Clue Book Table of Contents

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Clue Book Table of Contents CH11now SORCERER ~~MATED FANTASY ADVENTURE CLUE BOOK TABLE OF CONTENTS INTRODUCTION .......................................................................... 1 CREDITS Winning and Losing ............................................................... 1 Author Getting Help ......................................................................... 1 Jeff (iroteboer TRAVELLING THE WILDERNESS ................... ................................ 2 Developer The Wilderness Map ... .. ... .... .................. : ........ ....................... 2 Jeff (jroteboer Scanning the Wilderness ....................................................... 2 Editor The Passage of Time ............................................................. 3 Eileen Matsumi USING THE TACTICAL DISPLAY .................................................... 4 Art, Ciraphic Design and Desktop Publishing Encounters ............. ....... ..................................... , ................. 4 LOVIS SAEKOW DESIQN: DAVID BOVDREAV, CHRIS MISHAK Combat ................................................................................ 5 Pre-press Production Tips for Exploring Dungeons ........... ...................................... 7 LOVIS SAEKOW DESIQN: KIRK NICHOLS, RAY (iARCIA &JEV ROTHE SPECIFIC ENCOUNTERS .............................................................. 9 Printing List of Encounters ................................................................. 9 American Lithographers, Inc. Encounter Descriptions ....................................................... 10 Wilderness Map .. ..................... ........................................... 21 HANDLING THE REFUGEES ....................................................... 25 Refugee Status ......................... .......................................... 25 Ordering Them to Move ......... .. .. ......................................... 25 Interaction with the Refugee Council ............................. ...... 26 Strategic Simulations, Inc. reserves the right to make improvements in the product described in this clue book at Food ...... .............................. ..... .......................................... 26 anytime and without notice. Safe Havens ........................................................................ 27 Strategic Simulations, Inc. makes no warranties, express or implied, with respect to this clue book, its quality, merchantability or fitness for any particular purpose. This clue book is provided "as is." CHARACTER WEAPONS: NOTES AND RESTRICTIONS ................. 28 ADVANCED DUNGEONS & DRAGONS, AD&D, and DRAGONLANCE are trademarks owned by and used under license from TSR, Inc., Lake Geneva, WI USA. MONSTERS: HOW TO DEAL WITH THEM .................................... 29 Copyright 1991 Strategic Simulations, Inc. Copyright 1991 TSR, Inc. All Rights Reserved. ITEMS ...................................................................................... 36 This clue book is copyrighted and includes proprietary information belonging to TSR, Inc. and Strategic Encumbrance .......................... ........................................... 36 Simulations, Inc. No one is permitted to sell copies of this clue book to any person or institution except as pro­ vided for by written agreement with Strategic Simulations, Inc. and TSR, Inc. No one may copy, photocopy, Where to Find Items ... ...................................... ................... 37 reproduce, translate, or reduce to machine readable form this clue book without the prior written consent of TSR, Inc. BACKGROUND TO THE DRAOOl'!LAl'!CE®EPIC ........................... 39 Any persons reproducing any portion of this clue book for any reason, in any media, shall be guilty of copyright Inhabitants of Krynn ... ... ......... ....... ... ........... .. ..................... 39 violation and subject to the appropriate civil or criminal action at the discretion of the copyright holder(s). GLOSSARY ... ... ........................... ......... .. ... ..... ... .......... .............. 41 INTRODUCTION •:•Defeat or avoid any obstacles in TRAVELLING THE you can keep them on the roads, but WILDERNESS that, of course, isn't always possible. SHADOW SORCERER is a graphic your path. The initial map of the Wilderness action/strategy game. It features a •:• Fight off or escape the draconians, Some specific encounters are marked unique command structure, allowing doesn't show anything except the loca­ with symbols on the map: buildings, who will soon follow you in hot tion of mountains and the next hex you to control four heroes in a real­ pursuit. campfires, or ships. They're there to time environment. You can have the south of you. As you explore, more and remind you of where things are, but computer control some or all of the •:• Locate the fabled land of Thorbardin, more of the map will become visible. you might want to make additional heroes for you, and you can give them in the hopes that the refugees will There are two types of mountains: notes yourself. default actions to take (such as attack, find a new home there. passable and impassable. Impassable The Wilderness Map flee, etc.) . How to do that is what this Clue Book mountains have one large peak; pass­ is au about. able mountains have two smaller The Wilderness map on pages 21 and Winning and Losing peaks. The presence of a passable 22 shows you specific locations Success in the game is judged in three Getting Help mountain can be a tip-off about the detailed throughout this clue book. ways: by the number of monsters you This book is organized by specific location of something special there: The numbering system is by row of defeat, the obstacles you overcome, adventures: you can see where each food for the refugees, or a specific hexes and the number of the hex as and by the number of refugees you specific adventure occurs by referring encounter. At the bottom of the map, counted from the leftmost column in have kept alive by the end of the to the Wilderness map on pages 21 you can find Thorbardin by looking that row. The top row of hexes (the game. The refugees are the crucial fac­ and 22. There are no requirements to for the passable mountain along the one which is completely filled by tor: you can never let them get into perform any action before another. bottom row. impassible mountains) is row zero. trouble, because their survival provides However, performing certain actions You begin the game in row one. you the lion's share of the experience The game allows you to dick on any makes subsequent encounters go more visible hex and have your characters points at the end of the game. If the smoothly. How well you do depends Scanning the Wilderness number of refugees ever goes below move there in the straightest path. on how much time you take in each This makes some movement relatively You can scan ahead of you without 100, you automatically lose. location and how well you deal with hands-free. For instance, once you've actually entering a hex by doubleclick­ As the Heroes of the Lance, you must: the refugees. found the key ring which shows you ing the right mouse button on a hex. .•:• Scout ahead to find temporary safe There is also a section on How to where the keys are, you can dick on You will see the tactical view of the havens for the refugees. Deal with Monsters, which explains one of the shown hexes (even if the hex, complete with monsters and trea­ the various special abilities of the mon­ intervening hexes are still gray) and sures which may be present. Click •:• Keep them supplied with food. sters found in SHADOW SORCERER. And your party will explore the unknown once on the right mouse button to •:• Keep them moving in the right the section on magic items explains hexes as they move to the target hex. return to the wilderness view. direction. where each item can be found, usually They'll only stop their movement if The distance you can scan depends on after some amount of combat. you give them another order (by click­ your elevation: you can see further If you find the real-time combat too ing on a different hex) or if they have from mountains than from hills. You easy or too difficult, remember that the an encounter of some kind. can see the farthest from the Tower F9 and F10 keys can speed up and Don't take the refugees over moun­ (hex 2-8) . slow down game play. tains or through the marsh . It will slow them down too much. It's best if 1 The Passage of Time Time in the Tactical Display Vse this time wisely! It may be the USING TIIB TACTICAL DISPLAY only thing that keeps you ahead of the Time is of great concern in SHADOW In the tactical display, you may notice Encounters · SORCERER. The draconians will be on that time doesn't appear to change. draconians. Exploring dungeons is best the n;arch looking for their escaped This is because we assume you are too reseJVed for evening and night-time for In addition to the specific encounters slaves, and they don't stop for much busy to stop and calculate the passage this reason. discussed later in this book, you will (See "Time and the Draconians" later of time (your characters don't have have random encounters. Encounters in this section). watches, remember). When you leave Time and Magic can be a number of things: discussions the tactical display for the wilderness When you memorize spells in tactical with interesting people, combat situa­ Time in the Wilderness map, time will abruptly adjust itself to mode it takes time. You will see just tions, or discoveries of interesting items. Time passes no matter
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