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AdViiiced Dungeonsglragons® COMPIJfEK PRODUCT [ llILLSFAH

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Action Adventure ©1 989 TSR, Inc. ©1989 , Inc. All rights reserved

--TS- R,ln-c. ______,._,,,_ .. ______j _

STRATEGIC SIMULATIONS, INC.® LIMITED WARRANTY TABLE OF CONTENI'S Strategic Simulations, Inc. ("SSI") warrants that the diskette(s) on which the enclosed program Is recorded will be free from defects in materials and workmanship for a period of 30 days from the date of purchase. If INTRODUCTION TO ...... I within 30 days of purchase the dlskette(s) prove defective In any way, you may return the diskette(s) to Strategic Simulations, Inc., 675 Almanor Avenue, Sunnyvale, CA 94086-2984 and SSI will replace the GETTING SET UP ...... I diskette(s) free of charge. In addition, if the diskette(s) prove defective at any time after the first 30 days, Commodore 643 /I 28N...... I return the dlskette(s) to SSI and SSI will replace the diskette(s) for a charge of $10.00 (each disk) plus $3.00 IBM ~ PC. XT, AT, PS/2N, Tandy?...... I for shipping and handling. California residents, add applicable sales tax. If you have a hard drive ...... 2 SSI MAKES NO WARRANTIES , EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PRO­ STARTING PLAY ...... 2 GRAM RECORDED ON THE DISKETIE OR THE GAME DESCRIBED IN THIS RULEBOOK, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM AND CREATING A CHARACTER ...... 2 GAME ARE SOLD "AS IS." THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH THE I. Selecting your character's race ...... 2 BUYER . IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL 2. Selecting your character's gender ...... 3 DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITA­ 3. Selecting your character's class ...... 3 TION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE 4. Choosing an alignment ...... 3 ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU .) 5. Your character's ability scores ...... 3 6. Selecting a name ...... 4 ADVANCED DUNGEONS & DRAGONS, AD&D , FORGOTIEN REALMS , and the TSR logo are trademarks owned by and under license from TSR Inc .. Lake Geneva, WI. USA RIDING A HORSE ...... 4

Copyright ©1989 Strategic Simulations, Inc. All Rights Reserved. Copyright ©1989 TSR, Inc. All Rights ADVENTURING IN HILLSFAR ...... 5 Reserved. Additional commands ...... 5 This handbook, any other accompanying printed material and the computer programs, on the accompanying TANNA'S TARGET RANGE ...... 5 floppy disks or cassettes , described herein, are copyrighted and include proprietary information belonging to SSI, Inc. and TSR , Inc. No one is permitted to give or sell copies of this handbook, any other accompanying THEARENA ...... 6 printed material and the computer programs, on the accompanying floppy disks or cassettes or listings of the LOCK PICKING ...... 7 programs on the disks or cassettes to any person or institution except as provided for by written agreement with TSR , Inc. No one may copy, photocopy, reproduce, translate or reduce to machine readable form this OPENING DOORS AND CHESTS ...... 8 handbook or any other accompanying printed material , in whole or in part, without the prior written consent Options ...... 8 of TSR, Inc. BUILDINGS AND MAZES ...... 8 Any person/persons reproducing any portion of this program for any reason , in any media, shall be guilty of Hours special buildings are open ...... 9 Copyright violation and subject to the appropriate civil or criminal legal action at the discretion of the copy­ right holder(s) . A SHORT HISTORY OF HILLSFAR AND THE ELVEN COURT ...... 9 WHAT TO DO IF YOU HAVE A DEFECTIVE DISK AFTER LEAVING HILLSFAR, BEWARE Of THE CURSE OF THE ...... 10

Each of our games undergoes extensive playtesting prior to its release. Through this process we hope to uncover and correct any errors in programming . However, due to the complex nature of our simulations, some program errors may go undetected until after publication. In addition to errors in the program , there are occasionally problems with the disk itself. We experience the industry standard of approximately a 3 to 5% Screen displays featured in this rulebook are from the IBM!' failure rate of duplicated disks. Before assuming that a disk is defective, make sure to check your disk drive. Displays from other computer(s) may vary. IBM is a registered trademark of International Business Machines Corp. Up to 95% of the disks returned to us as defective will run fine on our computer systems. Often the problem is with a disk drive that needs servicing for alignment, speed, or cleaning.

Should you have a defective disk, please return the disk only (keep all other parts of the game) to our APPLE 0 AND IBM COlllPATIBLE COlllPUIBR INFOR!llA110N: Customer Support Department, along with a note describing the problem you have encountered. A replace­ Many of our games will work on Apple II and IBM compatible computers. Most of our games will work on ment disk will be provided upon our receipt of the defective disk. an Apple II GS in the Apple II emulation mode. Should you uncover an error in the program, return both your game disk and any "save game" disks to our If you own an Apple II GS, Apple compatible or IBM compatible computer we suggest that you consult Customer Support Department. Please enclose a description of what was taking place in the game when the wit~ our.Technical H.otline at (4 15) 964-1200 any workday between the hours of 9 a.m . and 5 p.m ., error occurred . Upon correction of the program error, we will return an updated disk to you . Pa Clfi~ Time, to see 1f an SS! game you're considering purchasing is compatible with your computer. If we h a ~e .'~suffi c i e nt data to determine compatibility, you may wish to purchase the game and test for com­ Always make sure to include your nam.e, address, and daytime telephone number with any correspondence. patibility y~urs e lf. If the. game proves to be incompatible, you may return it within 14 days with your We will do our best to see that any problems are corrected as soon as possible. dated receipt and we will refund your money. Or, 1f you return the game within 30 days, you may exchange the game for another. INIRODUCDON TO HILLSFAK the sewers, the haunted mansion, the magic· If you have a Hard Drive: Remove a HILL.sfAR character from disk: user's tower, Maalthiir's castle, and most-Of I . Insert Disk #I into drive A, label side up. Use this command to remove any undesirable After weeks of hard campaigning, your sup­ all, the Arena. If you 're lucky, you'll only be 2. Set your disk drive to drive A by typing A: characters. Remember, once you remove plies and rations are all but exhausted. Your roughed up for crossing a Plume. If not, you'll and pressing the enter key. these characters they are gone forever! party sets up camp just outside of Hillsfar. You be thrown into the Arena, fighting for your life 3. Type "INSTALLH" (without the quotes) and Tranafer a character.t had thought to make a quick stop at the city and for Maalthiir's amusement. With staves press enter. to gather supplies, maybe drop into your guild and poles, you must rely on ingenuity and You may be able to use this option to transfer 4. You will be asked to type the letter of the characters from some of SSI's other AD&Ds to see what things are like. You had no idea quick reflexes to get you out of this mess. hard drive you wish to use; for example C. what you were getting into as you stepped computer products like PooL Of RADIAl'ICE. Have you the right tools to pick that compli· D, E etc. through the gates ... Characters may be transferred from POOL Of cated lock? Think you can hold your own in 5. All of the files will be copied from drive A RADIAl'ICE to HILLSfAR, but may not be trans­ No weapons allowed inside the gates! Magic? the Arena? Glancing up at the scowling Red to the drive you specified in a sub directory ferred from HILLSfAR to . Only His Excellency the First Lord's magic is Plumes guarding the gate, you certainly hope called HILLSFAR. After all files have been Characters may be transferred back and forth allowed in Hillsfar! Also, His Excellency does so. No one ever said that adventuring was copied, if you are copying 51/4 • disks you between HILL.sfAR and CURSE Of THE AzuRE not allow training up levels within Hillsfar. easy, and stepping through the gates to enter will be asked to insert Disk #2 and press 13oNDS fantasy role-playing game. The dreaded Red Plumes see all and tolerate Hillsfar, you begin to realize why. enter. All of the files from this disk will be no threat to the enforced law and order of copied as well. Note: Certain items such as the list of magic the region! 6. To play on the hard drive, type the letter of spells gained within POOL Of RADIANCE or CURSE GE'ITING SET UP the drive you specified (C, D, E etc.) fol· Of mE AzURE 13oNDS will not be transferred or Welcome to H1LLSfARI A FORGOTTEN REALMSN lowed by a colon and press enter. Then used in HILLS fAR. In order to transfer these game adventure, and part of TSR's latest For the ~/128" : type CD HILLSFAR and press enter. Don't unused items along with your improved ADVANCED DUNGEONS & DRAGONS~ gaming I. Set up your Commodore 64/ 128 computer forget to put a space between CD and HILLSfAR character into a CURSE Of THE AzllRE system, H1usfAR promises adventure and as shown in the owner's manual. HILLSFAR. Then type HILLSFAR and press 13oNDS game, you must also keep the PooL Of intrigue that will challenge any potential hero. 2. Plug your joystick into Port #2. enter. Your game will now be running. RADIANCE or CURSE Of 111E AzllRE BONDS character There are several different quests to complete 3. Turn the disk drive on first. then turn on which you previously loaded into HILLSfAR. for each of the four character classes. your computer. STARTING PLAY These two different saved characters may 4. Insert your HILLSFAR disk into the disk Hillsfar was the most open city on the exist on one save game disk. drive with the label facing up. When the H1LL5fAR title screen appears, press Moonsea until the Council was overthrown. 5. Type LOAD '"", 8, I and press the return the return* key. The Camp Options screen will The merchant-mage Maalthiir, self-proclaimed Make a llJusl'AR save game disk:t key. appear next. To make a selection, use the up First Lord of Hillsfar, now rules the region with Using this option you may make a save game and down arrow keys or the joystick until the an iron fist. Shrewd, ruthless, and indepen­ disk. Any information that is on the disk will option you desire is highlighted, then press dent. he hasn't made many allies, and Hillsfar For the IBM ~ PC, XT, AT, PS/2"', be destroyed. Label the disk ' HILLSfAR Save the return key. struggles to hold its own against the surround· Tandy'": Game Disk' when the process is completed. ing power lords who eye the wealthy port city I. Set up your IBM PC or compatible corn· Load a character to ride to lllusFAR: with greedy interest. Law and order are main· puter as shown in the user's manual. You'll be asked to put your save game disk CREATING A CHARACTER tained by the dreaded Red Plumes, Maalthiir's 2. Turn on your computer. into the drive and then press the return key. mercenary guard, who stalk the city night and 3. Boot your copy of DOS (2.1 or greater), _ You can use the joystick or arrow keys to high· You must create a character to seek adven· day, watching all. 4. Format a blank disk on which to save your light the character you wish to take into ture and accomplish quests in HILLSfAR. progress. Label this: Hillsfar. Press the return key or select exit to Characters are differentiated by their race, Ah! But a city under tight control is a city of return to the camp options. ability scores, and class. opportunity to any worthwhile adventurer. "H1LLSfAR Save Game Disk" Once you have made your selection, you will With no weapons and little magic, your wits 5. Insert Disk #I into drive A, label side up. I. Selecting your character's race and agility are your best chance to overcome 6. Set your disk drive to drive A by typing A: find yourself on a horse riding toward the city A list of races will appear. Use the joystick or the puzzles and mysteries surrounding and pressing the enter key. of Hillsfar. You will encounter many obstacles arrow keys to highlight your choice and then Hillsfar. Your welfare will depend on how well 7. Type HILLSFAR and press the enter key. along the way. For more information on press the space bar or fire button to make you can figure out mazes, pick a lock, ride a 8. You will be asked to choose a graphics horsemanship, read the section RIDING A your selection. horse (and not get thrown), squeeze informa· mode. Choose your mode by typing the HORSE. lion from the pub, and overcome the count· number associated with it. If you are Create a lllusFAR character. Dwarf. This is a cunning race of sturdy work­ less obstacles yet to be unearthed. Despite unsure of which mode you have, consult Use this option to make a new character. For ers and craftsmen. They can be fighters and the recent revolution, Hillsfar remains the your hardware documentation. Tandy mode more information on this option, read the sec­ thieves at the same time. Jewel of the Moonsea. Wealth and adventure is for Tandy I OOO series computers. tion CREATING A CHARACTER. await you in the city's pubs, the guilds for Note: The numeric keypad may be used ·on the Commodore you may press th e joystick button each class, the cemetery, the archery range, instead of the arrow keys. In this manual, Save your clllrent lliusPAR character. Instead of the return key, except when asked to type In whenever you are referred to the return It is a good idea to save your character's sta· words or numbers or while picking locks. key, use the enter key. tus frequently. If your character dies, you may tOnly offered on certain computer formats. load him back into the game by selecting the "Load a character to ride to Hillsfar" option. 2 . As tall as humans but slimmer, they can Magic-User. The magic-user is potentially the Intelligence (lnt). This is the measure of RIDING A HORSE be fighters, magic-users, thieves, most powerful character class, but he starts how much a character can ultimately memo­ fighter/magic-users, fighter/thieves, magic­ out weak. Initially, he has very few Hit Points. rize. Intelligence is a magic-user's most impor­ From the camp you will be given a horse to user/thieves, and fighter/magic-user/thieves. In addition, he cannot memorize many spells, tant attribute. ride to Hillsfar and other points of interest out­ and must carefully husband his few spells until side of the city. A map of the outskirts of the Elves also have a better chance of finding hid­ Wisdom (WIS). This is the measure of a char­ he gains more through advancement in level. city is used for selection of your destination. den objects. acter's ability to understand the ways of the You may highlight the possible routes to travel world and interact with it. Wisdom is a cleric's Gnome. Members of this race are shorter and Magic-users cannot use any form of armor or by pressing the arrow keys. Press the space most important attribute. slimmer than their cousins the dwarves. They any weapon other than a dagger, dart or staff. bar to ride on the path you selected. From can be fighters, thieves, or fighter/thieves. However, there are magic items only a magic­ Dexterity (Dex). This is the measure of the .certain points, like the camp, your selection Half-Elf. These hybrids have many of the user can use. manual dexterity and agility of the character. may be limited to only one path. virtues of both humans and elves. Like elves, Thief. The thief uses trickery and misdirec­ Dexterity is a thief's most important attribute. they can be more than one class at once. tion-instead of brute force-to win his objec­ Constitution (Con). This is the measure of . These folk are about half the size of tive. This is the only profession in which demi­ the overall health of a character. It has a a human, hence their name. They have little humans may climb as far as any human. major effect on how many hit points a charac­ ability with magic, but are resistant to its influ­ Indeed, and elves are especially ter receives. ences. They can be fighters, thieves, and fight­ adept in this craft. To be a proficient thief, a er/thieves. character must have a high dexterity. Charisma (Cha). This is the measure of how well the character interacts with other charac­ Humans. This is the most common player­ Thieves must sticl~ to leather-based armor and ters. It is sometimes a factor when the charac­ race in the Forgotten Realms. They have have a restricted list of weapons. ter has an encounter with a Non-Player unlimited progression as fighters, magic-users, Character, usually called an NPC. clerics, and thieves. Multiple Classes. Non-human races can sometimes be a combination of classes. When a character is more than one class, his 6. Selecting a Name 2. Selecting your character's gender C-64 Joystick: Hit Points per level are averaged among the This is the last step in creating your character. You will have to select whether your character ACTIVATE ROD classes involved. However, his experience is Your character's name may have up to 15 let­ will be male or female. As with race selection, OF BLASTING ~ split between the two classes even when he ters in it. You will not be able to change your highlight your choice and press the space bar cannot advance further in one of them. He character's name, so choose it wisely. Press LEFT or fire button when ready. SLOWDOWN RIGHT gains all the benefits of both classes in regard return once you have entered a name and a SPEED UP to weapons and equipment. 3. Selecting your character's class summary screen will appear. This screen contains all of the information about your DOWN A description of the classes is listed below. 4. Choosing an alignment character. Examine this information closely DUCK Do not be alarmed if all of the classes listed Alignment is the philosophy a character lives and decide whether you wish to save your below do not appear on your screen . Some Occasionally, a question mark will appear by. While the actions of a character are under character. races cannot be certain classes. A human where your horse is. When this happens, you your control, the character's alignment can adventurer can only be one class while non­ Two additional character attributes which will will have the option of attempting to ride on a affect how NPCs in the game view him. The humans can combine classes. A character appear in the summary screen are explained forgotten trail. If you wish to try an unmarked computer will provide all the possible align­ with combined classes has more options, but below: trail, press the space bar when the question ments for you to choose from. he advances more slowly. Highlight the mark appears. It has been said that some of Hit Points (hp). This attribute is derived from desired class and press the space bar or fire these trails lead to fame, fortune and danger. button to continue. 5. Your character's ability scores a character's constitution, his level, and his character class (see below). Every time a char­ After you have selected your character's gen­ The horse and rider are controlled as shown acter is hit he loses Hit Points. A character with Cleric. The cleric is a holy crusader who fights der, the computer will automatically generate above. Move the joystick or arrow keys right many Hit Points can survive far longer than for the causes of his religion. Due to religious the ability scores that every adventurer has. to speed up and left to slow down. Moving the one with few Hit Points. When a character joystick up or hitting the up arrow key com­ restrictions, he cannot use a cutting weapon Ability scores are based on a range from 3 reaches 0 Hit Points he is dead. that draws blood, such as a sword or an (low) to 19 (high) . You will have the option of mands the horse to jump, and down on the joystick or arrow keys will cause the rider to arrow, but can use any form of armor and use either re-rolling your character's scores or crushing weapons, such as a mace. Experience Points (EX). As a character duck flying birds or arrows. keeping them. Keep re-rolling your character adventures and accumulates treasure, he Fighter. The fighter can use any form of until you have the ability scores you desire. A gains Experience Points. The more experience If you find a Rod of Blasting, you may use it to armor or weapon including magic ones, but description of the ability scores follows: points, the more proficient the character is in destroy obstacles on the riding path. To use most other magical items, and all magical Strength (Str). This is th e measure of how his class. the Rod of Blasting, press the fire button on spells, are beyond him. much a character can carry and how much the joystick or press the space bar. All Rods damage he can do in a fight. Strength is a have a specified number of charges and when fighter's most important attribute. used up, they will disappear.

3 4 Beware! The footpaths and roads are treacher­ you are in the northern part of the city, the ous indeed! You will have to jump and duel~ message window will be on the bottom half of obstacles along these paths lest you be the screen . When you are in the southern part thrown from your horse. Some of the objects of the city, the message window will be on the you will have to avoid include bales of hay, top half of the screen. ditches and holes, puddles, fences, bushes and tree stumps. Every time you misjudge an Many times in the game you will be given obstacle, you will run the risk of losing your clues and quests. In some areas of the city horse. Although certain horses are more loyal you may need to look for items, clues or peo­ than others, any horse will abandon its owner ple. To examine an area closely, press the when pushed to its limits. If this happens, a space bar or fire button. list of options will appear:

Walk on ahead: This option may let you walk to the destination you selected.

Look for a horse: Search for a horse. If you find one, you will continue onward.

Wait for passerby: Wait for someone to pass by who will take you to the trading post.

Start walking back: This option returns you to your starting location.

Keep in mind that whenever your steed gal­ lops away, you will be in danger of being C-64 Joystick: robbed or worse.

ADVENruRING IN HILLSFAK LEFT TURN LEFT RIGHT Once you have successfully reached Hillsfar, TURN RIGHT you will find yourself in the upper right-hand corner of the city, represented by a nashing DOWN 180' TURN arrow. This is where the stables are and where you must go in order to leave the city. Additional Commands: On the left side of the screen, you will see a R Recall the last clue given . .3-D view of buildings in front of you. To turn, S Toggle the sound on or off. use the left and right arrow keys. To move for­ ward use the up arrow. To turn around 180 P Use a healing potion. degrees, use the down arrow. Move the joy­ f- or ESC - Pause the game. stick in the same directions to move forward, right, left, and to turn 180 degrees. TANNA'S TARGET RANGE On the lower left side of the screen you will see the status of your character and what he is car­ For practice or for gold you can set your sights rying. Always watch your character's Hit Points. at Tanna's Target Range. For a small fee, If you run out of these, your character will die. Tanna will allow you to compete against other Also displayed are the number of knock rings marksmen for fame and gold. and healing potions in your possession. Upon entering the range, you will see a list of Depending on your character's class, you will scores and the amount of the purse you will want to find a pub or guild. Take time and receive if you exceed them. You will be told become acquainted with the city. You will the entrance fee and asked if you wish to notice that the message window will move participate. • between two positions on the screen. When If you want to participate, you will be asked if you want to practice first. The only differences

5

nIBARENA In the course of your travels in Hillsfar, you will sooner or later end up at the arena. In the arena you may fight for wealth, fame, honor, or perhaps to pay for a crime you've commit­ ted. While the arena is generally favored by fighters, anyone is allowed to compete. Most arena battles are fought until one of the com­ batants is knocked senseless. When fighting as a result of serious crimes, death becomes a distinct possibility. between practice and competition is that you are not charged a fee for practice, and you cannot collect any awards or have your score added to the list. Once you have made your choice, you will be asked to choose the weapon you wish to rent. You may rent a sling, daggers, darts, or a bow and some arrows.

Sling -the only weapon that is usable by a cleric.

Dagger - the heaviest weapon available. IBM Keypad: SPECIAL Darts - faster and lighter than daggers. BLOCK Arrow - the fastest weapon. [ ~~~K l LIJ t~8M Wand - for mages only. ATIACKLEFT [L....---]D 1 ~---,.- 1 ATIACKRIGHT Once you have selected a weapon, it will be time to show what you 're made of. The targets will vary in value depending on their difficulty. [][]][] SPECIAL The joystick or keypad controls the motion of ATTACK the cross hairs. Use the space bar or button to fire. You will notice as you aim your weapon C-64 Keyboard: that it seems to drift. The higher the dexterity you have, the less drift there will be. Keep your eye on the windmill. It will tell you how fast the wind is blowing. To make an accurate shot, you must adjust for windage. The lighter the weapon is, the more it will be affected by the wind. C-64 Joystick: Be accurate! You have only ten shots to beat the scores on the list. Once you have fired LEFT RIGHT your last shot of ammunition, you will be BLOCK LEFT BLOCK RIGHT given your rating and awarded any prizes you W/BUTTON W/BUTTON may have won. Don't be discouraged if you ATTACK LEFT ATTACK RIGHT don 't do well in the first few rounds; even DOWN William Tell had to practice. SPECIAL ATTACK

continued...

6 Each opponent you meet in the arena will OPENING DOORS ·AND have his own fighting style. To defeat your opponent study his fighting style. Exploit his CHESTS weaknesses; beware of his strengths. If you are not a thief and don't have a thief When you fight in the arena, you will be NPC with you, or if you don't have a set of armed with a staff. The first person to knock picks, you can still try to open locks. When his opponent unconscious is the victor. you find a locked door or chest, you will be asked if you want to open it. If you do, you The illustration on the previous page is a sam­ will be provided with the list of options below. ple battle screen. The left bar represents the Some of the options may not be available. percentage of Hit Points you have remaining. The right bar represents your opponent's Hit Options: Points. For example, when you have only half LEAVE! DO NOT TRY THIS LOCK: This option your Hit Points left, the bar will be colored Locks must be picked one tumbler at a time, will only be available until you attempt some IBM Keypad : MOVE halfway. Until you hit your opponent a few from left to right. To pick the lock, use the UP other form of opening the lock. times, you may not be able to accurately arrow keys or the joystick to select the pick 1 gauge how strong he is. which matches the tumbler. Use the fire but­ USE PHYSICAL STRENGTH TO FORCE IT: [ l~~ lm [ ~ l~T l ton or the space bar to flip the pick over if Attempt to use brute force to open the lock. The left-hand window features an ongoing MOVE ~ [] rs-=l MOVE necessary. Hit the return key to try it on the Be careful, if the lock is trapped you may set LEFT 0 0 RIGHT commentary of your match. Be careful not to tumbler. If you choose the wrong pick or the it off. pay too much attention to what the critics are wrong end of the right pick, you might break saying-after all, your battle is not with them. it. Sometimes you may not have all of the PICK THE LOCK WITH A SMALL OBJECT: By picks necessary to open a lock. When this using this option, you will be attempting to MOVE The illustration shows the different techniques DOWN pick the lock with a small stick or a straight you can use during combat. If you do not happens, press the 'E' key before trying any piece of metal. Be careful, if the lock is block your opponent's attacks, you will take picks and you will leave the lock. trapped you may set it off. C-64 Keyboard: damage. Remember, practice makes perfect. MOVE UP It is possible that a tumbler may be jammed. Li]~UP RIGHT Since most battles are not to the death, there You will have to stick the pick in more than USE A KNOCK RING: If you have a knock may be a chance for a rematch. once to force ajammed tumbler down. ring, you may use it to attempt to open a lock. Knock rings are available to all character Note: there is a greater chance of breaking a classes within HtLLSFA R. Knocl{ rings will only LOCK PICKING pick when trying to force a jammed tumbler. open one lock per ring because a knock ring Whether you are a thief or not, there will Keep in mind that while broken picks are dis­ is consumed by the energy required to unlock come a time when someone has locked up played, they cannot be used until you have the lock. something you want. If you're not a thief, you them fixed. Some locks are tougher than a limited amount of time to collect whatever USE THE CHIME OF OPENING: This is a magi­ may have to resort to bashing down a door, or other locks and some locks are trapped. you can. In most cases you will want to collect Putting the wrong pick into a trapped lock is cal item that can be used to force all of the as much as you can and then find the exit, smashing a treasure chest. But if you are a tumblers down. Of course, you have to find a thief,or you have hired an NPC thief and you almost certain to set it off. which appears as a stairway leading down, chime of opening first... before the guards find you. Every time a guard have a set of picks, other options may be If you successfully put the correct pick into or guardian touches you, the total time open to you. the lock, the tumbler will fall, giving you You will only have a short period of time to remaining, which is displayed at the top of the access to the next one. When you pick the open the lock and when the time runs out, When you come upon a locked door or chest screen, will decrease. Once there is no time last tumbler, the chest or door will open. You you are returned to where you came from. with your trusty set of picks in hand, you will remaining, the first guard who touches you will only have a short amount of time in which be asked if you wish to pick the lock. If you will capture you. If this happens, you will lose to pick a lock. Should you fail to pick the lock do, the lock picking screen, shown in the next BUILDINGS AND MAZES all of the items you have collected, and possi­ within the time limit, any traps it has are column on this page, will be displayed. bly be sentenced to a fight to the death in the almost certain to go off. As part of your adventuring in Hillsfar, you will arena. If you are caught within the castle, you have many opportunities to enter the build­ will always wind up in the arena. Once you become familiar with your picks, ings in the city, as well as sewers, hedge you should have no trouble opening any lock - mazes and other labyrinths. It is important Moving through the maze is accomplished by as long as you have the right picks.If you have that you investigate many of these thoroughly. using the arrow keys or the joystick. Move as trouble picking a lock, you may use the "F" Valuable items, information, and gold can be quickly as you can and be wary of traps. key to attempt to force the lock or the "Z" key found in these places. to use a knock ring (if you have one). Be warned, many of these places are protect­ ed by guardians or the Red Plume Guards themselves. In many cases, you will only have

7 8 Hours special buildings are open: Elven Court, to the Moonsea in the north. The elves retained control of the route of the road, Bun.ooo HOURS and made sure the road passed directly by I) Arena ...... Bam -1lpm . That way, humans would 2) Archery ...... Barn - 3pm be reminded of their earlier, less hostile deal­ 3) Bank ...... Bam - 3pm ings with the elves. 4) Book Store ...... Bam - 3pm 5) Castle ...... Never open At the northern end of the road the elves built 6) Cemetary ...... 12am-7am a trading center on the shores of the 7) Temple of Tempus ...... Always open Moonsea. Humans and elves traded in the B) Stables ...... Always open bazaar. Humans and elves learned of each 9) Fighters' Guild ...... Always open others ways in the taverns and training halls. 10) Haunted Mansion ...... Never open Humans and elves even shared in the admin­ l 1) Healer shops ...... Barn - 3pm istration of the trading center. This trading 12) Jail ...... Never open center expanded into a town, then into a 13) Mages' Guild ...... Always open walled city, and then into a city state. This city 14) Mages' shops ...... Bam - 3pm state is now known as Hillsfar. 15) Mages' Tower...... Bam - 3pm HUlsfar prospered in spite of competition from 16) Pubs ...... 4pm - 7am other major cities around the Moonsea. Phlan 17) Sewers ...... Always open and Zhentil Keep rose to power and fell from IB) Rogues' Guild _...... Always open grace, while Hillsfar prospered by trading Note: The guilds are always open to their own between the Moonsea reaches and the Elven class, and always closed to all other classes. Court. But, the battle of Singing Arrows and the road A SHORT mSTORY OF from Sembia to Hillsfar started a great debate among the elves. Could elves and humans HILLSFAK AND TUB ELVEN live side by side, or was human expansion a free access into the corridors of power. Then, AFTER LEAVING HILLSF.Alt COURT threat to the lifestyle of the Elven Court? For with the bickering council at its weakest, the hundreds of years the elves secretly debated BEWARE OF TUB CURSE OF Hillsfar is one of the great walled cities ringing government was overthrown by Maalthiir, a among themselves. Scant years ago they powerful merchant and mage. . THE AZURE BONDS the Moonsea. Its history concerns both made their decision. The elves began The humans and elves and its condition reflects Retreat. Hillsfar has changed under Maalthiir's admin­ Overheard from a caravan guide who was in a the trust and betrayal of both races. istration. On one hand, his rule has brought tavern just outside of Hillsfar. The Retreat caught the humans around the 1357 years ago humans moving north order to a chaotic and corrupt city. On the Elven Court by surprise. Almost overnight, the other, he has destroyed the elven heritage "Hillsfar isn't real civilization, lad. Cormyr, encountered the Elven Court, a huge outcrop­ inhabitants of the court and the magnificent that's a real civilized kingdom. It's far to the that made Hillsfar a special place. ping of forest just south of the Moonsea. city of Myth Drannor seemed to disappear. south and west, but the trip is worth every These humans sought and received permis­ Once the elves decided to leave, they left Maalthiir multiplied the army by expanding step. sion to settle the dales around the forest. swiftly. Some elves living in the communities the merciless Red Plume mercenaries. He Thus, the various Dalelands were born. The outside the Elven Court left, but others stayed used the Red Plumes in campaigns against 'There are two main routes to civilization, the Standing Stone was erected to commemorate in their new homes. Zhentil Keep. He raised new trading ships to southern route and the western route. Both the occasion. travel the Moonsea and new ships to pro­ are perilous. You need powerful friends if you want to make a trip like that. Powerful friends, The Retreat left a huge area empty. Evil forces tect the trade. To the south and east of the Elven Court lay quickly took advantage of the power vacuum. or a knowledgeable guide. the expansionist human kingdom of Sembia. The bright elven forests quickly became dark With Maalthiir at the helm, Hillsfar has "On the southern route the traveler must The Sembians cut at the forest to make and foreboding. The fabled city of Myth become more human, more repressive, and move through the forests of the Elven Court planks for their ships. The elves put a stop to Drannor fell into ruins and was overrun by evil more expansionist. It is now but an unfo~u­ this by crushing the Sembians at the battle of creatures. And the road from Sembia to nate mirror of its ancient rivals that also nng down the long road to the Standing Stone. The stone was a monument to the coopera­ Singing Arrows, 4 73 years ago. Hillsfar was no longer a safe trek for prosper­ the Moonsea. tion of elves and men. Now it's just a warning ous merchants, but a dangerous gauntlet for After the battle the Sembians and the elves that you're too near the ruined remains of the adventurous traveler. made an agreement to trade instead of fight. Myth Drannor. The agreement allowed the humans to push a The Retreat hit Hillsfar hard.· The Council of "Once Myth Drannor was a beautiful elven road from Sembia in the south, through the Hillsfar became corrupt and self serving. The . city; now it's nothing but crumbling ruins that openness of the city allowed foreign enemies

9 10 are overrun with unspeakable beasties. We that mysterious group, the Harpers. Many can be thankful that the Knights of Myth powerful beings are said to belong to the Drannor guard the remains of the city. Harpers. I'd sure like to have a group like that CREDITS "Once past the Standing Stone, and outside on my side the next time I'm in trouble. Programmers the forests of the Elven Court, things get easi­ "The road south from is well trav­ er. The tilled fields of Mistledale and the open eled and leads through the Shadow Gap to Kirk fitzgerald & Ethan Grimes town of Ashabenford are a welcome relief Tilverton. Careful travelers will note a path Artists from the cold and weary road. From leading northwest towards Daggerdale and Mistledale the road winds through the hills at Dagger Falls. Avoid this path; the inhabitants of Joseph Hewitt & Maurine Starkey Tilver's Gap and on to the gateway of civiliza­ Daggerdale are not at all friendly to outsiders. tion, to Tilverton, the northernmost city of the Developers great kingdom of Cormyr. "Once the traveler crosses Shadow Gap the Chuck Kroegel, Bret Beny & Graeme Bayless road leads directly to Tilverton. All the civi­ "Travelers who do not want to brave the dark lized .services are available in Tilverton, Playtesters forests of the Elven Court can take the west though these services demand civilized Rick White, Glenn Speny & Alex Hewitt road out of Hillsfar. This leads to the ruined prices. From Tilverton all of Cormyr opens up city of Yulash, where the troops of Zhentil to the south. Manual Keep battle Hillsfar's Red Plume mercenaries. Westwood Associates The smart traveler will slip around the south­ "If you're traveling to Tilverton you may be ern side of Yu lash, avoiding both armies. This interested in this story. King Azoun 's youngest Art & Graphic Design also avoids the cities of Zhentil Keep and daughter, the Princess Nacacia, ran away from Louis Saekow Design: David Boudreau t!t Peter Gascoyne Tesh wave. the royal household almost a year ago. Rumor has it she fled an arranged marriage and ran Desktop Publishing "Mer slipping south around Yulash, the travel­ off with a cleric from Tilverton. Word has it that David Boudreau & Peter Gascoyne er will gain the road leading southwest from Nacacia and the cleric have had a falling out Yulash to Voonlar and then south from and that she's been seen near Tilverton Printing Voonlar to Shadowdale. Many adventurers recently. The king has a large reward out for A&a Printers and Lithographers make Shadowdale their home, and the town her return. A smart group of adventurers could is friendly to those hearty souls who engage in do very well for themselves if they found the brave deeds. princess and returned her to the king. "Shadowdale is also the home of the "Good luck lad, no matter which way you renowned . But don't try to see travel. And you have fun in the civilized him, his man will give you nothing but the run southlands. " around. Elminster is said to be a member of

Look forward to more adventuring Questions or Problems? in the upcoming AD&D~ FORGOTIEN REALMS"' Our main business telephone number is (415) 964-1353. We also have a Technical Support Hotline number: (415) 964-1200, which you can call if you have problems with your disk or need ClJRsE OF TttE AZliRE .Bo/IDS a clarification of the game and/or rules. Both numbers can be called every workday, computer fantasy role-playing game. 9 to 5 Pacific Time.

11 EnteT UJe names of the buildings as you discover them•••

I. 9. 17.

2. 10. 18.

3. JI. 19.

4. 12. 20.

5. 13.

6. 14. 7. 15. ... 8. 16. STRATEGIC SIMULATIONS. INC.<&