ascends above those who seek it and goes where they cannot. Runing is the Way
- of the Cockroach, which pauses first to assess the danger, then runs like mad.
- Lock Picking is the Way of the Aardvark, which delicately inserts its tongue
- into the terminte's nest to get out the luscious treasure within. Throwing is
- the Way of the Dive Bomber Beetle, which launches itself into the air and plots
- a course straight and true until it hits something and bounces off. All of
- these disciplines must be mastered before you will know the One True Way of the
- Thief.
-
- You must become one with your lock-pick. This tool can open doors into realms
- you have only imagined. The Thieve's Toolkit will allow you to see what you
- have not seen before, and to go where you could not go. Wonders will lie
- before you, and become your own, for the Art of the Thief is to free others
- from their need for material possessions and to teach them that inner peace
- comes not from what you have, but from what you have not. The Way of the Thief
- is the Way of the Cuckoo Bird which, by laying its egg in other birds' nests so
- that it hatches and kicks out all other eggs, reveals that unless you share
- with others, you have nothing. The Thief is thus the teacher of great
- knowledge and truth.
-
- what is a Thieves' Guild?
-
- To aid the Thief on his never-ending journey of the True Way. The Thieves'
- Guild was created. This benevolent organization was formed to give the Thief a
- chance to socialize among people of like mind without having to watch his
- purse, for this is the refugee from the petty worries of the world. The
- Thieves' Guild motto is 'Thou shalt not steal HERE.' This is the place to find
- those lock-picks and tool kits you crave. Here is where you relieve yourself
- of another's possessions and fence the items for cash.
-
- How do I find the Thieves' Guild?
-
- Thieves' Guilds, due to unfortunate social pressures, are forced to keep a low
- profile. Unlike the Adventurer's Guild that allows any scum off the street to
- enter and call himself an adventurer, the Thieves' Guild allows only the true
- followers of the Way to enter its portals. Thus a series of secret signs has
- been adopted.
-
- To identify yourself as a Thief, you must make the proper 'Thief Sign'. This
- consists of placing your thumb upon your nose with the hand held perpendicular
- to the face and the fingers outspread. You then wiggle your fingers while
- focusing your eyes on your thumb and patting your belly with the other hand.
- This is the proper way to greet a follower and still retain your pocket money.
-
- When searching a strange town for the Thieves' Guild, it is wisest not to be
- too obvious about it. Asking the sheriff where you can find the local Thieves'
- Guild will at the very least make him suspicious of you and quite possibly get
- you thrown into the local hoosegow. Most local thieves will know what you are
- asking for. Remember to find out the password, for the Guild wishes to
- discourage casual inquirers and spies. Attempting to enter the Thieves' Guild
- without the password is like picking a fight with a Troll; it's easily done,
- but you'll be done in easily.
-
- How to make friends and Influence Important People
-
- Knowing who to know is crucial for the aspiring Hero. Here are examples of
- some of the types of people you are likely to meet, and ways in which you will
- need to deal with them:
-
- Rules
-
- While the majority of Adventurers never get to meet the ruler of the land they
- are in, nevertheless their lives are directly affected by him or her. Rulers,
- be they Kings or Queens, Dukes, Lords, or Sultans, have a profound impact upon
- their environment. A good ruler keeps his lands free from monsters, his people
- safe from brigands, and his adventurers very bored. It is hard to be a Hero in
- such a place. A bad ruler, on the other hand, neglects to maintain a routine
- rout of monsters, ceases to retain a trained militia to break up the bad guys,
- and in short, allows his (or her) kingdom (or queendom), castle, domain,
- holdings, or empire, to go to pot. This is where real Heroes are made.
-
- Wizards
-
- Wizards and other Magic Users should be treated with respect. Even though they
- may be testy and temperamental, weird and wicked, or silly and simple, it is
- best to keep one's calm and be polite. It is better than being a toad.
-
- Peace Officers
-
- Sheriffs, militia, constables, and cops are also good people to be polite
- towards. It is hard to be a Hero from inside the local dungeon.
-
- Healers
-
- Heroes are constantly undergoing intense and extensive physical damage during
- the course of an adventure. Healing Potions help restore vital body parts and
- ease the pain. Healers are a major source of Healing Potions. Never annoy a
- Healer unless you are covered by a good health insurance plan.
-
- Guildmasters
-
- Guildmasters are a useful resource for adventurers. Guildmasters usually are
- retired local adventurers and know must about the region. They usually can
- give information and advice about the local monsters.
-
- Innkeepers
-
- In order to recover from a hard day of adventuring, there is nothing better
- than a nice warm meal and a snuggly bed. Innkeepers are quite capable of
- exacting vengeance upon a rude adventurer, whether by moldy bread and uncooked
- stew or by the bedbugs, so it is best not to perturb them.
-
- Shopkeepers
-
- Shopkeepers and merchnats are good sources for need equipment.
-
- Magical Creatures
-
- There abounds in this land a wide variety of strange, intelligent creatures,
- some of which have or use magic. It is sometimes hard to tell monsters from
- magical creatures since some monsters are magical. Magical Creatures include
- fairies, Faery Folk, Shapechangers, Dryads, and enchanted humans. They al tend
- to be powerful so it is recommended that adventurers approach strane creatures
- with caution.
-
- Famous Monsters of Adventureland
-
- What would a Hero do without some horrible monster ravaging the countryside,
- devouring large farm animals, depopulating the peasents, and causing insurance
- rates to go up? Monsters are the stuff that heroes are made of. After all, it
- is very difficult to rescue damsels unless they are distressed.
-
- What is a Monster?
-
- Razer of rules, annihilator of adventurers, bane of insurance salesmen;
- monsters come in many colors, shapes and sizes. The best way to determine
- whether a creature is indeed a monster is to observe it carefully in its
- natural habitat. Here are some warning signs that could indicate a tendency to
- being a monster:
-
- 1. Oozes green ichor that shrivels plants, corrodes metal and smells like
- rotten turnips.
- 2. Eat people with it mouth full.
- 3. Collect half eaten corpses.
- 4. Drools, gibbers and slavers.
- 5. ATtack first and ask questions later.
- 6. Twitches it tenacles in anticipation of torturing tourists.
- 7. Will not eat his spinach.
-
- Of course, this makes it difficult to tell a monster from your average
- adventurer. An easy rule of thumb is this--if a creature attacks, kill it--and
- call it a monster afterwards.
-
- The Humanoids
-
- Goblins
-
- Goblins are short, squatty creatures living in large colonies underground.
- Although they seem cowardly at first encounter, they tend to observe an
- adventurer and assess his (or her) weaknesses. Once they regain their courage,
- they tend to gang up on the unsuspecting hero. It is not advisable to go
- exploring a goblin hole unless accompanied by a party of Dwarves.
-
- Kobolds
-
- kobolds are distance relatives of dwarves, although neither will admit it.
- They live in caves deep underground and shun sunlight and outsiders. Small and
- spindly, they do not fight very well. However, they can be powerful magic
- users and enchanters, so it best to be cautious around them.
-
- Goons
-
- Goons are semi-domesticated relatives of ogres. Not actually a monster unless
- you make them mad. Goons are large, ugly and rather dumb. With patience,
- kindness and five years of extensive training they can be housebroken.
-
- Giants
-
- Giants come in many varieties and sizes. They can be highly intelligent or
- very stupid, extremely cultures or pure brute, patient and gentle or likely to
- tear off your leg at slightest provocation. Always use caution when dealing
- with Giants.
-
- Minotaurs
-
- Minotaurs are half-man, half-bovine creatures of great strength. They tend to
- be extremely bull-headed and charge whenever they see red. Some do, howevery,
- take more after the human side of the family. When intelligence combines with
- this sheer brute force, you have a foe worthy of Hero's skills.
-
- Trolls
-
- Large, sly and generally nasty, the common northern hemisphere Troll is
- extremely sensitive to sunlight, so he lives in dark places and travels mainly
- at night. The skin of a Trool is like heavy armor and resits damage from
- weapons and fire. Unfortunately, the common southern hemisphere Troll, while
- not as tough as his cousin, has a disgusting habit of rapid regeneration and
- can heal wounds almost as quickly as a Hero can make them. Fire prevents such
- regeneration. In general, it is always wise to know which hemisphere one is in
- when dealing with Trolls. The beard of a Troll is frequently used in making
- potions.
-
- Ogres
-
- Ogres are big, ugly and stupid. They are also very strong and aggressive.
- Their hobbies include crunching bones and smashing skulls. They tend to carry
- around their prized possessions in chests. It is not clear where the chests
- come from, why Ogres get them, or how Ogres even open the chests. These are
- topics of heated debate among scholars.
-
- The Inhumanoids
-
- Saurus
-
- Creatures of enormours appetites and very little brains, sauruses tend to do a
- lot of running around. The Saurus is scaly and lizard-like with highly
- developed hind quarters upon which it runs, and small, under-developed front
- legs used to grasp food. Its large mouth is filled with sharp teeth. Despite
- its fearsome apperance, it is remarkably easily defeated by the seasoned
- adventurer.
-
- Mantray
-
- Assumed to be of magic origin, the Mantray has the abilities of camouflage,
- flight and controlled lighting. Resembling a cross between a Manta Ray and a
- Sting Ray, it lies in forested areas where it conceals itself upon the ground
- awaiting the unwary.
-
- Moose
-
- A moose is a large, ungainly creature with great antlers. It is prized by
- trophy hunters and as a result is oversensitive about losing its head. It is
- therefore extremely temperamental and has a wicked bite.
-
- Bear
-
- A hungry or angry bear can be a fierce opponent. A quick swipe of sharp claws
- can make mincemeat of the average adventurer. A bear standing on its hand legs
- is obviously a bear to beware.
-
- Griffin
-
- This cross between a lion and an eagle is usually found in the more arid
- regions around mountainous areas, but an occosional griffin has been spotted as
- far north as Spielburg Valley. The mobility of flight adds to the danger from
- the knife-edged claws and beak. The Griffin has a curious affinity for mock
- turtles.
-
- Cheetaur
-
- The Cheetaur is noted for its speed and cunning. This cat-like creature with a
- humanoid torso has a deadly slashing combination of claws and bite. The
- northern variety is more panther like and slower at running than its slender
- soutern cousin, but retains its swiftness in attack. Fortunately for the
- locals inhabitants, Cheetaurs never prosper in the colder regions.
-
- Saurus Rex
-
- This monster resembles a saurus on steroids. Recommended strategy for
- encounters: Run away.
-
- Dragons
-
- Avoid entirely unless you are already a ceritified hero.
-
- The Undead
-
- Skeletons and Zombies
-
- Animated skeletons, although rather disconcerting, are seldom a real thread to
- a seasoned adventurer. Assuming, of course, that the adventurer has more in
- his skull than the skeleton.
-
- The Zombie is an animated corpse that shambles along trailing bits of
- decomposed flesh and extremities. Disgusting and extremely smelly, they are
- difficult to kill, being already dead. The Zombies' annual convention is known
- as a Jamboree.
-
- Floating Spirits, Ghosts, Spectres, and Wraiths
-
- Floating Spirits are a minor sort of ghost caused by desecrated graves.
- Although they are graceful and even strangely attractive, they can draw out the
- life from any unfortune who wanders into a graveyard at night without magical
- protection. Undead Unguent is commonly used to repel floating spirits and is
- usually available at the local healer or apothecary.
-
- Ghosts, Spectres, and Wraiths can be easily id by the feelings of intense cold
- or fear that immediately precedes their apperance. They should be avoided at
- all cost unless the adventurer is a Wizard-class Magic User or a Paladin-level
- Hero.
-
- The Unknown
-
- Night Gaunts
-
- No one is certain just what these creatures look like since those who have met
- Night Gaunts are dead. Adventurers should be cautioned against sleeping in
- unprotected wilderness areas at night because the Night Gaunts'll get ya if ya
- don't watch out.
-
-