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WES1WOOD ASSOCIATES CREDITS Wdlm Man:Craml Mjcftllell-qg.. 'E:vdi~ IlLc!ri!

mo~

Speda,llfhanks IIJ Qlerm Sperry

STJt\ me SIMlJ1..ATlOrl5 CREDITS Wiilm Citol1c MBcl)onald, :Richa,rd Wilson

Sl!Ipport By qlen CIIII'CIOn,John Kirlc ,Art" Qr,apbic Design t.

Desktop Publishing Ioers SAlKOW [)I;;iiGN:

Peler (ia~:YTIe

Ptk.pr€'5s rlOdudion iJOVl5 SAEKOW DESl'qN:

Kirk Nmchol!

Prmling J\11li1~rim" l!ifhogrtlpbers~ Inc

Stratco'c Simu,f31iDm. 1m:. re~lhe' riIJ'm ID' "'lake irflj)fDV9roonIS ilil the Illrodua described In this due book aI. lIrrt· [me aNi 'WimOIlI notice.

Stfii!eQic ,slnMmtiorr.. 111>:. rna ,es 00 warranties, exPIW'!i I.Ir impH!!d. vAlh re5!Pea: to ~is due boo., its qY3~ity. mer' cMnlalllUty or umess 1m: ,aJ1ij parrtfcu'ar P llfpOOO. This QIu:e 1000k is IIrovidoo • as is. •

ADVANCED DUllS~ONS,.& DRAGO~S, AD&ID', and fORGOmN IFlEAUilS are 1(~dBmarfits owned 'by and used liIloor lir.e:I'ise [rom T.S R, Inl:., L2Ire Geneva. WI 'U6II.

Coll)!righl'1001 Stratftllic $lrnulallorr.;. 100, CIlpylilghll!l91 TSA, Inc. All Rights Il.~.

J'his clue beok is co,pyrittll:Cd !I!1d includet:proprkll<lzy informalion bclonaing 10 TER. Inc. mil SlrnlOOic SimlJlatiofls. Inc. No, one is, perllllitl:!ld III sell copies oltlUs due book 10 any pCl'SOIl 'O! iffililililion, eJ(~1l1 as DfQYi!b:J lor by wrltl.elll agroomen' with Slral!1.1lic SimulatilJl'Is. Inc. and! TSR. 1IIx: NI) one may CCpY. phol'!I1CDpry. rellfodliCe.llilIilS~,e. Of l!!Iila to mac:hioo readable !arm lhis clue book wilhotllln~ prill! writen consent Df TSR. I"",

ArJ.Y persotlS reproducing any ~ltion or Ihis duo OOOM 101 lII'Ii' rCa".AlII, In any rootIia, 5tla~ be Quilly oJ copyright viola' tiorlOllnd subjlrl!o the apilraprlllte: civil Of criminalaeticn ,alllle di5Cfution of thillXlll'i~illhl holderls),

TABLE Of COM'EraS

INTRODVC1I'ION-._, -, --- - -- ~_. __ ., ,. __ _ .. --.- _ , _. . . 1

5TORY BACKe; ROVND ' .. " .. , .. , , " , ,., .. , , , , .:!l

5flRAr];Ql' , , , , .. , , , , , , , , .

Th<tCfl.,'ad;;fl , .. " .. " .. " .. ,., .. , , , .. , }

TIle rllrty , ~ .•. -- , , .. ,., .. , ,., __ ~ _ •• _ , " , , , , .. , .. ", J

CoI1'lWI Mechames , ,., , ".", .. , , .. , , , ,.:.;

JI.ItxlolnS' , , .. , .. , .. ,." .. , , .. , , " " .. , .. , .. ' , .. , .. , 6

Tad'ics , .. ' , , _ .• _ .. _ .• _ ". , .. , , .'7

A~~I~ry Scores a~ Olher Charadlll'~11<1i , ,., , .. , 8

Wtll1p!i.lns, -lIIftdlh,mar , •. , .. I.~~'" U1.~ I hi ~1iI u •••••• i •••••• 11 iii-i ~ii ;"h ••• '''0'''''' ""," •• ~ ,n , 1I1 !~III!"I' ~~~ t!,. t!. ~ I n FU n. FI 9

'SjJ'I:Us " ---- •. -.-- •.• , .• , - , __ .. " _ •. _, _ , .. , 10

NI!n-P'~CIi (J;oO;i\X!Il~ ,., , "., "., , , .. , .. , , , •• ' , .. , .. , , , .. , .. , , " .. 11

MollSl'£o; _. , , .. , , .. , .. ,., , , ", , .. , .. , .. , .. , '" ' " .. , , , , '" "' "'" , 3

'SiJ,lvln; PurdGi ., --.--_ _ .. ,..~ , .. , .. , .. . __ ~ __ .. __ .~.15

MAPS , " , ,., .. , .. ,,, , , .. , , , , .. ' , 16

L~I "f"":VI"P"'" So:wtr Ltvcl'., " " .. " " , .. , " , ,0.

Lw 2-M1ddle: xw .. l"'"~I----.--.- .. , __ . _ .. .•. _ , __ .. , , , 17

Li!IIIcl ~~ Level , .. , , .. , , , .. , , .. , .. , .. ,., , , , , ,., 1'11

1.£VOd d"":VI'P"'" lLvel Liwal"tcn RUin, ", "" , "." "., , , .. , 1r\l

Ll:vl:1 '__J::lv,;:arVI:ll Rtiifl'! an<lI Cimp .. , _ , , , , 90

LIM:,J4--i!9ItQm lcv~1 of DwmMm P.uitls , .. , .. , , , .. , .. , , .. , , 2.1

li!Ve:1 7-Upp£r ;Rt.aml!:l of the [)row, , "." ,." , " " .. , , .. , 1'..1"

L!Nd Il--Dn,.o".. 0u1l:<lS1'i __ ~ , .. " " , , , ••• , , , " , .. , , 23

lil'l1!l ~t Ib.xhcs, of Ihe. DI1lIW , , .. _ 2.4

Li!WlltJ--Xa.nillhar's Outer 5.lnCl1.lm. tviaillis Hi e _ ...•.. , .. ,., , , , ~~

1~111-Xi1WhO!lTj; o lit.,.. 5.;lwium. l.mvEli Itllllrllli!l , , , .. , , , 1t6

~11:2-Xlmathar'l; Inner SoIndul11 , ~ ~ __ ~ __ .. __ ~ .. , •. , _ _" _~1

HINlS " .. , , " ,,, .. ,, .. , , .. , .. , , , , " .. , .. , .. ,,, " t8

Lt.'rt11-UpporrSoiwa ll!;\f¢l , , .• , ,,,., .. , .. , .. , , " .. " , .. " ,.~8

levd 2--Middlc ~ :lxvo-.f ., , .. , .. , ...• , .• , .. , •. , .• , _., _ .. _. . __ "_Il'R

levcl J-l#>Y!l!"~ Levtl , , .. , , .. " .. , , , , , .. " , .. ", .. , " .. ,.29

Lcvd 4--1..1ppcr Lt.;-dl)T,yarvenl Ruins .. , , , , , "''' ff " ,,30

l!iWl5---Dwa.-..en RullrlS "",,-I Camp _ "~_"~ __ ~_. __ ._. ~ ~ __ , .. ~_ _ .. _ 30

I.MI6--BoItom ~d oH)wa.r¥£n ll.I.riru "' , " , --- .. ---~--- __ ,_'~'1

lC\'l:l7-Vpper Il:eadtc:; 0'[ tht ~ .. " ..• "., , .. , , , " .. , , .. , " , , .. , .. 3,1

l...,;;-! 8-Dmw OU~UlS.b " , , " "., .. , , .. ,.32-

llVll:l ~ ~oo oll~h~ ~ ,- , .. , , ~.~ _~~ _ ~ _ _ ~:j.

LM 11;l-:X.:l'nlliMr" Ouil:tSJndum. iVI.:Inl~ Hiw; .. , ,,,,,, .. , ,, , ,, U

Level 11-Xan~rMr·s Qu!er 5.:rndum. Lowtr Rr.1dus, ,., .. , .. , .. , .. , "" ,,,.,,"',, ,34

L~11S':~X!lrud:hiir'i Imler ''lduJa "' 14

soumor-s " .. _ , .. , , .. , , .. _ , , , " ,., 36

la~11~f~ Levcl ",., , .. " .. , , "' "' 30

L~12--MidOlrli 'icwu 1,£,..,1_ •.• _ .. _._, _._ _ ._" ,_. , .••• __ • ~ , 37

LfVti, 3--l.awI'r 5ew.rr ,lI:vill-- -m '., .. " , , , , .. , __ ~ .~_~_. .. _. . __ ,_ .. _ _ao

Level 4-~r Ltv!1l D.wMl'I Rulm ,,,. " " ,,, ,,"' ,,. , .. , 45

l~1' 5---iJ-w4'rrvcn Ruim a"d u.m" , , , ao

LweI O--Ik<It"TIl u"..~·1 o] OwaMn Ru\I:u; " "." ~ -._ - ,-- .. a'~

L~I~ 7~P;!f F!£ir.dl.~ of '~t 1Jrovii " , , , , , 51

I..lfVd ~ O~lt~' ,."., .. , , , , , , , _ , 55

LI.MI ~r ~11"ll of Ih~ Drew " - -.~- - -58

ILt'l"Cl1o-xanatinar't OulerSandlmi. M.3nli5· Hive , .. , " ., , , " .. " .. , , .. , tl!

1.ci!W111-Xafli!!h.1I'~ Outer Sanctum, lDwu ltt.ad1f:s , ~ __ , , , .. , 64

L~I '1~-Xainalhilr'5 Innn Salilctum ~_ , _ .. ,_. __ __ __ _ __ _~ , 01.

Por!JI5 ,.-·-· .. " , , .. , , , .. , .. , .. , , , , " " , .. , ' 09

TREASVIU. QVIDE ., .. ' .. ,.' .. , , ,"" , .. , , .. , , .. " , 70'

It"ms WI), I.~J .. , ,., .. " ,., " .. ""."." , " , " , .. ,., 70'

5petkl Q"Oi$llklnum _ _ 75

~ INrRODUCTlONt:;--

EYI OF THE BlHOLDER !; Slrdlegic Simulalions, Inc:s, firsl ADVANQD DUNGEONS'" IJR:ACIONse'L'€gend Series ftu,tasy ro'!c pldyin~ saga. In !his game, 111~ .;;haraders an: l1iml by lhe Lords of Wal,e:rdecp, 1,1) discover the: source of ,In! evil presence 111 the sewers btnealh Ihe dly. The party musl explore the sewers, avoid traps, and! battle monsters to discover the SI)UKe uf Ihe evil.

EVE OF ll-1E BEHOLDER. (EOB) is different from prev;iou5 ADleY" com puler role: ~I,ay'. illg games,EOB is based Oli) lhe ADt.D 2m:! l:dilioll rules, H is a rrul Hme germe" where exploration, puzzle solving, and combat all happen con'linuously til' the 3D wilndow, EOB. disC) ffquirts mOl't expl~o· ral,ioT} and J11.12zle solving lhan previous ,AD.!:D (ompUitenole playing Qames:,

[lre<lt!.$,1! EVE OF THE BEHOlDER is a ntW 'kind ~f Al)&.D cemputer m,le playing; game, Q,is dille OOQ,k is QlWlnilro ill a !lew way. The: Stral'e!1Y 'itc11iO'l'I contains: adviilie 011 pla,ying cOB efredively, including' how to select 11 party, Rent eembat, besl use spells, choose NPC companions, and defeat sped fie monsters, The Maps section contains the J1i1iI:PS to all of the various levels in the game, but enntalns no h,inls or 5DhJi'li~ns 10' tht pwzle:s. The Hints sedioflS contdJi ns dues \0 I~e' ,~Qlutio'n of many of the pUlzlfS in EOB,ld it does not contain the complele answm or the

lo~,tions. of Ih€ monsters; The Solutiens sec'll on mnlaim stcp by step sDlullions 10, the puul.es. lccatiens of the monsters, and d road map o~ the magic porlals in lhe :Qdme. The T reesure ~stc'lion' con'tarns lists 'Of ~he '1NdSIilre5 in all of Ihe various 1~15 of the game.

This due: boQ~ acts as a player's gUide to

YE 01 II 11:. BEHOLIJ.ER. A player can gel as lil.He or as much belp as he likes.

A pliilytr who wants Ilo ,,[illY IhE game

eff cliwly, but who w.ant; 10 e:xpl.ol'l:: the QjIme for him.self ean read 11le Siraltgy sedioll and ignore the re'sl. A player who wanl:s 10 ,pI.:JY Ille same hul who doesn't wan I '10 draw maps ran use the .Maps Siftlinn and ignore ~he Hints ,and Sohllions sections. A. pleyer who wanls apush in the light diredien when confronted by a difficult puzzle ran check cul lhe Hinls serlion. And, the pli1Iy€t who wants 10, S£C Mrylhin~ in lhe game (an use lhe SolutiuIIl5 and Treasure sections 5:0 Ih~1

he won'j mtss a thil1g.

Thl,s due book assumes thai you have read the EYE OF THE BEHOLDER Rule Book and D,ata Card IbaL came with yom game. If you have any questions eboul how 10 do a spilllifil: atliol'll.. dle:tk 'the' RUlle' Buok. If yuu have any qllt~liom abaul. lhe ins:lallatio~ or mterface, d,(,ck your Data Cerd,

Armed 'Nilhall of this kTlow.ledge you are' sure '10 be: successfu I in your que'~I.

~ STORY BAOKGKOIJM)~

j ,

.Jt is my 5i t'lC..eI'e. hope ~hD I' you. r'e Co" ive this pack"'ge befo ... e )'OM be~in l'0~" c:r~s! il'llu the. '!:ie'We.".!> be.!'\ea;/;h WateY'daep.

. kls package COI .. t,Clii~'\S ,",ores fOI4 ... d Oi'\ a drow sp}:' tl.\a.t co",I,d help ):'m" 0'" }:'Ok" jOkYI'le.)!.

""the spy was caph",,,ed MO i1igl1.ls ugo by Oltecl Capta,if'\ of the Gi.'oGu·d. tl\",del' 'nh'! .. r'·"gatioi'l; the dl"ow I'eveoledo di'5t[,\i"bl~9 plai"\' He.. dal'1"\ed to be wOI'k,jt'\9 fell' 0. beii'tS !'lamed Xcma.lhal", The sp).:' daiwif'_d thCl!t X(ltiQthol" is em .vil c.)"i .... ,,~ lo .. d that ,i.,hobits ~he deepe.:ot poUrl of ~"e sewer 5y!ilc,~.

S~pposedl~6 Xai'\athal" ''t1Q.gico.lty tdeportcd th.is d .. ow ip\+o the c.itr to spy on ~he Lotdso . WClt e: rdee.p. X,QlI'IClfhal' did t'\ot have th.e copo6i~i~ to felepo'''f the sPy k"\ck i~fo his

l .. ..,dei"wo, .. l~d an.d 50 gyve the SPJ:' this pcu:.kase of il1,foI"Matiol'l to /¥I,ake.the f .. 'p hack M,nc/eI'Sl'o!4l1od 5C1fel<'.

This packoge. i.,dl-lde5 a »""\Q.p of some. offhe hum 'Is al1.d CaVe.I"n.5 be. ... e.ath '\,!\'ote. .. de..ep, Jt ,also il'ld",de.s seve. .. al sets of 11.0+01":5 tha't ponMt Ol .. + tt"ap:5 CI",d WlQl'lste"'$ to be avoided u'1,d ile'",5 that misht be. I-\se.fv.!ol1. the t",ek.

Usa. the i~fot'WiatioM. iii this package, wise~¥" .Jt "'"lay be the: adVai'ltoge }:'Ol.!t Meed to d,;ofe.:cl1t this wl'e.tched v,illailPl, XOl"lathCl'"

VOlA.", .",,~,sted f"iei1d"

i

Khe.lbeh

Many elements make up the str~i!c&i€s the pilrty will usc in EYE Of TI-lE IlFHO.1 DEll These elements iut.iudl'": the rhilr.lders !h,,! make up fur p.a:rty, Ihe merbanies and ladies of (omb<l!!, Ihe ~quipmcnl.:md spells used: by ihe party, Lor NPCsth",1 su,pporllht pdrty, llie mon~lm lor pilrty fiShl~, and lhe trchniqllt~ u.$tlll 10 saivi' puules.

The Otara£ters

The", au ma.ny $tra'lcgies for putling IOQelher lin rffediv~ parzy of rh,uadm. Celitain ccrmhir:t;lliOI15 of chersder classes end race ere more dfecliw Iha:n ,~Ihers.

Sil1gte-O;m '~ MUltJ. Class

Non-humen chararlrr5 (llin be multi .. d>i!)!>~d rhamrlu,_ b~1 thai does nol ml'an'lhallhcy miJ~1 bemulh-dess rh<l'ri!,ctm. Sii1glt<ldS!i rha:radm haw a number of advianl:agcsi OV):r 1i'H1IIi·dd.'ls~dch ... rerlers willi Ihlt ssme amounl o,fEXP.

Single.dass lighters hillr't ~NtMI advillllil~~5. Wilh lbesame ,amoun~ I'lfEXP,Inty will iliYU· aB~ltklny more HP and nil't':e a b~ltcJ thane!: 10 hi I Ihanmuill-dass fishier [ombilldtio:ns"

S:ingleucl~ss clerics ~J1d m'iig~5 will gain Iliglwr level spells muth WOI1U lhan mulll-elass cleric or ma!l;~rombil1alions, SpeHca1:lcr:s oo!;umc murh ITiQI1! us:eru! \liIIlel1'lhf)" mach !jlh level end cam ~! lhe :lrd Il:Vd spelu Rreb.-JII and Create Food ..

Charae!ers can more di'edwdy SP~{idlize tn EOIB I han inolhu ADr.D ,computer ~!e playing games .. With rcar~1i..d play, rt~ar rantchdifo!:(. lers will sl:ldum ~i ill!o melee- I(Omool.nlis mak~5 cd >iilgl~-d~'55 md!lt d '<I'iable ~har<ld:~~ by IFcU:u(ing IllI? dfcd of Ilis limi!ed <lbilili~s in l11elt,~. Ah:Q. Ilhe lVilllim~ IldlLrtc of EOB

meam ih.rl'i! dldr.ldu (a)'l only do om thing al <L liml!J d (ha~!ldtr's ability 10 do many dj"t~tl'!llhi!lg5 is of:!m nol as importirnl as Ihe ability 10' do one 'lhjn~ very well.

TIle ad:vanlag,cs of mul1i-cliJS~cd clharadm .m! obvious, I hI)' com hint II~I' dbi li lirs of s'i;vtrdi diflu~nl doU5f'~ e] Chi!!rddN in one. Thus, a f'ighll!r/magc ca~ bolh melee df~cljvdy and talil spflls:, though he-' c.m do neilhcr as wdl. as ~. singk .. class flghier or mage \ovilh the same amount. ofEXP. Mulli.rlamd cnar<ldm are

of len use fu I 10 edd all additional capability 10 d pauly, such as Ihiewtl!1 sldlh Of dddiliona! deriedl hti!ling s-pdls,

Racial' Aithalitl1§ie5

B~l1Iu$r of tlw monsters end silualiOi1s in EOB,wlain raC'e/ddSS combintlliOfl~ are very 1!ffedivr. The follo,wing arc some 5p~dfic ~ypcs o~ cha~~lC't~rsal'ld Iheir advdfiildgeli.

DwalTVelrn Fighltr: A dWilr'IItn fighler wilh a hi:~b cOlislillJliGn has iI high Jf:sisl,antclu poisoll. whith mdb3 il murh easier lo!is,hl sianl spiders. A dMrt' tighter !:iB1 also ~·iI\(f B Conslilulion of 1'9, whim .r.m m!1!m increase his HP. A dwarf.dlso allows the p1rly I:Oftil{l the!o¥lilil1'g !)I'l lbe wall rnli1e dW\l:iYisn levels .of Ihe game.

Human Paladin: Only humans Co:Ill be p.:Ii!adins. r:.1ld.din.(~1"1 filth! as well 0:1. dny fighter, plus Ih"1' have lhe ability 10 h~o!il by l.lyillQ,OI1 hands and"lbcy hoWe Ihe dbiliily 10 'Cd.d 50tne Igw le:vd dericdl h~'iI!jng5pell5, whei;l'lhey reach m1in'~h I'ml.

Bwn M .. ,!;!c:: A. singl.c<l~s ma.I:l'e :g,ains levels sv.!ilHy and will quickly 9,1iIinlhe abiTily 10 rdSI IJsdulspeHs iik~ Fireball.. f\n elwn rntligl' with II hi~h d:D:krity ha~ ill high AC, which mdkes il'e~sier 10 survive sltd)llhrown w,t(ljJQm. k a ma~~, illl cW~maxlmum comhtuliol1 0(17

dotS RQllimil his HP a'liI:cl his maximum doc· ~Nity of 11) (an increase his: 1\;(. A~ mages: (ann!)1 wear 4IT11l0r to incrMsr Ihrir AC. ill lligh de:o:lerily is essential 10 d magr. An dJ

a lso allows I he I'd rty to read! the wriling en lhe wall in III'I!: drew levels of ~hc game.

I-luman, HaJJ Elllerr, or EI'II'£I'I Gent: A sihgle·<lrus cleric swiftly gdll15 IMh and Ihc ability 1,0 cssl useful spell$llik~ Crl'dl~ rood. HumaJ1S. HaIr Hves end Elves can ilIll h{lve a mi))(imum wisdom of' 8 OhUSgillnlJ'lg the maximum bonus spellsl end haw no level restridionsin Ibi5 ~.ami!.

~ ~alf Elwn Figh!er/MiI:g:eIOerit: Tlns is Iht cheracter w~h the mosl dj\ltmtl'n:!r:nls jlll'h~ gdm~. This character CdTI US( (ilm!ls~rw.ry

item in the game lolXdudill1:S [ockpi&~, and

has d limileG Olibilily '10 fiSh!. ciln ru,1 offi-'nsiw spells, lind I1MI. LJnlorl unat ely,. ij hoMdwn (j!lhl~rlm!igtldellic will gOllp Itvds f.lliremc!y 5Iowly. and willl1avr very (t!W I IP (or mesl ol Ihe!1,ilm~-

Elv~1il Figh,u,:rlMagelThief: The thictl:y eoun'Il'"rpilrt 10 Ihe half clven j~ck G(illll.rildc~ llsted brforr. Thls dwaraflcrcan use literally every item m 'Ihr game endean pick lorks as weli. Unfortunately. en clvcn flghter/mage/lhief will abo go up levels exlremely slowly, and will ha,ve Y~ry frrw HIP fOT most Of Ihe ga.mc.

Gnome ClericlThief: Agl1omi$h cle*/lhid makes ,i good c!JaTi3Jcter to rm ,oul a parly Inal .:dready has i. sfnglecdass denc. The deriu thid givc_s !h~ party addilfonal clcl"icdll1~alil1g .s.pdls ,plu.s the' thieving, ability of I'[cldn~ locks.

Tbe rarty

A pany~houl.dinclude a good mix of classes and races 10 deal viilh Ihe many horrors in EOB. The plaYl!fwiU need 10 decide upon his ,ovcrall party slralegy before making Ihe characters ill h is party;

In general; ii p<I~should nilve allea5,llwa thilradclS who ran fighl well for Ihe fron! rank, a rhsraeler who ram easl mage ~pdll, .mdl <It least onc (hafij,ler who ean 'fASI elerieel h~(lliflg sp-tlLs.,

Fighta5

The parl:y hats many maim Irorlhe two I'mn,1 rank ci1aract'crs who can fil# ViIlII. Mosl

HiCCS make reasonable ,fighters. and. (t~hl:e~ paladin, and rdnger dess 'l:ha,radns can all flRhl MIL Even sil'lgl~.das:s rlerk and dual. cless fighter/denc cbarecters ciln be dfecti\l\e rronl rank diaraelers In IIw bc!1;jrrl'lin~ levels of lhe gOO)e. Also, mosl of the NrC t~<iJdct~fS Ihe pilrty mecls later In IIJ~ !lame call figil:! w~11 dnd could be used in lhe ITonll<lnk.

SpdJ Casi:f1fS

Tbe dnlk~ or !h~ varioes spd~ caslers is. else importillnt 10 Ihf.!nliegy ~r lh~ pa:rIy. One character wbo 'earn u.~l nlilg,e spells is normally sufficient forr:nosl poilrtie s. Mll~I.'S musl flnd their higher level spells Of! sCIoli s , lhe suppty of serolls is lim 11 ed, SI) il is I1IDI dfici'm~ to' divide those spells ~mlllflg several mages in a pdrly;

III tS often useful lo haw two rharadtfs. who cen cast clericel hf~JinB ~;pdIs. II i5 impcrl,ml net til gel U!ughl dfil'f' /I blink wilhout ciI conscious cleric. A ·comclo1,lJ drrie wilh ,a fe-w Cure U~M Wounru5pell~ calli hrill olI5 mmy HP in hours. as a ,..rty' ~thoul ~ cO'n~rlous dericcould bml in many day~ of Tnl.

.Palt:rMakeflp

One slrllltB)'is 10 ,[",aIr !'I ",rty OfSpC(ijli~1§ who go up il'llevt:is with the rcwc~l: liumbrr (If EXP; Thi.5 pdrlyworks Wi:U ~o kmg as Ihe wa rrio'fs ill Ihl' fron t rank n~ver 11'11 he spell CdSlt'rs in Ih~ rear r~nk g'~1 inlo, mr~lee.

Specialist Par::ly: DwaMn Fignl:et Human Paladin . .E!ven Mag~'. and Half Elven Orne

Anolhn sirillfgy is IOCftdll'! iI pari)' or gcmra~isl5 who ar~ muHi-ciassed th.uacltr$. This partyshouJd always have some chilwact~'r wiLh Ih~ a,p,propmle skW (Olil siluaHon. 'Bul. such Ii dlverse party will lUll: a, 1,01 of EX' to sel to higher levels.

~T!eTi!1 isIP!3II1y: :lJow:arv~n Fi~h I crt Thief, Half Erven fight~f/aeri~. Hven Fig,hl~r/MaH~. HililfEI .... cll CleridM~~

A furlher slr<llegy is lo have i.I mi:-:ed p:ilrly with specialis'i warriors ill t.he frem!. rank an.d Qel1l~r~11s1 5p~n castus lrl I~c ~r r,dTlk. Thi. ~hah:gy m;:l~'~~ S!.lre Ihilllh~ fi~bl~'~ gcl:iru [IlVl!I~ lami HPj d§ quitkly d~po~~ibIE. bulthal lhe spdl ",&'I~n will have 01 Wilde variety of spdl5, dvaila"ble.

Mixtd Pa1i1y.11¥.<arvtn filthl:er; Human Palildl!1, Half:El,wn ClcridM:lI~. QnOJIlIi CI:trir/Th te r.

O:Im001 Mechanics

V!1lil.!rtltm:d in8th r (GImbal m«:hanics usrd fill EYE OF THE BEHO.LDER alIGcW5 Ib~ party to use lhe most tffe.rI.iVt weapord MId h'lc:lil'lirn di(·· ferenl silualioIls. filCh chararld~ abilily in combo! i~ dcfil'1rd by hisACn-IACQ'J, and ddmdSt.

lie

A dlMoIIrl~r or monster's diffj('ully 10 be hil is n:p'~enlfd by' his Armor Class err I\c. The lewer the largel's AC, lhe harder it is '~(l :hI I Ihc large!. At is based 011 amlar !lnd II dexlerily bonus. Some magic ilem.1 also hft,p a c1!alilldtr's AC

mAW'

A charader's THAOZJ n:pR5c;n's: his aliili~ 10 hil encmies. TJ-lAC0 sl'anQs {or To Hil Armor Class o. Th is is Ih~ I1lJimbcl ~ rnaracter mast 'ron" cqualloor grealer Ihan 10 do. damage on~, target lIT.!'iln ,an AC of 0. The ~Owtt the .aHackds THACIZI. lIlt helLer his' chance 10 hil lhe targel. A chM<ldrr's TJ~V\C0' is based on h~ cless and h:vd.

Note: Inegcl'I:ernliotl of Ii ~ilnd.ClTl number is o~.en ~~fentd to IlS a "roll'. In: del ermining rr Ml i1ttilc.k ilit., th~ numbu gCllcraloo is (rom .~ Ihmllsh 2ft The base roll m~ modified by the. thararlds abilIty ~tOrns and: an)' magk wca,polil5 •

A.t.taddng

CnaFadm gcntl,ally engage in: melee co-mbal, which is; fa(IC-I@-f<icir fighling with WEill pons suchas swordsi1n<l milCE~. Charaeil'.rs also haw elher options, .s:ueh es Clstmg.pdb and r.m~edl «lmba~ wilh bow~ and dings.

In iitO'ltla~ il tharar:ifr a,lta.ckslhc Hl~m)' in the f1'On'I renkon hissi d~ of Ih e srreen, VJhtll Ihere is, only one tnl'my kA in il baHk it mOY,ts I~llhe ((nltr of Ihe square and characters Fromoolh sides ral1 ~lld.k II.

Comba,tStrates;ie5

fo sueceed in combat, 8 ~killrd IlJayerdl"p!oys his p..'lrly wdl, (;!I:.SH dfC'ctivt spells bdmc and during ,combat. 1ru!l1eUVUS his rham.lm into ad'vantagtQUS posili.oll.5. an d aJlar ks u~lng hl<i most pOwerful char!1dm .ilnd weapons.

Deploying flIe rmy

K"cpo Ih~ 'htawly-armored' fiS:hII'_r'~ in Ih~ fronl rank and !ht 14I1l'!traMt rneges Imd Ihi~vl!';,in I he rear r.mb,

EquippiJrg the Pmty

Equip charaelfl"l,in Ihr IT~nl rank '1Ni'lh the mo§1 p6Wi'tful melee WtdJ'Kln~ you i:ill'Inlld. S~~ Ihr Wriipam, Tabll: 11'1 see how muth damolse f,ach lyp~Qr melee wMFKln cdDil'do. 1"\5: roo" as youfindi cno,ugh Wfapons, War· riers should tdrry iI one ndnd'ed 'Wi:apon (11 Iheir primollj!' hilnd~nd ilJ shorl! S\¥Oml in Ilu.i'r secondary ham!.

Efj\l,ip cbaratlt:rs In the rear ranks with the mml powerful rangtd weapons you ron find. Su' 'Ihe Wcapom Table to sto£: how much damage: u(h type or ranQ~d 'Mapon can do. SprU Gls'tm snould: hav,e their holy symbols IInd~11 books iTl·hdn:d, ready to castsve.![s.

C~araclers who usc Ihro!,!ffl M.aJpons 5l'1Quid c,arry w~a.IX'[]S b!Jlhin,lun.~.and iin Lheir 1;",]1 PoU(~ for qllit~ riltliding. Fronll'ill1k

'fharaders who use 'lhrown Wfapoi'lS mily Vllis"'ll!> (111'1)';;1, :shield or short SW'ord allhe lop ,rllheir bell pouch. Thisshie'ld cr short ,SWDrd mil be ~~adi~d iuloma:lic!ilily aAer Ihey!!lHad, !;Yi!h I h e lasl of'lheh IhroloW Weip;:lJ1.S.

Be :SUR 10 Tl!{.cM! rYOUF rilil! g~dwt:<1 pgn:safltr eacll· balll~ and to (oilecil aU cf IherLllnged weapon; you [an And. R.m~d wraPQns g~1 used 1Jj) qUickly in banle, and they may have special uses laler illihe lame'.

Wmmded Qaraclfm

Characters who are ,seriously wounded .shQl!I~ be moved oul oflhe ITo!!1 rail k rr possible. II is mucbe4sie~ 10 heel ill wOlJndcd cnaracler Ihan it is 10 'bring ~ dead dmadu ba,c~ 10 life.

MavinlJ and'Mghtll1!J

If yo'll are eJ<lllo:ril1g an iUta, move willi tilt: compas:s Oil' lh~ smtnlo fadUi.all!' mapping.

If you are rnovtn8 I~rou~b anc~[Ol1!diUl!"', move wilha $,peU men u on th eSm',~n and an allack sp~1I snowi'ns. Atways move 'with Inl! Adventure xrten up. you c-an" fight from lhe Equipmcnl or Cha.racter Scretns,

Mlh wi" Iheadvcniurl!' sereen a 1111 spell menu up 'l"QU .m: ,Pl'Epdred for Dallle. Prepare rOI ba III e before yeLlllp~n dilll door. climb or deseend .sId irs, or push a Ilu Itan I hal eQuid! epen a doer ouctf1:1 we!!. M(mS'le:r~ofi.¢n lurk beh illd desed dcorsor secrel walls, dmt menslell5 are 'iI~wa,ys n:"dy fot l:ombiJl.

Remember that you tan move and Ailbl !lIthe sarn:e lim~, You csn mow bad;w.ards hI dod!!.e 'Ill enemy melee lltli!ck, Y01J c.an move sid~WdiYS 10 dodge an ~nemy ~atigoo, atlatk You ~ evrn ron aWdY ,n:nl1 rd.IJSC a door behind y:oy I~ g~1 away from al p'lTti~~ilrfy l'lil.:ly fight

Ani attaek i5 5UorR~fu[lf the mil IS !!l(aJlorr lhen (It equel 10 Ihl' clltlckrr's THACrt) minus Ihe larsel'~ 1\(.

Examj:J[~: A nghl'~r VIIllh ~ Tl lACQ) of 15 ,attacking, a fll0il51u wilh an AC or 3 wOII!d need to m.~I: ITHACQ) '15.1-(1\( M .. 12+, Bull-o hil i'I mon,sl'uvvilh an AC P.'lr -2 he wauld 1I1u:d 10 roll: rrHACQ} 1~J -lAC -2,1 =17+

Damage'

'lNhrn a hit is scored, lhe a!lc~hrr does d~m.tgl'. D;lmil~e is ihe rdng~ of HP less Ih~ alt'a(Krr inHids when he hil:~ an opp9Ilml in (lom1mi •• md ildepel1ds ~Il Ib~~lld[ker'. s'trmglh and wedpon lyp~. The dcfmdg~' esrh weapon can de is ~lImlfldrized ln lhe W~.apons List

Som It m orulu§ take 00 Iy pa r1 iili or no ,Iii ll'laRt from ccr'!ilin WMpon Iypts. 'S!<J~lf'tQm. (or exampl!', Id'ke onl')l half damol:!l;c f!"Om sharp or rdgffi weapons-

flg1'l'ting iromUl'c Jl(tybDard

Fishling !rom the ki)'board lakes il; liIIlt mere planning Ihan fjghting wilh a mouse, 10 fight effcdivtly. q\Ud~y cheese the item you 'Wanl 10 a!tuk 'wilh and pft-~~ the U key 10 U~til.

lle;1]: are ~W~) ways 10 move lhe i!clJi high· lighl and chooselhc item _you \0\1<111110 aH<l(k wilh: tnl:: A, 5. W. and Z lil~m cursor k"Ys., ,Ilnd Ihe Fl·Fo. 'tharou:lrr ~cle(nol'! k'1"s. The pilrfiy'~ e.qllipmml should hi- set up to lak~ mexinunn ad:vant~gt or lhe w~y you move I~r j~l':m ~ighlighl.

If you use lhe A. S. W" and Z, item cursor k~ys lamove Inl! IIcm hi:ghl.tghl, place Ihe 5ix WCilpom Iht p.:I.rty uses mo~~ iii the: prillmary and! strol1dary hand; of Itht fronl r.mk cl1aTil:dm and m'lhr ~rTmilrt hand:> at !he /'irst two n~ilr rdT1'k charlldm. Bffort d bailit. start lIlt i!em ~igh[ighl on the primary hill1dof t~c chllradcr in Ihe upper ASh! h.ll'ld comer. Prndicc quicklymovll'IS thE: !Itm higlilIJghlm d ril'dr Ihmugh Ihm six ilrnls, Using tilrh i!rm rnlum, By 111£ limt IhE: curser gtls bark lolhr finl i'lr:m, lilal uem ;hould bt !'tady 10 V5r "'gain',

If you use Ihe F'I-f6 (hara;c~er' sel~ctiol'l keys 1,0' move the iI~cm h ighllg'hl. piace lhe (o~.H·lo s ix wCd,l:lOns lhe :pa.r1y uses: masl inlh>e Il'l"imary hands; of each ofll"le chara.lers. lefore a wine. ~!artll1c ilem. hi,Bhli~hl on Ineprimary hand of lhe charader in Ihc UppCiIi riB1l1 h.md comer. 'Pratl lee !.I s In g the f1·f'O keys I QI qu h:kly movmglhe itCin hi~hlighl in il. circle IhrolJ!lh Ines,. four 10 si:< items, 'Usin.8 each itcm il1,llum.

By lhe lim,e the cursor gels ~a(k 10 tht Orsl item. thai il,~m ~houM be ready 10 Use again.

7

8

O!w:t'YO\J .an move the ih:m hi~hJi!VJ1 ilool YSt wtOipons qukkly; add moving and (csl.ing ma.ge spells 1,0 lhe combal rhythm. In g-el'lfral. If lhe cembe I s i~ualion req u i res ~hat Ihe party 111O,'lA:, then inturupt your combat rhyl.hm ami movel To CdS'! sp~lls, dfedivc,ly in (11m 1M I, I.-.kl! tll~ fitsl §pan: illstdlJl '10 V>l~ <I: mage's spell 0001< al'l~ IIJpt'n Ihe sp~l[ menu. Resume ,aUatking with weapons unlll you hav~ ,afllJlher .spare lnslanl, lhen choo;~ Ihcspell [eve!. Ibe sp~11 within !n,IIINI?I. and the'J'II;i!.~1 IIlI? spell. You tan eliminale thoosing lhe spell wilhilll a level if you mtmoriz~ enly the alla~k spells Magic Missile. Melr~ Acid Arrow.

A reba II, Ice Storm. ill'll Cone of Cold.

With ... li~ll~ pl.ml':lIng end prddh:1:, YQ~ (<In fight d5 ~fflil!:tiv~!y 'IN i~ h I he keybo<lrd !:IS you lCdl! with the m!;lU.~e. W'hi[~ Ih~ party's .aH~,k5 rna,), EiI~rifi~e seme flEXibility. Ih~y will. g~ilJ ill wllsisltnw <lind rhylhm.

Tal:: lk::!i

The monslcrs on the ~rsl several levels (Ire each d:tsignrd Iu !llquirl."!'! diffe:Nnl tomb~1 :oIndegy for m ..... irnum df~cliwn~~5. The plqer should by 10 leam rlH1cwni combal shale!l'ies Iv fl!ilil edchlyp~ 'of mo'ns!t:r mesl en:edivel~

.U"liI .r

Themonsters on level 1 do not have spec'tdl abilil les or weilknc~s. tl on 1'1 requires lbel Ihe party If,am' 10 melee ,effedively 10 survive,

.Le¥ifl 2:

Themonsters on level 2 ereundead, The palily should learn Ihaliliese monsters tdll be turned 'by a, dericwl1o!las hi5 hol.y symboJ 1[lea.dy and in-hand ..

U5'lel3'

Tnt kOO'-i:oa have fdllgeJ iil! ... d;,s .. TIll: pdrty dlOuld.leam 110 doJge: Ine ral1ged <lU<l~ko before dl)smg v.;flh the monsle~ to rnd.ee.

LereJs4 &5

The' gianl spiders have .lJ poiSQ,I'lGil.S bk

The Ildrly should Ica.rn '5hOO'~ .md scoot' lilClics, 1'0 ~eep out ,or melee. Thes.~ taeties C(lI'lSisl of leamin& 10 mo"'" backwil.rd~ ~ik allackin'B with Jill1j.ed weapons (llUd ~ptlls.

L.wd 6'

The kenku have mlJltiplfrjmg~d .. Hacks .• tnwels in :ijfQ\JPS, ,mdc.m SlIrround II! :o;[ow movins pany. The parly shouldlearn 10 'keep dooging UTItillhe O<Kk hes expended all of Iii's ranged <lUacks. The paliy also needs 10 I·~em III 1I§·f area. tfftd clamaR.e spdl~ I:IK( FirebaU. 10 deer (lullnt Ilock$ quickIyand 10 movr swillly so as nolto gellrapped ill a corridor will! fQe~ bolh in ITcGlIll aoobthind.

There is a wizard M ih'£t 'Gina!: has m.any aua dfl!d spdls. Here tilt party nreds 10 [tam 'hil' and run' laelia. These tacliu arflo dOOge baek i)l()und it tttlmtr, ~Itike ill Ihrir for as he IPJ"iI'~enh his flank; .and Ihclll dodge buk aSdIll' as hI! !ums 10 (au lilt p<ll'ly."'~ fibjrcl.oflh~ tadir is IB always i'IV(Iidl tht tl'1!tm)"'~ devaslating fim powrr.

1mi'd "I

The draw have we.11Kl1u tOiJJlcd with ii par:al)'7in8p"ison and have IiII si.gniflcilnl ftsisl·aru'.t: 'to magIc. The p.n1y should Ir.ilm 10 rdy on missil~ fl~re and lTIant!NI!~. insle;ld of magic and mtltt, loclt(e<ill: their foes.

Once (he pa;rty hd5I~!l!med. all oflhm ladies, Ih ey have <I dlal'!(:eag.ain~lal'iY of Ih~ moru'i.min the game. AU the party has to

do then is dc(id~ which ladit is mosl effcdiv·c [iii ¢.icn silual[o,R.

Dm" St«u andOllber tIilmct.erfltits

Strengtll

The SIT~nglh Chari !isis the modificT$lo mel.ce hi! probabi.li!y and the damage adjuslmcnl based: olline iharacler's 'Strnnglh,

SI,englh Chan
JiIMl' MElR HIT 11_
hPJ: PMQIIl!U:rn AaJlII'IfIDI'
J .~
4·~ ·2 -1
6-7 -'\ n~
,S-IS JlDml~! HllIle
16 1l00maJ It
11 tt +1'
16 +! +2
18Jt11-50" .1 .~
181'51-15" .2 +3
1'8/76-90· .2: ~4
l8J9HI'.l- tl +5
~a!OO" ~3 . ..Ii
191 +3 +7
201 .a +8
211 +4 19 lU ~. ..10

• Itt.ese b~11IJ!I.l!S alB alr.iilable only 10 hl,llifriiS.IiiMflS_ 3Ild langeli.

I'These scares are OfIlyposslble in lilts game Ii1IW!lh magIC

DeWler1"

The Dexl'erity Cnanliils fhe modifiers II)! mi;s-

sile hil'pTO~bilily and the AC adju$'Im.CIlI OOSOO on lhe ehsrader's Dexterity.

D~xt(":rily Ch ert

.AIIUTl' 'M~!!!1 Ie:
St~n 'lIli~JtJJ¥ ~Wsrfmll
3 ~~ ..4
4 ~2 -t3
5 ·1 ",2
6 0 +1
7-1~ 0 0
15 n ·'1
16 +t ·2
11 .. 2 -3
18 +2 -'1
IS +3, -A CoutitutiOIJ

Tnt C'(lmlil~lion (h",rllish Ihe Hil Poinl Adju$,bnenl' thllill rh"radtr !lt15 rvrry leve],

COI1:5titulion Chart

I

AlIUTT tn,Pm
SU!!!i ~!llE1I
J ·2
4-6 -I
7-14 (I
15 +1
15 .,2
11 .. 2l~l·
16 +-2 (fill"
19 +2 (+5)" - Trese ~onUlSeS am awilatii~ i'm~y 10 ugtuars, ~ladins. aldlil'llge~s; Illl'ali ~lhen:+~1he mil);lmum ~itpo!m Bd,[wtmenlliil' Co.'l~ruti~n 1S-t2

mqi

THAO;i-1 i~mJtan d'bili1Y stort, butt! is n impoliliantmi!ltiidmslic. ThI1: lHAC0 'Otatl lists a: cJh.a~arli':r''1 ban ll-fAQZ) fot his: class and level.

Tll-IACQ) ChMI

'CuIi!imI LmL

DLwi '12 a .5: 6 fa 81 Ul1i1

CleJifO 20 20 20 1,8 18 18 16 16 115 H 114

Fi~h~el 3J 19 III 17 16 15 14 13 12 11 III

Ma9f.l 20 2tl 2{l 19 19 19 18 '18 '18 I 17

Paladin 20 19 16 11 16 15 14 1:3 12 1 10

Ranger 20 19 18 17 16 15 4 13 2 11 10

weapons and AnnIlr Rl'ea_j!J'0118

Weapons: art a.ividedi !into;) da!i~t~:: m~h!e. IInoWTl, aDild ftll'¢d. M~lt~ wctIpons are u5~,d ,ollly in dose wrribdl, W'hi!£ IhroWfl,imd fiftd weapons ilK used al ~ang~. (h<'!radm in the rroll'! rank cen use melee end mnsro w~iI,pom. CharadClS m lille rear Tilnl-:s can onlly U5r

rangw w~apons" Note the Classes sedtons Ra!1ing 011 ~e 23 ill' 'Ihe rules thal limil some cherader dasses 10 cerlein Wtapo::ms.

The We~poM Chilrt lists Iht Wt1lpom wilh lheir :r.mgr of hit poinl dlilm~se wrms smltil. mediym. and la'1t.siwj crtall{~s. The damage done.by iI melee weapon is ddjU5ied by tht ,aHacking charecter's strtnAlh and any 'magil:;al bonus [he weapon may bave.

Weapons Cha,li

D.uw! no DUIW n.

SM.!IIII11!!a1!.. !.wi

,1Itnm: WWIIIIIl:
StlHT 1-6 1-6
Moce 2-1 1.-13
Shtlll Sii'urd 1-6 1.a
flail 2-7 2-8
,AXe a i-s
LongSWlIId 1-8 HI
Halba'd" -10 2- 2:
1fIiII'II W!U'iIS!
Had! -2 1-2
Dart, J·3 1·2
Oii.~ H 1-3
- 1-6 1-8
1I.l.o<a, WUi'iIIs:
Sllnll & Raats· 1-4 H
8owt.t\rr0il.'l" 1-G HI • These tv.'1I-1Vl.ro!lIld weapooo mUfi11ie Used tlrlm 1M prlmi1- tyhaoo.

.4nDor

All'JIOT provide'S 1I ~haril,ctei a base AC. The :loWtr ihe dial'ad.l!T·s AC, the hamer it is for an., tla(k 10 hit. AC is based on In e rharader' s armor and hi. dd<lel1ily bol1u.,. Some ma.gic items aim hd" a character's.Ac.

Note lhe Cls"5C.S sec'liol'lS starling on page 2.3 in Ihe rules Ihallimit some ehareeter classes to cenain '!ypcs: of armot. The Armor Ch.:tl1lisls th~ typcs of an:nQT in EOB:andlhe base AC thry provide' <II ~h~fijdl:r.

A1II1'1Or Chan

AudlT~ BQrAC

Robe 1~
Sh~Iil' 9
Leather Almo r 11
ScaIeM.d 7
Chain Mail 5
Banded Almer ~
Pl!a~e Mall :I • A shield subllilt:ts 11 /i.e ~ DIll .my d,mlll d is used wilb B(;IIIls. helme(l, lI~d OOfl-lf13qlc:lJ hracsls may IGGk like 1I1mOI. b Ihey riG, nol' mildily II CMIrv::fer'3AC They can safeI)' be feft as wei~l1rn om D[,esstIlll ~Iates, MagH~1 brllt"JIf5. howelli'll. ca~ moQl'ty a char.ar.IE'JS AC

SpeIIls

Spdls ,n~ en impgrtanl pari. or Ii !,lidy's cd"""bilifi~~. The ~pl!lI:~ lhdllhe PllrIy"S spe~1 rasters mremorize will h!lv~ iln import,aTlI e{f~d on lhc Pdlriy's tijdi~.

In Ihe foUowin~ sedion, the spells heve been divided iillilo types: Offensive Sl-ll:lIs, Dl:fllnsiw Spells, and Other Spells. Inert are 5pecifk hinls (lin whm~(j,~h type ofseell is mod ell'ecliw. SpeUs Ina! aft av'aililible only to

de rics are marked wiilb an S,

Hold Person, Fireball, lightnint Doll, Fear;, lee ~5torm, Cone of Cold,"FIameSlrike and Hold MOIl'sler: These are r,mgcd Inag,ical atlaoo Ih~1 can afferl severnl monsters in an areil .. Ilctrluse of Ibe damage they 'Wl: do. thcy an: I]~rn the p:rt~£md Cirltn;iv~' 5ptlh: of high.r:t level spell co!I'Slcrs.

These area cffcd spells arc ~specii!lly cffedive when fig.hling many 1TiCiiulcrn. Look d,(m~ly at the ,area of ,tffed of Ike vl1ri()lII~ ~pcl!s;. The spells tbal arieL! severaL sqUilol"e!j are mort !'({~ctivr all,aiml mensters Lhall cennet all ark In group·. The spells tha1,t'Iff:r;d a sing~r r sqlJ~1't' ilfr' mOJI dredive agdljn~1 momlfr~lhBI allark in &mup~.

Two of these spells lake sprciml care when l!hty ere used, j'lf'lhe- largel of ali Icc Storm sp.e!ll! wflhin melee range of Ihl': pnrly, the pa.rty will abo !ake damag,!' from Ililt spdl. The Hold Person spell only affe€!s ~obolds. dW'dIVCS, end ,dRlw.

Defensive Spdls

Armor, ioli"rol,C(liOfl from: [viii Shield,. ·MilIei'tal, Ves.u'llcnl" 'P:rol,cdion from Evil 10' RildhJiS and SHtMnesli:in: These spc:Hs lI'Iilinlly ,pI(lvid~ prol,ccHol'i i:lgainsl physical allam. c.u~ thesespells em yom front rank charddcl'$ jllsl before .a~nBrmm 1Mtr.lcr, S!onrslcln h oft,cn the pl"dl!rrro phy5jc,ill defen- 5ivt spdl olf higlm level .pdl tasters.

·11,e5s and ·Pril,),er: These spells main[y provide protl!diol1 iI~insl magjcal aUatks. Cast these spells. on YOUir rronl rank charaders jus! before' dangerous batl!lcs,

,tfeaHDg ,Spells

"CUlIe Ughl 'Wounds, ·Aid, ·CI.llI'e Serious WOU",d5~ a:rnd "Cu'm Cri'lital Wou.nds: -Ebm spells replact a ,character'; lest HP. The And spt:'11 can increase a charadcr"s HP ever his l'10rmd! maximum value. bliJl only increases HP tern-

10

OtfeMire Spdls

Buming Hands, "Cause Light Wound J ShockilJl1 t;lQ$p, "flame Blade, Vampiric Touch, ·Cau.se Se'rious Wounds and "Cause Criticd:1 Wound~: Thew are h.md to hand mlil~ica.1 aUilCks. The' spell GIsler musl bl!' in the Ironl rank to allaek wilh lhem, BeCdu5£ of the lime d lakes 10 casl lhese .spell. dnli! Ihe vu!ner.a'bil il1 of mdJli~ spell caslers, In!!)" .Iff: normally the offen!;j""" ~peH!S crldSl resarl,

Ma1!'ic Missile, MeWs A( id Arrow and flame Arrow: These an ranged ma.gl(;al attacks lhal affect Imly one rnensler al iii lime. They allow the spelt cssler to allaxk from the safe1y or the rear ranks. lh~ Me the ravorile orfmsivf .>p II" of town level meges,

porClril),. Ckric class charaders should alway', haw <I fe ...... CUII\': Light Wuulld~ spells memorized It.o t,f'<lickly Ilea! Ih~ pirrly whi!~ rcsiill~.

·SloW' Poison, -Remove Paralyiis, *Neull1lliz:e Poison: These ~pells ,low or remove Ih~ efftd.lJr poison or p.Hdljr5i.s. K~e,p a number Qf lhese sp~l~s rnernerized Wh~l1i.':Vn the party is dnywh",!: neer a monster who (dil poison or paralyz~ lhe party.

'Ra,is!: Dead: This 'fYell will bring a charader ba k from the dead. Keep one of lhese spells memorized once your derk ~Iels 10 a high enough level.

OUIerSpdls

D~lec~ Mitilit.: This spell il very useful in eVilllialirrs Ih~ ilems Ibe' pdrly picks up during the ~dme. The ~p~1I caUl5f~ all magicdl ih:ms ca,niw by Ihe Pdtly 10 glow blue.

lnvis,bjlilyand J !1W$ibilily 10' Ra:dius:

In:vis'ibilily is II us'eful ddensf ror echarader in the n!dT 'limb who avoids cJlackrnR. Invisioility 10' Radius l5 useful le hide lhe enlire party iiom mystic Sfl'itSO~ and pi)'Tng eyE's.

Evt"n wh en Ih e ,..11 y is invisibl~. masl m.onsters wHl sense lhe party's generill, lCK'alion. though the monsters icl: bugpcnallics on aliad:$agaitlSl invisible- I,a tile!].

·Creale Food&Wal,e-r: This spell is very useful in th~ lower l'EVelS ,of the dungron \i!lh~re (ood is S(aftc .. Bt SU'I~ 10 memorize Ihis spell before the part)' btgirn ,starving not after!

Hasl£': This rpdl is eij'~ciillly u§crul wlml 1'i'll;'hl'inB merslers wlJQ dr~ Vt:ii)' fdst. The Haste spiliaHows 'ii. ~rly 10 mak'~ melee dll.ilCks, mu[h fd5ter, C~5t Ih~ spell QIl your party' just before eiang,erous wli.l~~.

l'Ion·Flayfl' Cbaradem

There are nine non-pJayer chara.cler:; thd;! call join the party throughol!tlhe advcrnllllre. Some are ,found as 'bones thai tal'l be resurtected,

11

The NPC lid siIOW§ the characler's dan, alignment, rilc:elgmde-r. ilbiiity scores, dnd mu;lmum bil paints. The list also shows the 1~~liQn wlte~ you fin:d (hit NPC, l'Ii5 in~i<li ~i!IU5., and IIny ctjuipmel'll 'Ih~ N P·C hdS oil-hand orllcalby.

CIJS5: lewiS flllfll
JIIlgnmenl CihaOlit-Nl!'(Ilral
ftwe/G~OOer Ha!nmgM..Jle
ADi 111'1 ScGr~ Slr'17lnt 11
Wi'S: 1Hnel 19
CGn: l8Cna: Iii
HII POlols: 32
IJlcalilin Lll'IIlll.lor.alion 2
~ms £le:Jd ~oooosl
EqulJli1ll~I' LocI:pi,ks
Class; lBI'II4 fltihlar
AUgrrnent Cllao t·Good
RacelGe del. Human r crna[~
.... tlilri ~ Scores Sir 1~911!1' 5
'Wis. 11 Qe( 14
Coo' 16 Cb~' 9
HI, Pdinls, 45
Lmlloll Lr1fl3, lml~on 40
StilUS Dea.d jooll€6)
Eqiliomeni Li141hlII\.lIT(l[. Long
SWmd,Spe.1I1
Class; ll!1'I!.1 5 r~hler
. AJij~nmeOI: C~ao~c-Go!)C
RolOO'Genoor: IlHan M~le
: ,Ahilitr ScClri!l! 511' ~ Hilt· 11
\1'1/1.: ~5 Dex: 15
lCo~ I!I CIIa:' 9
HII Points ,4,5
LllleiI~on: t~14, loc~llDnS9,
~31US Inlured
EIIllilll'lllnt: IM.IfI Helna.
Chain' all ./I.e DQrbum

Cl1l5S: bl"Jfl'FiQllle
AIfi;lI1lTllml: Lawful GoGel
R~eJ'lCler: [)wall Mal~
At:lIll~Scores SIt IM91C11 13
WI,: I ~ Dex. 16
C~~ 17C~, l~
Hi! PllUrlls: 28
Loc:al1an, l~1'I1 6, IClcaUIlI127
status. Olla.~
EqiJIprlVll [Min Helmet Cmm
Mall. A~~, 2 R:lIiGnS,
I~Dlillg 01 Haarlllg
CI~ le\oe~ B CI~ric
Allgnm!!ClI lJlwllll·GtGa
RJQC/GCOOeI. 1H.111 til F~mal~
Allilily Sco[O(l' Sir 10 lot 12 Wis 9
[}ex. I5CDn 11
Ghil 17
I Iii Pnillis [0
l!)CJiloO; L~veI7, to .. ton 19A
Slatw- Dead (oones)
Eq<llpmertt rIol1 SyrllC!iDl
Class; Le~ 7 fj~h!el
Allgnllllllit lJlw1'ul-Good
It1l'.1'ftJ elIdrJ ~lllm;m Male
All'lily Sttlrr:s. Sll. Hill!.!} Wis; 15
[)ex 13 Con te
Cha 1'7
1-111 Pain Is:' 55
lCcalfilfi. ~iiri)J !iI. tDC;!IIWn ~ 7
SIIi~!JS Ik<!d (oonll.'!l
E!iuiD~l Hell!'!!l, IiJIV
Syrutlnl, Pla1e Mall,
T5long S'MlIG
calleil "Se~ous:
Shl~d. {),jllg~ .•. "'.

~; ~ :. i

~.' .

e s " ". I

, .s.

, .. ~_~ .t!" ~ _ ..

, Class; lew] 5 Flgtller
I AlIQrrl'!!int NWlraJ-GooQ
Fl!oe/Gt::rIr:IeI' IJwi!rI Male
Allil ilr Scores Sir lam Iii 15
WI&. 15 D&~ 12
CQ" iQ eM 17
liilPoinls ~s
localion. lewl1C. locallon 15
Slalus InlUred (callOW)
Equil1rmnl one Cla~ LEI'r:I16R~~~
AlI~nrne~1 Gtt30lrc Gooo
RllOl!lGernle~ [JrM~1e
Abdlly SCOIE! 511 10 In! 14
WIS_ II'IDeIt IS
Con 17 ella 7
HllPolfllS 45
LDt'illon' lMll0, loQjti~n 36
Stalus ~d[oofl~l
E.iiul~rrIlI1l S1I;~IKey
L~wi 7 Msl!e
Halt·S! M.~e
~u1ral
91,: 111r1: 11
Wis' 13 Dex: 18
COrl: 8 Cha: 12
I~ Palms 2;
LM:I!IIGI'I: Le-Id 11, localfM r.IJ
Slalw~ Dead (OOrteS)
l8qulpl1'lln~; ~2B.~a~sor
DlI~n;e. +~ IIogger"
-2 ~ir'ii~r
PrDtQC~en, RObil 5.
Sp~IIIloQ ' 12

MOMtm Level .1'

Kobold!: These matuNs are wl!'a~ aIQI1~, bul Ihl':)! eanbe .dimg:CiiOtiS wht'll l'hey dttatk in p.1r~. All' typt~ cl WMpons arr .. Heclivr lIgainst these aralUffS. Th't cltrieal ~pelll-l~ldI PtrSOlill Ls tilluidlly ~frtclivE agaiml Kobold:~.

LMCh, Giani: These CTe.:ll.uf't'S arc slowiltJd tan only .:lll at'k 011 t ~ ta tim~, but Int)' aft much 'lough~1' lhan koboJdI~al1d een do a 10'1 more dail'na!1~ vvhcn Ihcy hit. AlIlypcs: of woopons aTt d(ctlivt agi'l.msllhMf crealures, !lUI a novict ,Pdrly might wi!nllo krf? Ihtjr dislJ'lD(t and allil(~ I rti"hrs with r:a!l£ll"d Wtapal'il~ and spells,

.Levd2

Sk:eli~Ol'i: These crea'lul'!e';I; iitiack qlJlfkly and: 1t.1liipild: Ingdhcr loallack esa nti~. The bcsJ defense dgaihsl a group of skc!~lom is 10 lum them hy ~adying Ihe holy~bol ofllrle p;lrty's highes! levclclcnc. Sk€lelcl1s take half d.JfiJage from piercin19 al1ldlslashing weapons

like swords. and daSgtrs. .

.zombie: TIleS!: aeatures aUack mere slowly than 5~eldGlls bul !hey 100 ~J1 pa(~ loadhcr to d'lId!~k asa mob. AIII;ypes of we.a,pom: <ire ~ff«live agaf:nsl ~ombics. biJ! the bts" dd~me d8~iliSI <I, grQUP of zombi~s ~s 10 IlJm Ihl!m by. i~adyi!'1g lbe holy symbol or fhe party's highe~l level d ~r~c.

Lel\d S

J<u~TQiI!: ThtS~ c!"tatuNs arc slow and [om only aliat~ one al a lime. bUl Iney[a]1 In row HghlniJlg bolls al Janet. 'v1Jhenyo~ $l'Ot a kijlo-toa.si.dl?$lep H$ iniliallishlning 1lw1'l,lhcll rush tn and kill iI i..-I mel~c be(on: Ihe creaMe can gel: amJ!h~rI!9hlning bolt off. Alllypcs: or weapons an e~r'ldive· aB.ilimllh~st neatures.

Flind: Th~se rn:~llJre5 (dn only d.lloldc olle ,,1 ell lime, but <In: rd~1 an[ll:d;!1' dOi! 101 of d~lTh!:RJ:.

ThilY hallie iI fOI1Qncss ((lrdmbu~hl!S, SQ bI! !'I:ddy fl;lr ~Hle (IS YOII Opl!l1 doo~:.lwm ecrnm, and fl'iIQyg·lihroygh an·6$llny il'lh'abii. Aill types olweapollls .are erJ~dive iI!ldin51 these crea.lures.

wlJ'~4&l'S

Sllider, Qia:l'lt: Theseereaiures are exlreme!y dangereus du,c 10 the I.clhal. poison in Ihd~ bit!::. !hele CK'atu res tan .only ,attack ·one· at a lime. but art ql1ic~ . .:lfildl tillkes s~ral.llils 10 kill.

TIu; beslslru.lrgy wher:J~:gblillg.npid!lT is Ic roln:.al ,jmdJ en;gilg~ the .s:pid~r wilrnrttng.fd wearxrns and spells, DitvaNcs with high (OnstilYlion SCOI"I:5 are resistant to poison ami .shllu~d be In Ihe ITolll rank in case Ihl: spider cah;ncs lhe r~IJta~in~ ~TIy. Aller each balll~. be SlJrelo quitkly pj,ck up your ranQ.td weapon ammo and keep an cy~ 0111: for ·olher .spiders.

Your d~ilc p!dysan imporlil_111 mit in the parly's 5UMVili after iI dieracter is ,poisoned.

If ill cherader is pQLwned, [Is is; ~~I !o toUt a Slow Po(wn ~J*:II on lImn alld~ook for a FoI(on of CUi"\: POU.01l, Qr iI friendly NPC cleric witb ,Ii NeulT<illilC IPoiwll s,pe!1.

leVel 6

l<enklJ: Thesecreelu r'1::5 com p.!I(k to!l;eth er to ellack as ~ group and can tbrow lwe Magic Missile spells at nmge berorelhey dese to mdee.\o\Ihen you spol a niX:k Qr kenku, si.d.esl.ep 1I11ililllny ha;ve e:qoended lheir Magi, Missile spells.. All types. of 'Wi:.:l.pom alie ~(ftclive dgain~t Ih~$e i[fl!".alufe>, bul area df1K1 sp.el~ like Fireboal.1 ilfe Ihe mosl dfl?tiiv!I: WilY lID break uplhe,ir :~rOlJps.

Th,rll is. Ml tntl!1'i' community of k~1'! bJ on IfVe I 6. 'Groups oflhtm wHI amnnue~o allacit Ih~ p1Irtyas ionB ID1: they a", nn~fVd ,6,. Be r::al"i'ful 00110 gd J\JITmmdcd. ;,md mow ~ifl!y through Ih[ Itvd Ill' [Qmp!clr your Objfdi\ffs bdmc 100 llliIl"ly ,ot tin kenku il~r .. lnluL

."

uVd"

Draw Elf: Mosl drow,ovl1idt o(lht ama

covurd 'in .EvE OF TI-fE BEHOLJllER:. kill Sl:rilngN~ on !tighl. The drow df community in IDS 1has a pdd with XMlath~r an If ~!"f !J$td I~' dralm.g wilh non-dwow. They may !!:Venin willinS 10 br.rgalll W'l'lhwaooering i!dv()lIY~I1.

The drow C!!in piid. logdim I,D ,dUark is a grOlJp ,Bnd Mv·e·a highll5i51ance to sptlk

111 mel~e, th€')' aHad: with long swords coatEd with ill shOl1l1~rmpa:ralyzing poison. VE~·lhc party's mant;uVl':rilbi!ily 10 ~tjy ou! of melee wilh Ihf drow and use T;lnged Wl:!lJpo)n allacks ag.'lliTls,llhcm M IOl1!11.il$ you Cim.

Ske.letallordl: These CJ1tdlu~ ,art an tUle fon:t of Niil wal"il'loon maled from I~t bonts of ialkn luroes. They can altark'quicldy, art verry tough. and tan peek 10gElhtr ioa1tack ,~5 agrnup. The besl d.efeiu£ .aSilmfl iI. smull or skelElons is 10 tum Ibem IJy readying Ihe bOly .symbol nr lin parly~ hishesllml deth:. Skclclallord:s lak~ haIf damagK!: Ifrolfi picrt:inS ':lind slmlhing weapons like moms and dilsg~rs.

L.erEi8

.Dlider:l"hcsc creatu~cs have powerful melee aHac 13, a hLQh resis!antclo sp ~11s .. and are armed wUh two spear s lha.lIhcy USI!.d as :ranged atlolcks.\Nhen }'1J (j .spola .d~.id(f, sides~~p unlil he hasexjlcclld:td his spears and then. ~ngilBl': ·lNith ranged and melee weap.ons, AIl ~I!$ of w~apom. are df~[live again sl. these crea lu res, but. Itl.osl spe:lis arc fneffE:l:llve.

Hjl:!I H(!I.md: These matures ,attack wilh 11 J1Qwerfu,! bile· and by breathing. fire. Thl;)' art'; Rsist.'!f1t 10 some sjile:IIs.They ofl.cn allilt k in pa.cks, bill keep 5ufficimtiy spread QuItQ iI\IOid ilJ1!iI ef{~rl sp~lJs. Ma!1~l.!Ver 10 keep from b~inR. sUITO!ll'1ded AII~pes of we·apons are 'eff~liveiligairullhesc cTtallJ~$,.

lreVel9

rJi~placu Beasl: These cre·~lurtlibil.V:E IXlwtr(u! mlr.lrr allilr~ <lr:u~ ~avtlhc pow~r 10 'displ~cc· Ihtirrmagr IJp'10 lhr·et frd Jr~m their aetusl i~illion. Beesuse of Ihis ability, dil:p!a;m ~Mls ere di(fkulilo hil wilh melee and rallQ.ed weapons, so il i5 best t;) engage lhem wBn spells.

RU$I MOMSler.: That oreallJFt§ havt an inselieble apprlile for~1 rnelel, \NIle"! yeu entClJnlf:f <I 1'U5Imon,slmr; immrdiilldy move chimlc!ers wilhoul mrl.al ilrm(ilr to Ihe frnnl tank and kl':~p rtirta:ling 1.0 ptolerilliir p<lJ1y'5. mela! rqui,pmr:n'l. lNniIt nlMaling. mgage the: rust monsltrs wilh rang~d WI'.ilpons iu:!d ~pdk

Level 10

Manlis W,uriOr: Thr~t!: trtahHC~ a fir exlrtmdy rlUI and 'ta'!Ty lwo wr.a:pnM, a thm\i'ffl da.gg(1" and a harbcm for meier ~1I~~ks. ThE O('ltbtrO is coot4!:d "Wlith!nc manUs wi'lrriof~ p;srill)l2il18 MIi v a. VJhI:"Il you ;;pol a ma'nli; wilmor; sirllts:h~p trnli[ he has txpendcd h i5 dilggrf, ~dlTill to keep out of mtlct,,· and i':l'1gagr with ri!itged~ptl~.

LereJI'

Mind FLay,el': These tftillure:5 artalm<lsl (omp!etely Itsi.slanllo magic and Iheir illvis:iblt psionic aJla:i:k Cdl1pi1:ralyz.e Ihe enUre pilrIy. \Nilen a mind nilYCf lurns 10 facc· 'thr party. s!d'esl~p quiddy 10 <ivcrill iJs luionic alla:ct Retreal around oomus and Cl1.gilg~ Ihe mind f1aycr on i11 flank with ranged ilnd mel~ Wc.1po~s. All type:s ofwcapcm ,ne tffi!fl.w·t .again~lll.lest Creil~Ul't:i;.

X'om: These cltalures are slow and IOU8~" do a~al: of damage: whcl1lhty hit ami are mis" tanllo rome spells. fng,3lge Ihc xom by closing. 10 m,~lc·e, al!a(ling, aJl.di th~l"Irelroal:lng before the xam. 'Coln cxcru Ic· i 1.5. OVflI powerful iliad:.

Levd,'2

(jolem, Slone; XanaJnir's ,S!QIl'l gQII':n1S are less IX'"'cl'ful thall classical Qo~ems bOCdlil5e

I hey a rebuilt u.ill Q shorl ClJts andnon-lrad ilioml malerial:s. SIIU, 'Ihcse monsters are ulTmidy touRf;, do a 101 of damage when Ihq' hil, illlIdi ,Oil'\! ileSL>ldlli 10' most s,p£lls 'in Ihll gd!lllt! .. Engaged !wl~m by dO.5inl'llo m~I'~I!, allil,l:ki;ng. !lind Ih~fl 'n;iw!lling \;!i:ro~ n !;',im cXIlOlle il:s lIXlw~rful m eletdllatl<.

Beholder:: Xanalhar the beholder has ~I;I'I watching you r pi! rI}' si nee youl dc¢ep'icd the Lord's CO"lITImission and krltl'N'S ...AlaI youdr~ I;d~blf of u.oi n g., D~f~dti1f~, bim will 1101 be an easy'ltlSkl

,Btholdm are alm", .. 1 (omp,idely resistanl 10 magit ibi!wuS!e o;f the anli.,molilic effeds of lheir (ml~illeye. A beholder has ranged .dtack~, Ihal tom devas,l.de Ih~ enlil'l.:PQI'ly: To dete.lI the beholder; use Ihe latlies thai h<lve wo:rk.ed aQ.aillsl other monslers, endremember lhe dues thai you have fCceived Ihro1JQholJtlhf :!I,arne'.

Sotring ruu.!les

So:!vmg puzzl.es is an imJ.l'Or1anl Part (If wmpltl:in~ EYE O~ ll-1E !J,EHOLDBlt. The fo:lIowinQ!3u SOltle idelti; 1.0 use while tryin~ lo solve pUZzles. If you. are :hOlvinl1lroubl£ wilh a sp«ilic p-mi.e,. YOllCiffl QIO'I ad'dil ional h ~1,j.il11l the Hints ,s~dian.1f you are still slump,<I, you can ~het:k oul lhe ~nww~r 10 Ihe p~l:I:l'~ in the' '$oluliolu ~etlion.

Keep 'l'nIck efBufttms if J..en:ni

Some puzzles are aclival,~d in one ,~~ of lhe dunQOOl1.:md exeeuled in anolher P4i'1. R~oord th e posi lien or dfIY bu lion or [ever l1J.a.1 has ItO obviou5l flJl1di.on. >If you 1;411": seem to g~'1 IluCII.igh an area, !l0 back and chiHiBe Ihal! bullom or levm ene .. 1111 time 10 Set ir they mil~e il any \la,s'ier 1'0 ~ellhrl)u!!h.

15

Look .Por Wdi1ilrg all' DIe ,WaJ~

It YOUI can't seem '1010 gellhrough an ared, look. (or writillg .on Ihe waJls: ,il'llile: area. OHm, writing 011 .:I sid¢: w,a'il is diffi"u!lllo !iJXl1. Sol!ll e w:rilmfllJlay on Iy be n:acli if l.h ..

pi! !Ii)' bas: iI thillfdch:r (I( a s;pet iii, race,

Look ,por MIddflli Buloas On 'me Waifs AI\iVay~ dmk Ihl): wdlb; fQrs[c(e1 ,imd hidden bllI lol'ls dl'ldbri~k.s. MovinB ~idewll,}"1' down II wall will often make Mdd,cll' bllitom: ~is.j·er 10 spot,

l£.p ]'lour ~ye IOd The Cowpass

Watch (he compass as Ihepari::r moves, There d~a number ,of IIGiP:S thai (ndll gil th~ pa,Ity"s fating. T~I~PQrt~rs ,often reveal themsel v es wh~n 'Itlll' part;l's (aetng thang~~.

LeafS ,s TIalIi of '&£ad' Cnu:IWs'

I[f you suspe{l Ih e Pirty is beini leIcported 'Nhen ,movins thmulhan i!r~al, Ihrow en ltem pas:lll'le sy:spedoo t~le,l»rier. Walch Ine:ilcm as you mow tlnoy~h Ih~ ilKi!. Theitem will 'd;isaPl'tilr! when 11'1 ~ pa fly letej:loris.

,5ial'el:he Game

s..v~ Ih~ gtJl'l'i: .1Jlylim~YQu Ihillk thill semeIhing CQuid nappe!! IIJ,~'I would hurt Ihe PiUty. ~e.lh~' g4m~ Clllh~ b~gi:rmif!g or film I~wl. If iii 'lru:lei~ dil1ikulllo SQlve, ~~Ih~ game end Ihe.Tllry dilf~nH'II SQluliwu. llf lh~mom:lcrs an: i!1t~kiI'lBi Ih!: p~riy thick !HId {!l.SI,~lI'e IhE galm ilnd 'Iry diff~rilnl s~rilJegi'rs.1r things ,a~ ~~IIIUrogrealt1IQugh save ~fon optmfn"; doors.

Goon

\tVh~n all !:lSI:. ( .. ih. go ",n wilh Ihl: game. Thl: pdrty does Ilol haw to aprn Mf)' dooJ; ~.2M rvllY' monslu, all!d o'bl:ain, 'm'ry item IQ 'i'!'in Ihe game. Mark dQ'W1'l ilIny ilIreas lhallhe J1iIrty ~a~~es. If III e party g~I$5Iump~d. fn a i~l~r aN'iI, 'or IlIl~d5 lUI item IIJ :gQ Qn. ~OI1'ill! bi~k dnd by Ilh~ puull: ~i!iin.

.~

DW311 DHal1 '8 Dool

~ S!t~ ~rs Up ~ Stairs Down

16

Ma'il'llevel

;

~~~O-:·-·- .. --·~ &Grloo~on F<lCilfty

Side ViC'W' I![]I [)ealh $l!I:tion

IiI Wan D Ii~n Ell 0001

~ Slalrs up ~ Slair:$ [lown ~ Hlu~i[lnary or

MO\!illl!)I~~1I

17

Main Level

o Wall ~i Slalrs Up

o thH I!I SlairsOowrl § Door rni III~sll{]nary or

. Moveable Wall

Level 5 - DWaJil'tm Ruins ;md Camp

10 Wail I~ Stllrs Llp o Wall ~ SlairsUp
DHal1 lIB S!iJ!rsll)own o Hall 00 Stairs Down
lEi Door ~ Illu!>ionawy or 18 Door ~ IIhmlaTIBlY 01
Moveable Wall Moveable WaH 19

90

....

Main lClo'ct

0 INal! ~ $1J:I~s Up,
D Hall III Slairs[)cwn
8 Door ,~ Illusiooary or
Moveable Wall 2.1

GwalJ o Hall E3 1001.)1

~ SmHsUp I~ Stalis Down ,~ lIIusio.oalY Or

.II!IOveall ~e Wall

.1!2

D Wall I~I stair'S Up 0 Wa" l~ SraJro Up
D Hall IZI Sial IS [J gwl1 D KaH ~i Stat.rs Oown
B Door ~ Inllslonaryor .. §;] Door ~ III usionary or
Mowibl'e Wan Moveable Wa I ~ ...

r

~Wal! ~ Siairs Up OJ Wall ~ Slillr~ Up
,
o Hall IE D ~
StaIns (lown Hall - SLaIIiS Down
EJ Door ~ IIIu.sl Dna I)' Of B Door m III!lstiinal)r 0 r
Mo~ei!ble Wan M ovaa!>la W.all 95

116

01 Wall I~ Sl4Iirs, IJp

D Hall I~ S'lalrs Dowil

B Doo! ~ IIhJ~lonary or

MOVlGlble WaUl

17

The following is a book of no Its enliUoo 'The World Benea·lh Waltrdeep.~ II contains selccled notes from the self-proclaimed -fiJrllou5 archaoologislN WenlIy Kelso. The notes rekr 10 t:he maps ill Ihe:

Maps seclion. They deseribe his !ZX.p£dilion 10 the dttp~1 depths (i,r'the sewers of Wattrdeep.

Level I - Upper Sew Lev ( .6,) Our guide 15 a miHlgy humanoid of Inde· I,erminale species, I Qm·t pfOnOtln(e his, redll7am'l. so I ca.ll him BenneL tn honor of my mangy h.:llf~bTolher on my mothers side of1hc (1I1I'11'il1': I\s'~ foUowro Bennel into the 'unmels and catacombs of the 5t:'I,Vtr syslem .... we rim hear 'Ihe sofl foot steps of lilrge dog.J.ike creafures known as kebolds.

3. This a rea was u~ed lo 00 n troI the Wa IeI'" How InTOI.I~h lhe IlrsL ;Ievel of the se'oWf system. If the wa.I'eJ Howed !"rom the north. I:erlain pilssag.eways would dose to prtvei'1~ the waler from l'loodillg lhe level. The same would! happen if lhe Wiler f[owed from I he: east

, 2. J\c'co,rding '0> the Ciity sewer layou~ some of lhe doors require d 'com!anm flow of wa ter over 'heir pres'su fie pla'ic 1.0 remain open. Once lhe WaitT ~loppt:d flowing over Ihe pressure plale, Ille door would dose, 10 prevenl wrk.wash.

18. This ls a silly place fo,a dead end, J wonder if w~ are mis5in~ som.ething hen!

lit OUI' gUide, Benne], pointed cuI a secrel door here, He tried (with our help)

to bash l'he door ilJ wilh his head, but was unsuccessful. There ml.Jlst be d! secret bUlton ,or lever around here somewhere'.

19 .• Here we found an emergency' Hood control &or. II is d~igTIed so that if lbe dred floWed. iliny trap'peY 'Work~rli ~ou,ld open the door by pushing 'the button. The wilh~r INOlJld ru h down int() 'Ihe second levelsavirng 'the 'workers.

:Z,. Tbere is a depression in lhe north wall wi:I" rolled ,up papers inside. I am ~m'Prised thai the: papeR :mFViwtl.

I would h.avi: lh-ou~h1 thai unprotected ~per would rol in the sewer.

Levell 2 -- - die Sewer Lef (p. 11) We looked do,MI fhe lanR: da_r,k 'tole: lhal II£d 'to th second h~\liel of the _ !Wet sysl,em. The smeU of ,:olting lIJ:esb, FnJoo OIJT nostrils and "IIVt decided 'Illat the l&el'1n~'I. our 'g.uide, should 'go clown ffl~d. lookinl down into Ii'll! dal;k. 11e: beeame frigMentd and 'st,opped about Ave feet down, Wr. tnoourag~d 111m 1.0 (lol'!1~l'lur. OT! by dropping rocks down the hoi e.

5 .. There' is it secrel passage 11m;. bl;ill we are unable '10 find a [li:wror bullon Ihal. opens the W.:1I.I.

6. This door was stuck parl'itlJllyopen. Bewmet gripped the boUom of 'Uhe door arid pulled UIJ as hl:ud as he ['ould. Ily his whi'l1ini I as"Sl.Ime tha'i hI!: has somehow hUrl himself.

9. Bennel has informed IJS Ihal Hn~:re IS a secret JlIdssag~ay 10 'the north. Now where did Ibat bull Oil go 101

f

15. ll wv wuld jus'! hH the pressure pla'le beyond the "i'~ I know the pi! 'Would dose, I wOl1d.rr how ht'dVY our gl!Jide is!

24. Our gUllde wa:~ 'overcome by se"""",r gili. Hespen around a l;"Oupie of 'Ii rnes and ended up facing Ibe wrong d!r~cUon.

3,0 - 33,. This 3!fl1'a is an f:lITlergtncy exit If the water level became 100 high fOT the workers 10 ~I out. Uwy WQuld step in'lQ this area and it would tfh~port Ihem to the surface, V'nfOrhJJFlale:ly, tile Ideponer has broken down and il 'Min only le!epol1 yO1\! 10 another erea Vi"'ithin the sewer sy~lem.

I dOIl'I: know how we will' we ~cr find our passage oul or here.

40. \!liMen our guidI" read ~R.A.T5: he ran in Il!lTOr. We had to Irack him down and drag him back.The city sewer map claims lh~t R..A:r.S. stafflllJl ror Rapid Access lelleporl System" I wonder whc~ it will teleport you to.

41. This area appears 1'0 ~ a shutt:!e of some kind. We pushed Ille \lUtl:Oll and Ihe door closed. Then, 'W1i: pu~he(j, Ihe bul101l iIIgail'Hmd lhere Wi!!S ill strange sound. Vl/ha~ docs; lhe insmption 011 Ilbe side wallmMl'Il

51. We were warned by our guide Hollo Jilush the bellon on Ihis wal,l. Whal does our guide know! I pushed 'it .anyway.

I wcmder whal wil'l happe!l.

6,1, This ktyl~oIe is, differenlt (han lhe: albers 'Wi! ha,ve ltit;l into I!hus FaT. Does il reqIJitl: ij special ~,Ii:Y!

21)

rLcvd 3, ..... LmverSewrLevei (p. (8)1 The slench of sewer B'as makes our hoods spin. Our glj,ide, Bli'nfle~ has informed us Ihallhis is: lhe perfer! env[rommmi far lhe kuo-toa, We will have 10 keep (101..1~ guard UP',

2. We are b,wing a, horrible lime bre.alh· ing here. The sewer gas steals ollr breathe: and clouds OUT vi- ion. We have been WcIIfl:deril'lg this hallway for hours. We can'l seem 10 gcl our bearings sll"aight

4. The sa'me steneh O\lli'rcoml':5 us d!ldin. If we could jusl get OUT b¢arings, we \Qui\! make it down 'Ihe hill,lway:,

112 _, 14. There are lorce tarnishedl silver lock5 here. OUT guide j sl'li,l'fing al the center lock, bul it is an Important pal1 of lhe s,.;ienlific method 10 hy each loel one ,iLt d 'lime.

25 - 31. There is a forest of pits and pressOre ~al£s ill !his room. p,tl'haps if WE!' trig~eT the pl"tSS1J1'e ,plates one ato1. lime, we Clm e.-.:J)lore lhe whole room. However, II do WOllder wbClt is down the pits. P,erhaps we could 'throw Bermel down I here' and oove him Lake. 01 look.

40. Here we found lhe rema,lns:of a fighr· er, I wish 'We had the facilities Or lhe Ume 10 have her J1!surrecled.

46. The S:C'Ncr gas. is o s'tTon'g l1en? tha'i >m passed out. VVhtn we came 1.0, we found ourselves in the soull1eas'l comer and. facing~ Ihe ol1'P'Osile di/lldio!1.

4·U. Be'nn!!:'! translated the rune on the Willi here. IL ro1d.s, "Museum", Imag.ilil€. iI museum down here. How nice. I jus'l love museums.

51;. We had 10 use IJp all rour of the gems we found to open 'the I)ilSSdge\V<lY, WhOiI a waste,

51- 56. These art broken oown I.eh::porters. Ir you step' ill these ereas 1hey wilileleporl yOy to anQlher ,,arl:of Ibl!' St:V.Itl' sys~em.

S -l.\tVba1 curious, statues. 111ey are:

Vert lifelike.

Levell" - UP1M' level OW Kulm

(po 19)

Just,]_; we 'thought our adventure was coming '10 an end, we found a Slail'\¥dy leading down 10 another Level. The slone work (I'Illhi~, levellook:s nolhinglike Ibe sewers abo .... e. Ceuld these s;iairs lead 19 the fabled dwarven ruins! Our hopes aiTe high.

3. The pressure plate through the 0:1'1.'1'1 dooJ 10 the wulh makes Bennet nervous. I 'Ibink 'thai he is still ra~lIed by the r:fiel;ts of Ihc po:is,on he \IoIaS hit by in the bailie wfl'h tnt gia nl s-pidrr.,

12. A new Iype' of keylilihink il is of' dwarven manutaeture,

3.41. There is an interesting dwarven slalue ani the far wall. It is in the shape of a g;lr~Orylc with one-arm raised, OUf guidt pulled 'the gargoyle's arm and nolhing seemed 10 happen, Those dwarves- are such jokers.

40. There is aMlhe-l gargoyle slah.le. B,enn~11 OUE guid~J pulled its arm and a pit dosed. I wonder if a pit dosed wh~n w pl.!l1~ the I!lst gill~-oyle's arm,

59. We have found a slrangt S'QI'IIl' ceeslrudion with a number ef symbols on either side. One symbol seems to be missing.

56, Another gargoyle' rslatue. After Oil Ihorough 'lU.a:mi11'alion. ,I pulled tile arm; bul nolhing hil:ppen~d. Our guide be~n ge1- li'l'lg n~lVOUS .again, even Ihough there are no spid rs in sight. I [ta,t that the multiple spider bites, are beginning 10 effed him.

71ij,. Wf!. had d hard time: opening tro,is: door. Maybe,. 'iI requires a special key.

82. As II pulled Ihc [barn. our gUidc:'s sensitive (ian picked up, tilt fa,i-ntsa.lInd cd il 'NaJlIl'Il,o\li n g.

85. There is a dW.:Il'Ven :rune; Ihilit regili;, -fmi:l'gmcy Exit: J have no ide.l what this !i1t'iin ..

69. VJe cOl"llinu:e gOIng south. Some ,of ,ht: ilandmarks are starling 10 look familiar. II ta.ke Ihis as a good sign. However, I 1'1.011'1 know In.ow many more' :spid£ir bnes Qur-guide mtilakt:,

Lew.( .5 ..... DwalleD R ". ,and camp, (po 20)

II is <lim.uiii'igl After years of meanh and hard work. m. Wently ~dSO, have dis(ioverod Ihe fib~ed dwarven ruins beneath ·Walemeep .. We are now prepared 10 enter Ihe second level, J wonder wha'i ~reaslilre we wiill find.

2: - S. Our guide 'bas informed us 'Ih{l\ Ule rune on (he wall reads, ~Safe passage". We deeided 10 see how safe il was by j:lu:shing oor guidE' into Ihe wall. Amazingly, he passed righl throuRh.

30

14. I am convinced Iha.1 U~~doorill) the west wGI[1 of this room will lito! O~'Il from lhis side. Bennet h::eps sniffiilng around ~fui! walls, as if he 'WI'T!!' I,ooking: for something.

'24. We haw round, anothllr of those mange slone COWl,sllrudiol'IS. This, one [; missin:s~ a different symbollhan Ihe one on lhe lewl above.

27. There dre: dwarve> down herd One dwarr nClmc-d ArrmmJ claimed that this area was his lost kingdom. He: iI!;ktd us 10 h~l:p them find Keirgar, a prince, mbat 'had been captured by 'Ibe dwarves' enemies.

l told them Iha,t we would do, what we could 1,0 he~" them with their little quest,

3~. We found a ycry nice dwarf hen; Ihal tended to OJ cut l rerelvrn 'on my fingii!f. Our Ruide, Bennet, asked the dwarf 10 took <II a large gash on his head. It is jll:sl !>O ha.rd 10 Find :!lood. ~~elp these days.

48,,, There is a s'lrange kcyhOl,(! here. Perhaps it requlres iI special key.

72 - 83,. We W\el\t' IDld by the dwarves IQ ibe (8Jrefu! of Ihis area. II Willi used een\iuri~ agq 1.0 hd~port materials 10 the surtate'. Now, the ieleperters seem to be lnlereonneded.

Lerel 6 - Bottom Level or Owarven

uim (p, 21J

This level is infested wiith nasty lmlIluTes ca.lledilhE kenku. We have been coiled· ins their eggs for I~eir scienJti~[ value. Our gUide wanted to crack one open and fry il for oreakfa.st Somehow, Ih thought of ealing d kenku egg~ turned my sternach.

3,. This area was used. for .diplomatic meetings. The DwaTVtS would stand on on-e side and of the pressure plaIt and their enemy would stand (II'! the oUm side. Boll, parlill5, would i!ay down Iheir weapons, and the !alb '!Ii'Ould begin.

1111. W( mel a da.rk·rolxd person. He Wars very unfrie:nd]y and would !lot giw us so much as his name. H~ illS! stood there glari.n.g a~ us. I would have challenged him, ifwe we~ not in such i1 hurry.

19. l lhink \hiiil we Found] all ~Xd.rn.pll? of Ih~ classic dwarven "dan trap", In such a I~ap. Y01ll slcp en a pressure pia te ami dar~s ,ft'y out of the holes, To lest my theory I had our brave guide, Bennet, stand in fran! of 'the holes, whi!e I step on the pta II:.

2.2. Bennet's scnsi'livc nO.$e lead us 10 Il'!i~ dark pit 'SetoJif' we eould )101" him, Bennet scrambled oyer lhe edge and into the darkness. We had fiO ehelce bullo faJ,low him"

33.. There is some kind of mcsSoilge 01'1' ~~f' east wall. Berore I am '1IOI'Isla'lt the rnessag,l"~ Benne! emits his 'I'm hungTy' whine. I loss him a pad~el of ralions 10 bep him quiel, Bennd uses a darll,ike a ma_ke~hi ft fo~k and slabs hts rations. It'Um away 'in disgust and resume my IUlnslalion.

Leva 7 - Upper Readles I) the Drow (p.22,)

'We have round Ing drew h~rl?, These evil dark elves. t'an only be UP' to no good, but wna.l. are tbey doing, down herel II jg up 1(1 us 10 unravel this mysl~.

'1. We 'Were stopped by drow and ncl dll~d to pass .. Benne" reluctantly gave his n~xt breaHast 10 the (irt>w and then we were alliowed 'to go' on.

4. v.Jhen we s!ep~cl on this pfe'S!>u:re pLate we heawd a whooshing sound. Lucidly, we all ducked behind our gUide, Bennet, just befortll"le explosion.

'51" As W!:' m(Jved IQl'Wdrd ~ hedro 'Ihe whooshing sound again. ,Again. e\I'lllYone ducKed bul Bennet. He doesn't look much the worse for Wlt'3li howev~lr.

2D. VVihgn I depped on'lilis press LIre

plate •. skeleL111ord.li UIIme eul ef their dens. I ral~dI my h.:ll'ld and orde.red the foul beasts to I'eturn to Iheir master. This did not seem to have any dfed on tl1e-m.

31. II removed a dart from OUT guide's ches~ and plated tten the sh~lf, bUll nothing .~~p'pened. Our 'Quidc, Bennet,

kulktd away and Is now sniffing at somethin.g overon fhe north wall.

:31. Anolher pit I hale pits, bu'l Bennet seems to show ne rear allhi:s IQca'liOll.

44 - 51. After a scholady examimliion, I believe that these len 'tell~' a~ cross linkroso:mehow-;.

63. This look!' like the ~me kind of slone cons'lruct'ion we have been running inlQ from time 10 lime. Tht"j resemble pol1a~s, of some klind. All we have to do is deteTF mine which item around the portal is missing.

13 - 81. I have found (hNC inscriptions and tinct levers. II bell eve thai, firsl , will pull the lever which represents the llern I 'Want the most.

Level 8 -:orow OUtcasts (p. 23)1

We have survived the draw encampment, There is no way for us 1,0 rerum 10 lhe $urf,lI:e, our only oplion is 10 tontinue going down. The drow 'seem to be i1IITaid of us. They iNilllll:o\ follow us down to ~he nexl ih~vti:l.

4. This kcyho~e seems to require a spedill key.

11. There is an insoiJl)tion on lhe north wan. Arter some examination. I come 10 believe thai iI resembles a gem, of some kind.

, 9. I 'carefully exami~ Hhelf on the us'l waU. VVhile I pond~ ils uses, Bennet Is sniffing around one ,of the solJllh walls.

I w1 h he would. stay wilD the group,

2;5.. I think thai Benl1d hes b~11 underground for '100 long. he is urging U$ 10 go w!;k 'the WiJY we'l1Ime.

29. Bennelis causin~ b-ouble iQaifl', he slill wants us to tum around and 1,0 bal:k where WI1: eame,

46, & 48. Bennet is rocikinQ around ss if he is I.;QTlfused. This does nolanprise me, for I believe' that his, brai nis only ~1igh\ly lal'gr:f Ihan lhal cf a grub fis~. We. go 011 despil'l! 'Belmel's conrusion.

51. I am continuously fa!sdnated 'by the inlri~h~ pallern of the stones tlMt make up lhese halls. We stop hereso lhat I can exa1'l1ine thi!1Ti mort ,dosoely.

54. Our guIde read the message on lhe wall, and became conlused again.

I believe Ihill, the value of an' educalion is wasted on Bennet,

6 ~3tH:1 : I, I " I : gg:JtOiIPi' 1 2',1' ;JTi5; 'g'hi§ I C

57. 1101'£1 cur guide, Benael, !'lollololICh the spider bulton on r~e west wall, but he ,ilCl::ideIlUy slipped and hil it witlJ his he~d. There Wtli5 a strange sOllmi and suddenly, 'We were allacked by many hell hounds. The: p;!rly rdn 'liP the hall 1:0 seeif the paIn was deal; while Bermel stayed behind 10 keep' the f;ttdl hounds in cheek, The lastullerant€ I 'heard mom our' 9:uide was, ~Sil boyl Snr

67 ~ 71. Thesebuttol:ls, pressure pla't~, .mdpils, seem to be in!er.,;otmet!ed in a pallI.erll, I will have Bennet trigger each one ill 'urnand record thereacnens,

75,&76.. We C(l!'lU11UOO north for quite iJI ways, when passing the' firs! of these points, bul, afierpiilSsj~8 lhe sl:~oild poi nl, we ~n intQ <I dead end.

Levll g, ~ Lo .... er Keaebes ,of Ole Drow {Po 24,

W£lh.1ve Ins I olli!' faithful guide, Benrll!l. No douibl.he is bald: QI'I 'lh(' slJfface, prebably., al the Yawnll1,g Porla:llnfl, mjoyi'l'I,IJ a lI!i~ mullan pie anda J,int 'Of al.!>. \Nfl. - 'Oil the oilier hand, are forced 10 continue onwardand downward.

,5 - 7. After 1'1 Lhorough sdenlifir s'llII:dy. I believe !hill 'I~t words Oil' tije wall the $hdf, and Ih~ 'bullan all seem 10 ~ ~n~ nected.

8,. I 'uuulaH~ the V!l'!iling on the wall 10 Ihe' east. The wall il:selfsee:m5 solid. so I assume Ihal "lhe other side' lrIeilJiS the elherside of this room.

'13. Thewalltc Ihe we~ll:s dlmcUy opposile a1i101~~r of I:liosi': s'l:ri!ni~ slene portals. I am going to examine the wall to lest 111

Iheory thai ~y5 proxi:rTrily 10 sueh a portal may lead to changes in the cemposillon (If lije slenes In the wail.

:28, I fOlJlnd.;l, dagger in il niche O~ the WillI. I am pleased, II is an exad ropy ,of Ibe daggtW I was canyil'lQ. B'll~ when I pull 'tbe J:!IW( daggtl'ill my IJl.fH pouch, I seem 10oo'Vie mispldwd my old daggef .. Perhaps It waswilh Bennel when ~c: diSilppcmw.

30. This, gem inscription ol'llhe wan does not react 10 any of Ihe gems lhat we.-.I'I:: !;(I!fryi!'lg. P~rha,psil1iVi1l' respond 10 another small solid ohject.

39 - 42. AJ(lhougli,wt were nmniMR !l:Xiremety low 01'1 armor and weapons, '1IVt :riJufid thai il was worth lilt: sscri lice to ~l.i:l'~ the rtql,!i~ items: on the pressure ~Iatcs",

SA .. We. 5Iteppedl 11"110 Ihis ~lm! and darts started flyi'ng al us. We no I Oinge.r had a guide 110 absorb !h~ <1JU<lck, so WI: ran !lS f.ts~ as WI? !;"Qull.l dQwrn the hall,

15. I belIeve I am gettill~ the hang of exploJi'ng Ihese halk We are 'rul o,ff by pits, butl sec a PJl'eSSU!Ie p,late. 110.5;5 a rock loward the press1.:Ire plale 1.0 adivate il. Berl.l~ il can adiVilh: Ihe pliitC'. fhe' rock lurm around i~ HiiM. We duck 10' the side lit the 1&51 momenllo avoid Ihelmn(JOdI m[ssi1e.

8,9. A deddl endl

Lev8l. m ~ Xanatltats ODteJr Sauc:twn. Mautls W\!B (p. 2S1

This level is swarming with mantis w.y~ 110tS. We.:lm: low ,01'1 'lupplies dnd om Sijide is missing.] do nol know how 'We are !loing to survive. We musl oenltnue 10 QO on and, hOj}l!fu!,ly, Illnd ,a way out

4· & 5. To the west is iii fortslof 11?1(porl,ers and levers. Anether j}robtem wilh ill bin .... ry rolulioJt we either make it through Ibe lci'cporlcn, or we do not,

1S. We found our guide, Bennet, rhllinecl to fhe waH wi'l~ a dwarf. 100 bad, we c;mly had lim.!!: l.ofeOCl,l1i! our guide, but l am S,um some Diner ,adventurers will 'tome along ,a,l'Idrcsl':ue the dwarf.

16,19, &.20. We must be mort mreful the nl..'Xl time, QU~ gtlihJe tlXlk massive damage lTom plJiShing some (If ll11ese bultons,

:291- 31. We had 10 abandonlhrt;e of our weapons here 10 open the door. Su:Ch a w<Lsle seems gro,ssi:y Ulnrair.

31-.39. I am exploni'Wlg the relationshl" btl w~e~ I hese ,levers ,j) nd' ! he ~Hdin S Willi. By moving Ihest levers l!'l the pro~r sequen~e. I 'hfn~ we can !:let p.:!lsllhe

slidi nil' wall.

41. We have searched the'whole IIM:I ,arHllllis seem's 10 be the only way down to the lower lewis. We looked d·own the pil and (ould notsee lhe boUom, so ,I lJ~shed our gl.!i~e' lnlo il. There was an almost imm>€Qiate thump .. H ca~nol be·

- thaldtcp.

iLeveJ I J - xanatbars Outt:r 5anc:tmn LowuReamrs (p. 26)

Whel1 will ~hisevel endl When will we find ol.lrway ouH :I am afrai,d '~al ~'Will nevurcturn l()i the surface and that no one willevfr read this marvelous work

1 -11. The buttons here' seem 10 rotate the stat.> on Ihe walls and lhe op€lliJitQ; in Ihe hallways. Oneo.f the sl:.:rtemeilts on Ihe walls SdV5 In!!1 IIl~ ',aliWlmeni musl be

lrue.' I'emapsif we alignl Ihe stars we 'ca." make some progress on Ihislevd.

,23 -31 . .our guidej Benlli::~ is tonlinu~ ,oiuslytCJl1fusoo. as we move' around these halls. We seem to be drdinl endl(sslYi bul wealse seem 10 l:le~!ldinB !'lew Ihings as: we pass, I am 'nol s!Jre~ow we missed Ihe:~ Ihlngs Iheffirsl ~mes arownd.

3'9", Here WI!: foundia, hallway Of'I,l1WirS. "N£'Vt'r I~el\lt a I:tvw dOWIfI'I~, mymolher alw<"lYs told me •

40. OYr 1!;ui:de fOIl!nd a dwarvt::n I?ation of Healing. Hewa,s jus I aboul to drink H, when I snatehed the vial: awayifrom him. \N'ho knows who's I'ips "'ave lotl(~td Ihal polionl

46 Ii 41.\lVhile Itldnsla'te the writing on the soulh waIL Benl'let is snffftlll.E arol:.!nd Iht wa.11 over to I.he wesl.l am glad 10 haw T3:ennd back.. bullli5 disll'a,rtioru; are a JIll'lOyin g.

156" W" art:: ,all ~xf,};n,sl~d .. fI'e!' dodging o'Iroul1dlhe mind fI.:!yer. \>Vhilc W~ !;dIm our bre.1lb,. Bemlct scrakbes at the wall to 'Ill£: south, I ¥Ash he WOlJld, stop making m lm1Jcbnoi5(, I don't want the mind ndyel le relum.

Level 12 - X3nafJIar's InnEr Saocbtm

(po 2,i) . .

'We have mel the e',ljil, crime loi'id )(al'li'llihaf and he will flO'l lei m I. eave. We are doomed 10 stay heR forewf.

3. The wdlls, ilillhis aJ~ (1111? bl?dlJ~iful. The ornamentaUonis exquisite', If wre aTe doomed 10 s.'l'IY here f07~Cr., alleasl we can do 50 i~ ri v ilil'ed surrolJ~drngs.

9. Yllha' acarious s.ensalior1. After pressillg Ihe blilttQTI en U,e' "'d~l willi" we seem 10' be inside tln~ wall. I wonder if we should go bilck 10, !ht fOOJll we were In, or eonfimre 'through 10 'the n~)(t room I

10 & 11.. After )Ju5bi~g rhe bullons Oill 'IFn: walls, to lhe eo;Isl, Bl!rmf:1 became (onfused agaIn. I believe thet he is unccrnfm1able i~ Ihe~t posh S'uIToll.ndirlQs.

'13·. There is ill bll'AiI,uHful ring ,and a pol ion here. I thoughl lhal fhe ring would Il'lIlke a nice gift for my swcetl1ca.rt Milt.inda. After I :rrclritved the ring.. my burdens fen somehow lightu.

'15. There is a stunning necklace dnd pol ion here. Another gift for my puddin 'Ulikcs, Millillda. Again, after I rellieved U~f"("ddaee. il was <IS, if a gre,al wl'iQhl were taken from me.

:2U. We were eslonished 1.0 find an enormous eye I'loating above a. pedestal in 'Ihis room. \.\!hal an amazing piece of art. There art lwo emply pedeslills 10 the !igh'l and left of the eye. I wor1{~e.r whal would happen if you plactd sphe:lical items on those pedestalsl

;25 &. 21. Afler llushinQ Ihe buttons on the walls 10 the cast" Bennel bCCilTl'le eonfused ')'€I again. AU Ihis lTillw,1 has nol been good for poor Bennet.

Z8A.ln lhis 100000tLon. ~ flild the items IhaJt had di$dlJ]peiU~d lrem the pi,deslal"

I am s:ladlhallhey' were notlest forever.

42. \.I'iIhilt \He ,ex,amirIlM ,everylhing in Ihi:s,1OOm,ouf :!I)Jide, Benne!,sull<ced in the northwest COrn~f amd sqakhed d'llhe north wall. As Ilook.ed over al his mangy form,! reahzed Ihal Benne!: ,actrually has <I rather nobill profile. Perhaps I have just been u!iJdergrouoo 100 long.

45. This is my last, 'ently. We have In.el Xdl'iathar and Ihal is ,alll:hall can ~:y.

46. Ourgurde:, Ilenl"il!!l crossed a ligh I beam in thisareaand was hit in the head bya I:ign~ Rl'ewH. Fer a brief momenll he I,ooked jus'llike a d.warvtn larch.

409, Our !lllilie, Bl;nnej, 'IripjjW (Ivtrmy extended fool and crossed ilInother light beam, Hu~ spikes came cra.~hil:lg QO'WTi 011 him. l!.II:kily, hewas able to tum sideways .md the spikes only look off iln i"rn.ch of skin from his chest and back.

55 &- 56,. Af\ew l'u5hing the buttons om the wilH:s 10 the 'east, Beanet became ronfused yet ,il third lime.

5B. VVhen we slepped into, Ihis room, Ihr~ slene golt'ms carne Gullo 'greelus. Our ~.lJide somehow offe7lde.d 'Ihem [ll'iId Ihey aillack!!>.:lllls. Of cour~. ~ rall1 aWI1lY·

I;r; ! n; 1111 I,; liE I ;&;\t5]ffi J1tI'~ T~~§tt~ rEi [1_?Tkj

~SOLUTlOM~

-

uvell 1-1Ippa- &Wer I..eyel (p. ~6) WClII.s~ R~l1 b:lick W!lJl.s ilo\,Imd wilb slime.

MOIlSI'l.'!lS: Kobolds and L~[hes inllabit 'this level.

.LoCdlioHs and Even";:

1". This is the cave-in ~rru where you begin Ihe game. fnmmp bere, and have charaelers memorize and !)ray for'spdh. Do ihis 11I0w,beca.use Il"Iere milY not be ~ime lakr. Aloopkk up Ibe lwo reeks here - Miley 'Nill come In handy, Rrn:ks ran be !hmwf'! al rnenstes Of fired !Tom sl.ings.

2. The I ever on ih e 11.0rth wall of I his room opens the door. AI.wa.ys, when opening doors, be ready 10 'Step in: lronl or the door and figh!. Pick up the halfIing bones here -Ihese art fhe rtmains of Ihe thtef Ted Uphill. There is an (,1~portlJnlity 10 resurrect him lattE. Also, don' forge!. to l<ilke T od's [ockpk,ks.

3. There is d kdbold!Ni1Hderi fig r n th is J.lrea.lfyou go through ihe door Iilonh ,of h~, wall§ appmrin areas 23 <1M 24_ !If you gOCilSI. waUs appear a I areas 25, and Zfi_

4. TheA: is a kQbo[d rune on the- easl wa'll. A. gnome in the pa.rty wm translale i:t IO'fiOOd: ~El1itl'a.nre~.

S. ThO:K art four kobo~d5 patrolling this erea There are also ratlons on the' ground. :klf when chafact~1S !l:f:1. hyng:ry.

6. There are four kobelds are illl lhls area. A preS5,u!"£ plait on llit floor opens and doses the door 10 lhe nonh. There is it button on the north side of the door 01'1 the soulh well lhilll also opens 4111~doses the door.

7. There art five kobolds, om, with iI mage .~woll of Deled Magk in Ihi5 area, Thefl! aru also Iwol raHom. i~ Ihe SQulhwest corner of' the reem,

B. Thule is d pressure pl!Jite"i1:ii fron'! of the door. Weight on the plate opens. and do~es In!: dQ'OJ;

9. Thert lsa bl.itI.on on Ihe Wiejl wall Ihal opens and doses: ihe door.

1110A& 'lOIB. This dOW" is QpI?f100 by iI blllll:OIl 'that mO\(3 depending 01'1 from which direction you app~oorh. If you go Msl allOCtlliolfl 3. the button isenlhe west wall atlocstien ·110A. If }IOU go nenh dl IIJCd lio 1"1 3. Ihe bullen is OR tbe soulh w(lH at location 108.

11_ There i.s O:l'It fot-k in the southeast 'cornel' of Ihis I"OO"m.

12 .. There i$ a pressure plale here. Placi~g weighl on il causes lhe south door 10 open. Pi'~(ea.1l ilem 011 Ihl?' glal,c to hep' Ih e door open.

13. A lNe:r on the n011'h wall opens ail d doses, Ihi? door.

14. In lhlll'Jorth aleeve is d +2. dan. This is a good weapon for any non-deric d'laracte1 mthe back ranks.

15. There iHI1101ein lhe ~eilil1g;·here. 116, Iht:re is .. 5wel brick (In Ihe west 'Wdrl, I.hillt opens a hidde.1'l p,lss:age 1.0 the north,

17. There is 1I. I'OCk be're.

30

tit TheN is a sooet brid on Ihe ,tast wall I.hal opens a hidden passage 10 the north.

19. There is an alTOVI' in IhesolJlhea's.1 oomel'Or this mom. Plaee any item 0'1'1 Ihe pftS.$UTe plate in fron'! "flht door,lihtn push the buUol1 on 11,(:, east wall.. This tcI'lIses the door 1.0 slay open. Behind Ih~ !:lOOl!" is the tadder [mding do'lNrl 10 level,

2, ,lomtion1.

20. Three leeches inhabi'llhis area. There iushi~ld in th!! 5tlutllleas" comeT of Ihe I'OOm.

211. Il1lhi~ aleove '[bert is a shelf carved il'lto (i'le north wall. On Ihe sheff arehw scrolls: a ma~'s Armor :spell and a clerics Bless spell. I'vIak,e sure to scribe the Ivmor 5~lllhe Iilcxl time the partyresls. Thel'taIe'lwo koool.ds :!IllIardil'lg Ihi58wa,

22. There are lhree leeehes in this area.

23. II yOY Y!l'(!nl north Ihrough tile door 111 localion 3, ,111 WdiU j's here.

:2:4. If y,ou went nor1h through the door ai ,lo~lion 3, a wall is hc1l't. .

Z5. If you w:ent l'4Isl. ,allrxalion3" a 'WaH is here.

:2,6 • If you went ea st at loca tion3, a wall IS here,

LeYd :2 - Middle Sewer l,e"d) (p. 17) Walls: RedMd< walls, covered v.i'i11l sllme,

Mcmsters; Skel,elom and! zombies inhabit this, level.

17

lLoc:a:tiol1Sftnd ,Evenls:

1. There is al<ldder ol1llhe we'.sl wall ll?ddins up 10 levelt, loca,lion 19" as weU as a silver key lying on the grou:nd.

2. lnserl a silver key in Ihe west keyhole 1.0 open the doer Once a key is insllTted in any lock. it lS gone forever - b ul you wil i find o11hm.

3" Insert a. sil.vcr key in tht north keyhole 10 open the easl door.

4. bl!sl!rloI sliver kcyln theeast keyhole 10 opel'! the sOiJIt'h dom:

5. When you have ~I<en the items al l(lcalion~ 12. 17. and M, rofflE wtk tolhi.s poin'iarnd the passage to Ihe'Wtsl will llil\IC opened ((lmpltle:!y. There is a nll~s:sage' (111 the: waH: "Onlylhe sll"ong shall, pass."

16. Push IfJ{! bultol1l 10 gellhe door to open ,art. way. The door must Ihen be for-lCro fully open. To rOKe the door, Manipulalc Ibe door !'worn the k€)'~rd. Oll" pratt the mouse pol"ler near the bottom of Ihe door and PI"e:SS the left I1rlO1Jse. button.

1. The only way this door am be opened Is by forcilllg U. iI'!' ,mre:ful,bcnil1d lhc door wails, a skeleton, The'(i(~ is B. Ponen of Vi!dlity here thai will refresh a hUI'I!!i'Y [hdrader.

a.There is, a dagger inscribed ol11hie nonh wall. Throw a d.i.lgger, dart. or rork. Il-!rO!J,~h Ihe gale 10 hil'lne bullon 01'1 Ibe east wat.! and the wall di5d'~o1irs, rlZWilliFJ~ IQr.aliofl9.

91. Push the buitencn the north wall' 10 c.pcn the ~eml )l<"I~g~a'Y to Iht north.

10. This door m usl bI" forced open,

11. Ue: saulh door musl be roKed open. ThclII! is a zembie ill lili5 room.

1.2'. 'The raJ'Vtd shelf 1:1:1 the wall con'tains rations, <'I :sj:lvtr key. ,and. a !'olion of Qianl 5lrel1glh. If yotlp'ickrOO the lock allocation 2. the kqrhtn: wiill, have disal1~~Rd. Take. the iterm and one of Illc blocks wesl ofiocaliO'Il 5 di:'X.Ippe:ars.

13" The ladder on the il'Iol1h waU leads downio ,a room at I'Clcalion 60 ben,ealh Ihl1:pits 10 the eas,I:,

1'-1.. Pullihe lever to dose ai'ld open pit D 10 tile cas!.

15. This are<! is sarl! 10 step o~· A J.~illics

1.0 Ike nonh - Do NOT step into il •.

You will drop below into 'Iorat~an 60 on [he Cerreenon facility sub-level ,and I.J,k~ damage. Throw any itemnor1h,owr Ihe pi~ onlo the pressure plil11i: jusl beyond iI. This doses the pit 50 y<l:l.Ilmn safety O"05S ii.

116. This p!"£S!lIlrt: plale clo:$~~ pH E 10 the south when Ihtre is weight on it As soon aslhere IS no weigh I on the plale, the pit opens.

17. There 15,<1 shelf in 'Ihewall. Theshel~ contains rationS' and a silver key. If yo~ Ilid:oo the lock 1II1lomlioTl. :3, the key here will have disappeared. rake 1be items and one of Ihe blocks w~I'orlo~ligfl 5, dl sa ppro:rs.

18. Thlspressure platt opens a~d d~C$ )l.il c.

'19. This hunan opens pUB and doses piiAliIlld vice' versa.

20.. There iltt 1a[i()ns;I·II~te. 21. IlisS<lJe 10 s'tep here.

22. U [s safe :10 sle!) here. 23 •. lit is 5afe to slep her!:.

24. VVhcn youslep ht're, the square magically rotates the IXIrly 9,0 degrtts '10' the l'irQh1·~ Check your compass Whenl enttril:!~ this area.

25 .. The wall 1:0 the ms' indira1ed by [he OJriish 'rune ofpa!ssage is ,!l11 iUuslo:n. These markers always indicaie i111JI5lomny walls.

26. ThI!K is ~l IT1(I'g\! stro:U of Shield. IOn Iht' floor. The waIls to the east and south are illusions illdicilltedi by nmes of Jlo1:SStlg;es.

27," There are IWI) lombies in Ihi.> room. Then: is ill dasscrim,Qibed ,em Ine west wall.

2:8. The waH ~o the; \l!,!'esl iii OJn illusion crel.lkd when y<ru .step on this I'l"tSSIflIe plale, There is .. m im.aiplion of,a dagyer Ql1'lbe SQulh wall ,illnd o~t' ,rock bere.

2.B .. There is ,iii sling heire.

30. 'Ilf yotl step i nlo this 'Util, your party is leh?ported 10 lo.::alion :13 and rotated 180 deg1'lN.s ~ Wal~h your compass. The best slralelrlis to go Il:uoliIgh the ilh.!sio!1aJry w.uls Ihal. are' il1dica'led by runes of pas.sa!B~'

31. If you slep into thIs area, youI' party is lelePQtled 10 I.Q~tion. 32 and rotaled 180 d.egrees - 'Wakh yourrcompass. S~ location aD for best slrnlegy. There Is an illUSionary wall to Ihenortb.

3,.2. Your party is letepoli'ed bereoom I:o.-.al.ion 31. There is an illusionary wall lolhesoulh.

33 .. Youw pdl1y~s teleported ~e!'t from localion :m.

34,. Thc~ is a shelf in Iht: south wiilJllh(l1 contains rations and a sitve~ key. I f you picktdllht lock at leeatien 4, the lIl"'I here w'iH irla,ve disappeared .. The w.all t'O lhe east is an illusion. lake 'Il'leilcrnsii rid OIlC' of th~ blocks west, of location 5 di:sa,ppears'.

asl. The walls 1.0 the IJolin and wesl aj'£ iIlusions.TIlis can beiadlcsted by Ihe r!J!nes of paS'SCIge O!'l! lb walls.The~ am two mows Illere.

36. Thtrtanratiom if'! the soulhwe,s;l corner oflhi.s room.

al, There is a stone da:gger in the soufhwest corner of this room, Take the stone dagger ~ ~t is used as a jXYrtal key in' lhe lower levels.

31. Tbrew d !.!agger, darl, or rock IhrollBh lbe gIIle 10 lhe ea,s~" The item wfUlilJld Or! the PI"Il,$SUrt plMe.at toCO],lion 39 and open Ihe gait.,

3,9. Tbere are ralions and a Potion o,f btra Healil1~ in lhis ak{lye.

40. Thisarea fslile R.A.r5. ~ Rapid Access Teleport Sys'lem 1eleporler. By s.teppill!!! into this: aRa, your pa,rty is !.eleported iUs! easl of localion '6,

4,', This room is a sh1JUle between the mainp.1r~ of lewl :2 and the two sublevels. To o~al,e the shullie. slep ililathe room, close [Ibe dooJ; andpress the west blJllol'l[, If YQIJ ~Iook <lllb~ south waH, you ~n findout w~)ich sub-level yo!.! are on. There are three sub.levels: Matn lcvc:1 ~whidl you are on), Corrcclion fdcmlil)l, and Dtath Sedion,

39

42.Plare the silver I<ey il'llbe keybol.e en !be (Sst: 'Walllo[ open Ille door 10 !he flo:rlh.

43 .. Then ilire.1 piliir of IroUlCT boots and raliOiU in l!'lis room.

44.. There are ;t,Ql11oies p.1Itrol.ling in Ihis !lermal area. Be ~refyl andh(!lVl;' )'QUii dertc read¥.

45. Zombies palJol in this area.

46. Th~we are rations here,

41. Zombies p.:llrolill this area.

48. Zombies patrol in this area.

49. This clOOf iTlust be forced open.

~m .. Place an item on the p!e5SIJI'e pla'le 1.0 open tbe door.

511., There is; a. button on the nonh Willi! ~ Do nul push it n w111 (hany,e many of the allelild waHsin Imr:!Qrlhfrr! ~~If or level 2. It \!\rill open some walls and close elhers. The lever in I~is room opens '1~e door in. locetion 52. There' dK fOllr skeleIons in Ihis room. The door must be forced open. but you can fire ~an~d all:acks a.l monsler through the opeliJing ..

52" Theil! au two zombies in Ihis room anda Polion of Heal.inQ.

CVIiT~t:lion F~~mly 53 - 611

53. There' are two skeletons in lhlscell,

54. Theile are two skeletons and a bow i~ lhis celt

55. Ther~ ,<lre'lv/o skeleto~s in this Cil!!11. Sft There arc: Iwo ;kelelons anda mage scroll of InVisibility,

51. 111m are two sk:eklom here.

58., This :room is, a s~ulfJe between 'Ihe m'ainparl of levtl 2. ,anc:ilhe Iwo, ~,iJJbI~rj," 10' opera Ie the shu~tk S'lep illio Lbe reom, close the door. and press I~e: wes'l ~uItO.rl. If you look et lhe seulh waiL you 'C<19 ~1':Id out whieh sub-Iewl you are em. There are lhrtt sliib-lewb: l'vIain Level IwhIch y,ou are ani, Correction facliUIy Iwhich you dl'e onl. and Death S~{lion,

5!t VVhen you press the secret b,nd, on Ihe west wall. itl'tm,oves Ihe southern wa:ll. There are two skeJelomhere.

61)" The lilidderol"! the soulh w~dlleads up 110 1000Uol1. 13.

61. There isa Potion of Hedlil'!~ her!!. Death Sed'i(ln 6:2 - 65

62. There LS a gold key in this area,

63. TIl'is door n1IU§t be fOTcM I)pel'!!.There .are afrol'hree il:lOmbie:s in lhiserea.

64. There is. a ro,* here.

65. This room is !!shulllig be~weein the msln par' of 'eve:! :2: and lhe Iwo slIb· ICllels" To opemle Il'le shuule, sit)) irdo Ihe room, dose Iht door, and press ~~e' west bullon, IfyolJ look iii! the sO'ulhw<lll. )IOU Gilt! Fi"fld mil which S"ub-liweIYal are: 011. There are Ihl'OO subele:vels.: l'V\ain Lever, Correti.itln faciHIy, and n.Mlb xcUon (whic~ you are on).

66. This fllteil is lile' RA.T.S. ltl:pid Access Teleport Sys~em leieporlu" By sleplliJ'lgil'Jlolhi~ aroo, your party is teleported jmt casl of area 40.

61.. Pu,l ihe gold .key into the l1arlh I<ll}'holt to Op>il" lhe dQOl~

66,. On the 1Nesl wal,lis lbe ladder down 10 lewl: 3, l:oCllI,ion~.

A-IG. Pits.

"'Veil-lower Sewer Le¥d Ilk 18) Walls:' Red bri.dc walls w11~dim.c.

Monsters: flinds and kuo-loa johabil U~is lew!.

Loeanons and :Evenls.:

1 .. lhere is a ladder 10 the easllhat ascends 10 le:vI:l ~. 1000HO:rI 68.

2 .. VI/he'll your Wny ~f!ters Ihisarea. it rotates them. 180 degrees - Walc~ your oompa".s. Tum ili'OUlld and c(lnlillJu£ on your way;

:3. There is d silver key in Ihe norlhwli:sl. com~r of Ihis room.

4. This is iI spin-Ira~ like loration 9-., bUll from east to' wesl.

5. TIIE:re is one ni~d in Ihisarea. 'iAlhen yO'U kililhe ijind. be will dJiQP a silver k~.

B. There is one kuo-loa in thi~ area ~ WOikh out for hi.~ u!!)bLni'l'lg Doll. You alsofmd an anow here.

1. This aNJi is IhE R,A.r.$. - .Rapid Access Tclepol1, System te~eporter. By step. ping inlo this dIU" your party is leltp<li11hi to j!Js' soolh of local ion 81, The party is tete.tx>rted lolocatLon 73lb.::: firs! time il wdlk~ wesl pad I (Xation 1.

8. This a:A!.'l is 'Lbe R.ATS. - Rapid Access Ttlepo1t System teleporter.

By sh'i!lping into this a:rea, your party is 1deporled 10 jud north of loral:ion i.

40

91. There is a. semi bullon in the ,#0;::51 Will! Ih~1 ~\I'Ie.l1s an alcove.

1:D. There isa dertc SGol~1 of Cause Ligh! Wounm, here.

111 . There is one kuo-toa in Ihis area.

12, This is (me of Ih~ keyholes ofllh~ ~ulh wall. H you put a sllvc-r key [nlhis ~eyhole, a red button appealS .. If you press Ihe red butlon,. akuo-'loa will ,i1itia.c]l: From bl:hind. Vi!h1,\"11 yuu kill it, lhe crealure mops, J. :S:ilVC1l<ey, which you om 1JiSIil the I<ty in one !Of Ihe two remalJling keyboles on this [(Vel.

13. If you :Dud the~il.ver key in Ihi.s kevbo[e, a blue butlon appears. If you press 'the blue buttona swet pa.s.S!l~O~n5. You willaJso findl <1.11 a.wow here.

14. IFyol.! put the silver key in ~~IS key~ hole, the same thing wiillllap~lI as in laru'liol] 12.

1S. S~ep here to opeae !lit to lbe !;Vest. There is mage scroll ,of Detect Ma;glc jtlsl nosth ofhert.

16. There: iu red. gem and! a +3 dagger named "&ltkslabbet' here,

1:1. Th,cre Is one ku:o-too in this area. 1:8. V~e a silver key in \his keyhole I!) open the door 10 the ea.s:t. Two kuo-tN. will appear !I.olni: west nd soulh.

1!t Use a sll.vcr key In 'I~is keyhole 10 openlhe door alloCiillion 18.

20. There is ~. kYo-loo" a Pol ion 'of ExIra H~aling, and a POUQ:fl or Healing here.

2.1... There are 11.1.10·100 i rl Ihis area.

~"

22. II~ yousltp here, iii pit opens 10 lhe west

23. FyI the red gem il'! Ibellol!! 10 open lhedoor,

2.4. There is one kuo-toa 11'1 this aWlL

25. There iilr€ four arrows, <II red gerni .md a Polion ,of Speed here.

'26. Thi.s j1l'es!lI1IlC'l'lale doses pi'l l. :27. Th~s pl"\::S!5"ure plate closes pitll.

2B. This pressure plale pennanently closes pi'IA. Close the pi' 10 gellbe items at jOUlli01125.

2,9. 111is pressyreplat.e opens pil f. There is aL50 one kU{I-I.iJd ilml d rock in lhis room.

.aD. This 1lil'..5SiJ1t plate alse opens pil E ,31. TIl15 pressure plate opens pit r.

3:2. Pl'illi:e the red gem in lhe hole 10' "pe~ Il'le south door. '

33. There art two Hinds p:tlrolling lhls dwunoo.

34. Push Ihis bullon 1.0 o;penand dose: the d00110 tbe norlh,

35,. There i! a mage scroll of fireballl1ere. 30i.Thi!, lever opens and doses Ihe door 10 the: south,

37. Th!;'~ <In' lwo Hind patrolling: Ihi5 area.

38. Thett is one 'Rin.dill this area.

39. There are two kuo-klil in lhese halls. 4U. There is a SjJoeillr, 1,~lher armor; a IOIil!il sword. and hUffiiln bones here. Be 5U!1: I~ I)il;;k up the bones. for these are the

I"t'litlifins. of tbe fj'ghler l\irI,ya. YOIJ' can res urreci her l.aJter.

41! Thereere lwo Hind palwlling' in [his area,

42. There is ,a secret bullon on lhe north wailihalopens a passage to lhe nO\rI.~. There' is a~oo ii. rocK hem.

43. There is OI1C: flind in Ihis area.

44. You Qn'~ open the door 110m this; side ~you musl cl'ller Ihis room !fom the door at IO(dtioll 41.

45. There are r,;t~tion~ here,

46. Thefll is t~ap hell; inal 'will spin Y"Ol!f pal1y '180 degrees"andi teleport them kd~e suulhlt'asl eerner of 'the room.

47. there are kuo-1oo :in thLs area •

48. There is an inscripllon Ol'! Iht wfsl wall "M useu rn, ~ There is also a I ever tila I:

O~l'lg the door 10 II)!? south.

49. There lsa shield here.

S'~I. The lewr on !he north wall opem the d!oo', 10 the north.

51. 'There- is a 'tra~ here lhatteleporis your pa.rrly ':0 leealten 52. 111is lliap only g005 off once

5:2 .. Your party is telepot1:ed here: from kxa'ii 01'1 51.

53,. There is a bllJt· gtm 011 Ihe shillr.

54. Place a blue gem In ~he lef:l:eyc on the 'Willii. \tvihtn you haw: placed all fOUl blue gems aM leeatiens 54156, 62, and '63 tht pa~s.i!ge:s opel1l!p'a' 1 00'1 lions SGand 63.

55,. There is a blue gem here.

56. Plare d blue ~m in till!? h~ft eyeol'l Ihe willll. ~en YOy 'oove placed all four blue gems at locatiom:54. 56, 6:2" and 63 pas.SJig:es open up hereand allOO1lioh 63.

57. If you step here, your pany is; teleporied to locaHorn68andi wl:i!led 90 dl!gr~s; !;Q!,mlerdockwise.

5'8" If you sltp here.your pariyis:

Ideported to localion 69 androlal00 90' de~s, COlJlnl~fdock'v'{ise.

591" ThC'rc!1r:c lwo Hlirld$ pa.lrolli:l1Ig Illese halls.

60. There is a blue g.em here,

61. There is a blue gem hl:~.

62. Plaee a blue gems in Ihe left OfE': 01:1 !~le Willi. Men yOUi haveplaood aJI four blue: gems at locations 54,,56; 6'2. and 63 paSSdgC:S open up allocal.iol1s 56 arid 63 ..

63. Place a !WI UI: genu ln lhe left eye on the 'WaU. W'henl y;ouhave placooall 'four blue gems al.locallons 54, S8, 1i2, and 63 pas;~~ open up at ~ere'al'1d at location 55.

fi4. There is a shiekL chain mail. and doowhere.

65. Th~Jll! <In: Ihree iTOr! ralions here,

66. This ladder leads down 10 level. 4. t'o~li(lJ'111.

5i7 . lis ladder leads down to level. 4·, 1:000liQ!l 2.

8B. Your party is leleporJ.ed here from ,lol:'a'liolj 57,

69. YOUII' pa.r1y is 'ttl epo:rled here frem ,loiAlioI"l58 ..

70. This is· a teleporler ~hal Mil leh:~rt your par! 10 just west. a,f lomtion 23.

71 .. TI1~1'e is a Wand ·of Mag,k Missill!:$ here.

72: .. The party is teleperted 10 location '73 every limt it walks eiJsllhllOugh lhis lecation.

73" The party is lelepor'ted h~~ Ille firs:! time it walks wesl. past l1J'ta:lion1 and ~ery lime: it. 'Wi1lks east past lomMiol'l :n.

A-lit! are pits.

S. It issare 10' slep here,

T. Thi~ is, a statue cfa ~il'ld.

U, This is a slalue ·of iI kuo-tea.

V. This ls ill statue of a Hind.. There are ills!,), ra lions I-Ie~.

W. This is a sla!uc ,of a 10:1.:10-100. 'There is alS!o,ai?olioi'll of HMling bere.

,X. This is a. statue of a h,o-!:oo.

y~ There is aJ slailu!! of a Ilind Il!]d a clerlc scroll off Ram.c Blade here.

Z. Thtrtis a kua-toa stalue and a rock here.

Level '" - tJppu wei Dwmen RuINs ('p. 19)

Walls~ Fl.1:loo stone walls.

Monslers: Qiant spiders irlhabillhis IIJ\'f:I.

Nole: Betauise Ihe spideirs roam ilhe halJs of lh~s level. il is impossible 10 lelllhe: {%lei !OGIIOI1i 'of each spider; US'!~d below are spider 1101 spots whc~ the spiders, aTC mos'llike!y 10 be, ThestalT labtloo "-Spider area. ~

LOCilions and [.vents:

1, These salrs l!;lad up 1.0 I c;x:a~ia!1 66 on IC'\ICI' 3.

2. Th~estaiJl'S lead u~ 'to location 67 on 1~13.

::t Plush the buUon on the west wall '10 O.pE:fI the door to Ihe soulh. A hidden passage: willi al~oop€l'l! to Ihe easl. Walcb out though _.;1j gian~ spider ~U a1!aick from Ihe secret paSSdg~.

4. There Is onegianl spider in Ihls room. S. There are 3 irol'l rahoru: here,

6. This pressure plale doses the door 10 the north.

1 .. Thi~ pres:SUTe pla.tc doses the door 10 the north.

B". There' are Iwogiant spiders in 'this room.

'91. There is one giant. ~Ider' in '1~is room.

10. 5p!de:r Mea.

11. There IS aJ lock hCK.

12', There is Q\¥aMn key' here.

13. Spider area.

14. S~idel' a'!1ea.

15I,Th~~ is ~l!'lilrroW here. lit There is a rode here.

11. Thls p~Ui't plait d01tS the door 10 Ih~ west.

18. Th~Ni5; a rock he.re.

19. Sptderarea.

20. There: is a blue-gem 'ring here-it. has no mtlilic powers.

38. There is a dWIlM1I by here.

39. There ls an jlJju~d dwarf named Tilghof here. He will ask 10 join yom' party, .lind makes ,an fXctllenl: companion. He i5armM wilh a ail a'«,ohain mil.il. and dJ dwsrven helmet

40. There is a gdIrgoyl~ here with lis arm 1.11'. If y,('lU Pili'" the arm down, the: pilal loea Hon .11 dosts.

41. These is i1I pit here Ihal. can be dosed rmmloU!lion u.

4i2.TheTc is a d\i'jlillVid'i inwiplion I'ICfC Il'Iall<llads: "'(ruen - King under Ibe mountain,"

2.1. There is an arrow here.

22. Spid1!r ~rca.

23. There isa.5Io~e .~C'epl.er and four spiders here. The stepler is,.l porlal key.

24. ThefE'i~ an aliOw here,

25" Th.tre ls a greeiiil€m +3 RinS of ProledioIII here,

26 .. 'w'hCri YOIf stcpin IOMliolll!i~, Ihis wall disappeil:n.

21. Whe~~ YOlII step in IOCdlliolil 90. this wiillI diXlP,pe!lfS.

.21. Place Ihe dwarven key in the keyhole Oil Iht south wall 10 open thl: west door.

29. The' shaded blocks an;: IllagIcaland wi:ll r~rede as your party approa,('J~es, The blocks 'NiU only move <COllln'le'f'clockVllise - so yOIJ ml.lsl move up the eastern ,eorridO'r.

31)1., Spider are a,

in. Sll:id~r area,

32:.Th~re Ls a mare here. 33,.nlis is an em,pty room.

34·. PIJII on Ihe ga.rgQYle's; ann 10' dose the ,ii alloe.aHon 91. There is iI dwarvish i~saiplioTl (In Ine soulh wall: M Ac~s,~ {Ol1tro1 lew r. ~

35.. There is .. mal;(! nI:Hi:.

36;, There '15 a thail'l onfhe sou'lh wall. PudlililQ II I.ocks and. ulnlock:~ I~emoving b'lod's.at ro~'Ii(ln29.

37. There IS aganrgoyl.e: decQraUol1 QI1 the norlh wall. 111e pa:ssaJge 10 lhe north ~11! be opened from IOC<l1io~ 81.

43. There is a !J'ilgoyle: keyhole· here. lnserl a dwarven key .Jnd the 'mlddl.e southern door opem - 'The tw:o, doors 10 11le: 'Wf;~1 and easl must be desed for IOCllIlion 82 10 O~ij.

44. These is ill garrgoyle dec'cJ:aliof! 011 tile south wall.

45. rull'lbislevtr down and a pi1a,t location, 5' Will disappear.

46. There is a g.<Irgoyl.e dl!Wfililiolll (In the soyl!:! wall.

41. There is a gargoyle' de ClJI'aliol1. on the south waH, afid l'iol'i.·magicat robe and medelllen here.

40. There is ~ dwerven inscri!}lion on: 'Ilile ''NCSt waH Ibat fie\lds.: "Kruel'l- The fCiU1css one. ~

49. Then; is a dwa.rven key here.

50:. There is a dwarvETJ inso1ptiQI1 011 lhe west wal.1 thaI. ~ds: "Kruen - the holder of wisdom".

511. Thee is ill pit here. II can be clo~dlal 1G¢aliol'l,45.

52:. TIleR is a pr~ure ~ale here. 51~ppi!1g!;l!l it OjJ\l1'l5 and doses the three: pil s lo, 'tie 'oosl ..

:153:. Sp:idPaJiCll ..

54" Tl1is jewel.ed ,leWf opens and closes tbe wesl door.

,55. There isa g<il;SPjlledteoralion on the west wall.

56. There is a g;.:rgoyle de({)'raliOfl on Ihe .soulh waiL The paSSil'it:' to the south ran be opened from 10001io~ 81.

51. There 1S agaf'BO)'le dewra1iOlil on the 'east wall.

5'8. lhereis a lifIess:,;Ij'i) on the 'Mill lhal reads: "There is evil which lies beyond! Ihis loomh•

5'9. llle portal 011 'the north wall requires:

Ihe stOll!; medallion as a. key. Using the key willle]:eporl the p!!rty II] I'ewl 7,

location 63. •

60. There arrelwo Cure Poison Polioncs here.

61. llhem are Iwo Cure Poison Polioi'ls !here.

62. Push the button on Ihe door to open it, 113. There is a rnes:saglton Il'l.t SOUlll wall that NaGs: ~Oracl~ of Knowledge".

16'4. The shelf on Ihe soulh wall is empty .. If yO'UI place an Ol'b of Power Olll the s.helf. all magic items tanied in YOlir party wiH be idc:nt mild.

65. There is iliQalioyle d~orali!Jn on Ihe WfS1 w.:I.II.

66. On the west Wail!, pulltne gargoyle'~ arm and spiders appear stlocatiens '9:2 and '93.

67. These, slairs go d'own 101M :5, loca1ioI'"l1.

S8. There is a gar:goyle: ~1!'1:(lralion on the north wall.

S9.This bUllion opens and dmtillhe SOUnl door.

70., U.S~ii dW(l1V1!'11 ~ey 'ill 'lhe'S,<irgoyl'e' keyhole in the north wall 10 open the northern doot. There isallolher ktyhol.11: onthe watllo t~e nonh-esst of the door;

71,. The button 011' ihe north wan opem the soutihern door 10 lo~tion 72.

1,2. The first lime you enter this magic room., il 0011 iail!ls.: one spid~1; iJI PoliOl1 ,of Healing, and a. dwarven I<ley. Enterthe room from one: direclkm, gellhe item.s, and exit dosil'lg lhe doer behind you. yo 10 the ned door and repea~ the Pl'OCCSS - You Mfl do, Ibis once For each door and ge~ three more polions.

73. The bUllion on the ea.s~ wall opens the \o'II'esl.emdoor 10 loc::alion n.

74. 'USI1: a dWiBNI1:l'! key ill,lhi1: gargoyle keyholil to open fhe door 10 thi! north.

15.lhe b\Jlhm on lnll50uth wall opens Ih~ :r:lOrli1em door 10 ICI't:ation 72.

16. The: bUlllol1' ofllh~ wes1 waH o<pens the eastern door to location 72:.

17. Us;e: a dWaNeTI key in the gru:goyle keyhole 10 open the door lo lhe seulh,

92. A spider appean 11t~ afkr pulLinQ I~e ,Iev,er at I 001 lion i6 ...

93. A spider dPjW.d~~h~re also <lne.t fl,dlinglhc lever i!!t h.~catio!1 661.

leVEl 5 ~ Dlwarvell RwnsaruJ Camp (p.20)

WaRs; filledslol1e wells.

Monslers; Dwarves, possibly Ifriendly. and ilia~t splde~ inhabit this level.

Loeattons OIndEvenls:

1 .. The easl stejPs lead up to,j.CK:aIIi.on 67 on level 41.

2. Theretse dwalVish rune o'f safe p1§S'a:se on the illusi(Hlilryl'lotlh wall. The~e runes marklhe ancien,!. dwarves maze of iIIu5i.ol1ary waHs.

3. Ther'cis a dWiilrvish rune of S<ir~ ,paS5aRC 011 the i!lusionaliY'i.'!teS! wall..

4. The~is a cltric ~croll ,of Prayer n~tt. 15. There is sQ1le mail. and a dwarven Joey 'here.

iii. There is a dW(!Irvis,h I1.!n~ of safe :passa,ge rOn the illusionali)' wcsl wall.

7. Spider tuta.

:B. There is an illusionary wall. 10 the noTth. I. Thl;l're is: 110 wily loo~n the door Q!1 Ibis side ~ il must be opened .from Ihc north side.

10. There is agargoyl:e keyhole in 11~e norlh watl. Vst·o1. dwarv,ell key 10 Op!i:i'i Ibedoof.

tJ \'~ ::;~I~!~l I [~lell fnIl~I~1 j~ r 1IIIj t,l I ,~= Ii J,§ = .. ; 1 J L,==& __ ;;,

18 •. These sl\3irs lood down lot.illion 117 on level 5.

]91 •. 1111!n! tsa Potion ofHealin!l!l~ere. ,SD.There is a galiOYl~ keyhole 011 the east 'l1li<111. Insert ,11 dwafW'n key 10 open Il?e door.

Bt, There are l.wo Cure Poison Polions here.

8l. There is a +3 ,axe: called "'Draw Cleaver!" behind '~e secret waH. PlJlllhe chain 011 theseuth wdllloopel1lhe seeret pas:sage at 50. If lhis location is nol o~n see·lhc nete at locanen 43 ..

,83,. These is a cleric saoll of Slow 'Poison, a mage moll of Harne NroW~ alld a Potion of Hl:ilIlinE here.

14." This is J hidden pressure plate that epens and closes Ihe :pil in rhe (Enler of Ib~room.

651. There is a message on l'Me east wal:! that reads; "Eml!:l~,em.yExir. Th,CI"e is !;lIsa a. GWilIVCn shIeld and 3. dWilirYC'1l helmet here.

66 •. 111e soufh wall is anilluston.

07. On the north wall is!li gar'Soyie !eVilI':

PuIJ II to to pen and dose "he passage

between focaliol'}s 37 andl58. .

68. There is a secre~ button on tlte west wall'lhal epens and cleses Il'le secrcl passage to the west of IOCJ'lionM.

891. Stl!P here: 10 epen the passage al 26, 9:0. Step hereto openthe pass.age al 21 .. 91. This is a pil opened.and dQSoo by the lever ,alloctl.Hol'1' ,34.

1'1.. There are irlm raliol'l$ 11m. 12 .. There ere iron rations here,

13" TI1iS! door is, par" way CJ~n - il must b~ flJItoo open.

14. There its a secret button on the west wall Ihal opens thewestern door,

15. There is gj dwarvish rune off safe passage on 'Ihe iUusionalY west wa!1.

16.5piderarea.

11. TIle s!ili~ lead up lo level 4, I:(}udion 18,

18. Push the button to open Ihls doorII ran only be opened from this s-ide

'1 g, Sp:ider d~d.

:2D. Spider area.

2,1:. There i il. cleric scml~ of I old Penon. 2'2. There are iron rafions here.

23. There is iI goIfgQyl,t, deccrallon on the iUusi.omny north wall.

24. There is a por'lal on 'he nQl'lh wall. The door requires the stone necldace asa key 10 Ideport 10 level 7, !o(,aliollll7.

25. There is a mage scroll of Has!e.

2,6. A stone neeklsee portal key ean be found on ,a shelf in lhe east wall.

27', Yoo meel Am'IUH. Iht: l~deT of the dwarven (limp, If YOIJ agree to hdp the dw:ilJ'VCS.. Ihey will giVE: you six rations and OJ slone medellien portal ~ey~ Dorbum, a dwarven fiyhl~r., 'Nil! also a k 10 join. He wdnls 10 l7elp find pnlltt: KeifSilr.

47

28. There is a dwarvish rune of safe passage 0'1'1 I~e illu~ional)! wesl w~lI.

29. There are three pits, on the ceiling here from [£VfJ 4.

,30. A dwarven dent here will hedil wounded eheraeters cr ~sulfld any dead NPCs, n1is is iIIn ,opportml!ilylo bring any ofthe: bones you found back 10 life,

31:. There is an insoiption l"e.:Itling:

"P:anli)i'~~m lhe esst wall. There is also.J poison patio,1:! here - Do NOT drink il.

32 . These doors cannot be opened fr;om lhe north side.

33. There is a gargoyl'e keyllole on I he north wall- Use a diwal'Ven key to open lhe' :nO'rlhem· door,

34. There is a gargoyle keyhole on Ihe north wall - USe d dW<lNen keY' to o~n Ihe Ilorlhern door.

35. These slairs ~l1:ad dawn 10 level 6, locallon 1.

36. There 'is a message here: "Please resel drain ~01~ when rinishw.'"

31. There is a gargoyle lever with his arm in Ihe up posi'lion. Pull il down 10 resets drain boles which doses most of the pils onfhis level.

ail,. There are more dwarves here.

391 .• There is a jeweled lever in thl! up posi'liol'lon Ihe west wall. Pull it down to open 'the: south dOOT. As you move into Ihe male 10' lhe south. pits will open behind your charadcrs. ,Be careful as the p.1rty moves Ihrough the area nol 10

daubl !mek or gel happed in d dead end.

58A .. Your party teleports here from locaiion 51.

58ft The waUs; 10 the north and wesl arc illusions and there is ii, Wand of Fm.d here.

59, Thepressure plate here opens a pil to the :nol1h.

60. There is ,a dwarvish rune of ssfe p<t55il1ge 011 the illu5ional')' no,rth waH.

'6~:. There is a dwaMsh rune of safe j}<IS' sagt onlhe illusional}' ;..vest wall.

62. There is a rock h~.

63. There IS. i dwarvish nine or sale pasSol.ge on the iUusionaJ'Y north wall. On lhe ~s, wall' is an iJ!1;stripliol1 'lha'l reads:

"You've made il'lhis ra,. Cjood luck,"

64. There Is a spear and lron rations he,£.

65. There 'is a dwarvish run!!' cl 5aife pa~ge ()'n' the Hh!lsionary east 'Wall.

66. These sla'irs I~ad down to level 6, location~.

61. There is <! deric s,ouIl o'f Aid here. 68 .. Them alrf iron m1ions here.

69 •. Push Ihe secre. bullon on the east wall to make il disappear.

'1D .. Spffider area, There is iI I'l1 age scroll of D1spcl Magic 'here.

11. The semi button OJ'! the soulh wall QpefiS lhe passage 1(1 Ihe south.

72. Destination oflelepol1ers .ft., S, e ..

73. Des'linalion of 'Iclerxutcr D. The I'ever here opens the door at lU.

4.0. There is ill message on (he' Sou Ih w<l11 I"iill marls: -qreoo will 'be your downfall.~

,41. "There is aJ -3 cursed sling bert clJlld a -z, ctJfsedi axe 10 the north~a51"

4:l. This is, a teleporter 10 just sogth or I,oca'iruol'l' 3:7.

43" There is a key here.

44. There 'is, apaili of leaUl!er boots here.

45. There is a hlw!:·gem ring of Fea tber Fall here.

45. There is d key here.

41. There is an ornate keyhol,c here. Insert a key to open the east door.

4B. There is a keyhole on south waJl. Ins,~r1 a key IQ open the eastern wall. . There is plate mail and a mage SCFO(( or Il'Ivi~ibilnY' 10' here.

4'9. The teleporler here will Ia~e Ihe you to I'oca'liolill 50.

5'0. ~our party Is telellorted here ham I DCa lion 49.

01. Sp'iderart.l.

52. Spider area.

53. SpIder iue.a.

164. Push the bullo!'! 01'1 Ihe. north wall. 1'0 'make the western wall diSiJip,petlf.

55. There is dwarvennme o,f safe passage on the· illusionary e:.ast wall.

66. Theile is a rod< here .. The walls to the east are' an ilhrsion.

51'" This area w11i Meport your party to location 58ft and rolate them l' 80 degrees - Walch your ('Qmpass.

14. Desliliation of leleporters E, E

1lk Deslinalion of teleporll'r G. This door is opened by 1'he lever a ~ 82.

16, DliStiililti<m ofhdel)Orier K.

17. Des'linalicl'Il of Ie:leporla Lan the easl w(IIlI is inscrib('({; 'Things art no! afways as Ihey aJppeall"."

18. D'estina'tion ofteleport'cr MI.

79. This I:eyc:r opens the door at 80.

80. This door j,s opened by Ihe lever al 7i9. al. This door is opened by Ihe lever at 73.

82. This lever opens Ihe door aIlS.

83. There is an inaocessible non-magicai long sword here.

Teleporters:

A. Telepo;rlfT 10 72.,

B. Teleparler 10 72.,

C. Teleporterto 12. DI" leleporter 10,73. E. e.hi:porter 10 74. F. Tdeporter to 14. G,., re:reporleJl' 10 15. H., Telepo:rter 10 7'1..

I. Teieporter 1,1.1 Ieleperter A.,

J. To Teleporter 1."fi1m is also an insreessible deric s(]'Oli of ~1ed Magic here.

IK. Teleponer lo 716.

l. Tefepol1ello 11.

M. Teleport"T 11078.

N. Telepo;rler to lel,epOf'll?f G. 01, Trelepol'ler to Telepo'ricl F.

Level 6 - Bottom Level ,of Dwanreh Buill! (p. 21)

Walb: fil\ed ilone walls.

Munsters; ~~nkul and an evil wizard inhabit this ~cvel.

Loeetiensand Events:

'1. These a~ stairs lead up IQ I~I 5, w~lion35 - Thts door Qn only be opened. from Ibt ether side,

2. These all!: stairs lead up 10 level .5, localion 66.

3,. There is an inscripHon on the south w.ulthat reads: ~S'lort woopo.n before proceeding. N 'You musllDu'I a lNtapon or two on each of the two pressure plales. 10 the 501.1111 and north rOf the easlern doer 1'0 Op¢iII'. You rem then take your weapons, and: Ihe door will rema'in open,.

4. There' is One kenku in Ihis room.

5. There is one kenku in lhe ares.

6. There !:!J1e kenku in the area.

7. There is a kenku egg 11 re, B. There are kenku in III is area . 9 ... There is ill kefiku egg here.

1D. There isa dark-robed mage here. Ifsldlin, lhe mage may drop ilJmage Hold Person scroll, one or Iwo I'olion of Extra He.lling, and iii Wdifitl! or Frost

11. Slep here and four darts will Hy from tile dart hOles. on the cast and wcsl. waHs.

2'7. AfttT using mhe key ,allocation 2,6. lhe I<,eyhol~ ro'jat~ 10, here, Use the dwarven by and the block will ml.i!te clockwise to '1lle second po,s;i lien, $outh.ea:s:t of 'thi.s IOQilliQJ'!' is, all inscrivHoll Ihal iiUtI:s:

"Round and Round ... ~

28. Afta using U~e key at lecafions 26 and 27" the keyllo1,e rotates to here. U'se: ill dwarven ~ey and Ihe block will mtale clockwise to Ine third posilion and ~Iow you to reach Ihe slain d~ loe-alion ,46.

A kenku willaitlack after the blo(k shiRo. 10 its lasl position'.

291 .. There Ls a rock here,

3 mA, 3D B I 30 C. There an prt:S$uJ:e:pla les on the Roor here Ihal activaie dartbraps the first lwo limes Ihey ale slepped on. A.fter tihat, the darts an ~nded. The '!rap at location aDA will fire one additional parting shot when YOll'1ry 10, ~eolW the level.

3,1. There is a pressure plate on '~he floor here 'lbal, oiIct'iwles a dirt tr<J,Il'

3,2. There is a Wand of Magic Missiles' on lhe shelf in Ihe easl wall.

33. There is aninscripllon on the east wall U.a.! reads: "Silvl?lWare rack, be neat." P'IlI. a dart or ,a dagger in the shelf (1\32 and Ihe JkH:SaIge opens with another shelf. Keep opening lhe pasSiIJ,ge\'l,ltly in this manm:l ~ make sure you have collected 15-20 dads lOr daggers 10 HII aH Ihe s~elves.,

34, There 15 a dwarven ~ey 11m. - Take: lhe key before placin'R an item on the shel f or it will. be lost.

35, There is oil +1 dwarven shield here,

12. There is a kty here.

13,. Push the button on the west door 10 open it.

14. lnserl a 1(tyinlo, the k.eyhole to opel'J~ lin' WE:sl door.

151. There are Iwo kenku here.

16. There are four kenku bere gua'fdiIlH: one ~~nku egg.

11. There-are three kenku here guardin!t Rve kel1l{u ,eggs.

118. Thefe are Ih~c kcnku an.d two kenku eggs here.

t9. Four darts: an: triggered by.steppil'lQ on Ihe pressure plah: illilhe center of Ihis area.

20. These 'stairs lead dewn lo location 21.

21. These stairs lead up to location 20. 22A. Drop Utroi.lgh the pit to 2'2110, find a

dwarven key. .

2'2:9. You land herefrom 2:21 and take 'the dwarvel'l' ]l:'ey.

2S'A., Drop through the pit 10 23'8 10 ~nd a. dw:arven key.

231. You ~al'ld heJ"£ !'rom 23A,and lake tbe dwarv·en key.

24, There are kenku pillTOlllng Ihis area.

25. There are kenku IXItroIUn!illhisa~d.

26. LQc.atiQ,ns26, 2.7, end 28dN:'keyhoJes, around ill large t-shaped block. (nal must be rotated oul of 'Ihe wa,'j. Use a dwa~n key in the soulih keyhofc and lhe bloek will rotate clockwise to the firsl posillon.

36. Here you find derlc seroUs of D;ispel MaBi~ and Cum ~riious WOUl!1cis·.

37. i>wsh the .secre~ bull:ol':l on ~he south waH, and lhe wall '10 lh e. I&aS \ 'Wi II di.s:appear. -nl!!reis also +3 mace here.

58. Therels one kel'lku lii:e-re.

89. Th,em is a l'ion'ma:gl('al rtd-,gemrin!l here,

40. Thes'i:.I~ pils il'llh~ QIl'iling from Illve~ H enda rock heN.

41, There is a seC!'e~ button on the easl waiL Pushing il makes fhe passage to the easl diSGppl:ilT.

42'. There is ,11 denc moll of Flame Blade here,

43. There is one "'e~ki.l in fhlsarea.

44. These doors ~I'l ronly be opened frvm t!his side.

45. Thereis porM on the east wall adrvated by thestone ring" This tettelJ'O'ID 10 and 110m lewl 10, leea iion 9.·

46i.These· .slaiTS: lead down to level 7, IOCJ'ljo~ t,

·47. There is 1)1 stone ring Ifteft". This is a portal key ~ Je sure 10 keep il.

4B.lhere are stairs here IhaJllead down to level 7;. IOctil.lion 9.

49. There art non-magical br!1~eI'5 here. You OUlli'l only gel to Ihis loom by falltng Ilm;msh pils in lnli: vicinity of IOCd.lion 46 011 Iewl 5.

51

50. There is one kenku here. You can only get 10 lhis foomby fijIlil'i.B IhrouSh pits ill Ute' v idnily of 1000liol"l 460nlevcl 5.

5,1. There is 11 sllrlf on !he wts1 wall with a dag !iefa nd a. dart

52. The wriling Ion the .sQyl~ wall read! "Nest.M

53. There are two kenku here,

54 There is a sccrcl bl.llt.QIJ on the wesl 'Nalt Pushing i'l makes the pa5s.ige 10 the ~I: diisa~pear.

U'ld 7'- Vppet .Ruches of tII.e Drow 1,p.2l)

Wall~ The walls of Ihisle:vel are ~rved (Hili of dark. purple bloodston.e mixed witl1 black onyx.

MOl1sl:el"S~ Skelelall'o~ds and drew inhabil.lhls If:\I'€:L

,Loca.lj:OrlS !lind Ev~nI5;

'1" These stairs lead 10 u,p level 6, location 411. VJhtn you reach level 7, Ihere wi'll be severel draw BlI!lrning the e~!Janoe to the Ilevel·~ Do net a!lad: IbeTIl. Bribe them witb kcnkueggs. and 1'10 drow Ih'Jlro1s 'ilViU aliack y,ou unless you iIIUa.ck first

2 .. Drow palmi Ihis area.

3. A message is inscribed on lhenorfh wiI.11 reads; 'VOl'J" dlday."

,4 .• S'Icpping on pressure plates 4A, 48, 4lC, OJ 4D sets off.'l. frriball tho,lMies east from 44. and 'turns north ,a1410 .ll'ldilhen flies' tip the corridor and into Ihe wa:lI- ]3e\111anl

'5. Th,'an!: i~ ,i deric SCl'QU of SIc.w Poison here,

11911." .A .s~elelall,ord is released from Ihis alcove when yo!!.! step ollihe pressure pI.1IlealloC<1Jtion 20. There are alS<! lilte: human bones (If lhe dent lima and a cleric holy .symbol I~ere.

191. A sbl.!tlallord is released freD] Ihis alMVt whtnl 'YOll stepen the pressure plite: at localio'n 2.0.

, Be. A skelelallord is released from this alcove when you .s!ep O~ Ih~ p~SUI'l! plale at location 20.

20. Stepan Ihis; pressure plate '10 epen the three doors at location 19, trel:wiTlg three skelelill JOlds aill'0l,41iuns.19 A,. I" .unl C,

21 .. Thereis a~ey, ,1 denc scrol.! of R~m(lVil': raraly:Sis, and. a tl:iml: scroll of Prol;edion from E\illl 0' here.

2'2. Two drow patrol Ulis area ..

23. Insert a key in this k~hole to open the soulh door.

24. There are errows here,

25. Th'l·rif is a Lucksl,ont MedallIon here;

26. These stairs lead dowi'l' 10 l!!:v'l:l H, II oration ' .,

:27', A draw patrols lhis at('.1. '28. There is an a trow here.

29. Therear:e Ihree drowpatrolling Ihis area.

3m. Tlhtrearestorch holes on Ihecast end ~st walls here.

31. There arc: scorched holes on the' (as I a~d wesl' walls. There is i:1llsoi:1 Potiol1',of Hea:lfng and. ak+.)' here.

18 .. 'There ls a. den,!: scroll. of Create Food here.

7" There is a, mag.e scrol.1 of Fireball[ here. I. On Ihe easl wall is a spider keyhole. Il'lsen a. gold by to open the doc!'!'.

9. Beyond this door to the' fad are slaits 1,~dilJg up 10 level 6, ,iccaHon 41.

11m. This door can o:l"Ily be opened !rom this side.

11" One drew guards Ihisroom. There is oil derteserell of: lUess, fll:ddare, and ra.l.ions in the south ViteSI comer or 'Ihe

room·

1.2. There is an aroowhert.

1~3, There is.m QrI1dle, n'm·ma~iCdI shield! here.

14. Theile ale Iwo pils lalbe 'l1orlh of thts local ion. Pusl1 tll~ 'butkm on tbe west waH to dose the l1il diT'fCtly 10 tl1t:: north. \Nh~n you push the buUon:, <1 ftrebil.ll flies sou'lhfrom l(lcaIiO!'l17, turns tasl al loGJlion Hi, and hilS the wan east of lecetion 16.

151. Stepping Oil thl511IlJeS5ure pla!e sets off iI Are~lIl:rap from!ooolion 17l:owar& fhe Polrty - Don" move, the RlllballliVill tum OBI alloralion 16 before it hits the party.

16. l1lis is where the Areball veers off'lo lheeasl,

17, There are-scorched holes in the ~orlh wall from the Fireballlrtlp a~ IOQUan 15.

18. Tbls door can be epened from either side,

32. The slail"5 10 !he west lead down 10' Ilevel 8, locatiofl 2. On the sOlllh w;aU is a spider keylwl'~ 1~1 lVq'O.!ires d mow key. This opens (he door 10 Ihe east, revealing Slai1~: Ibal 'lead down 10 I~I a,locatiol'l' 9.

33. These slairs lead down 10 level,S,

toea lion 1!6i,

34. There: is an in criplion on the soulh w:al~ read:·"One battle For glory."

35. One ,ske.le'lallord. guards lillis room.

36. On the north Willt is ill message that ream; wOne sacrifice mad~.~

31. There is a spiderbut\oll on the north wall. and an t:mply shelf on fhe west. Place J,ll ltem on the shelf fbenpush Ihe spider hunon lo open the south pa sage

38. Tbts Pit leads to levelS'. location 81.. You can jump through without being harmed,

39,. On ntC no,r1.hcm 'Wall is a m~sag~ thai reads; ~One leap of faith.'" There is: a +! ri'l'lQ' of prolection here.

40. These stairs le .. id dOWllllwd ,8. locanon 14. The '1NTilil)Jg on the west wall roods: "No turning back.N

41" A message is written on the ea.s! wall: reads: "One way,W

42, .. Vv'nlten onthe east wall is a message that read;: wfi,ghl for your fretdom.~

43., The buttonen the soulh wall. reveals four passag,es - one 10 the west, One 10 the eatst.andllwQ to lhe soulh.

44 .. There lis a skclCl!aL ,lord in thi.~ alcove. Step in here to open Ihe:doora'llomlion 5J and find suit of banded annor.

53

45. Stepping in here o)1el1s.1he door al loc.dion 511. There ms also a ieweled key in Ihi.s area.

46/1. ThrR a~1! spider blJllons on 'title norlh and south walls. The north buuon (l~m; Ihe door 1.0 IOUl.lio.I'l' 44" while tbe scufh bulton opens, the door 10 1000li'ol1 as,

46B. Theft art spi er buttons on the no.rlh and south walls, TIle north bullon .opens the door 10 IOGl'ioIl47, Whil.e the south banon o,pens the door 10 loration 48.

47 .. There is a skelelallorrl in Ihis akove. SleplOi'l1g in here opens the door allocation 54. There arealso Ihro:eaTTOW5 bere.

48. There are t'NO skelcL:1Ilords in this alcove. Stepping in here opens the door' al loealion 5i. There is also a ruby key here,

49. TIle spider bullon 'on thil south war! "IiX!I:!S ~he door ~o iocation 51t

511. Therea~ skcletili .loRis in Ihis alcove. Stepping in here opens i'ht door at I,ocation 5,7. There is alse a rnag,csC'foll

of tigh'h'ling Bolt here,

61 A. This location is, blocked by' a wall untillhr: bLlII:OTl allof;jliOn 43 is pushed. Th re dire spider bultons on the north and south waUs.lbe north button opens the door to IOtati.on SUi,. while ~he south button o,pens the door to I'ocation 53.

,61 B. Step In t!erl' 10 open the door at leeelion 45. There is: also a jeweled key bete.

52. Thli:re a~ spidt:f bu 110115 011 Ihe'1'1.o1111 and] south walls. The' north bU'llon opens the door 1.0 lecanon 56, whnc lhe south bulla!'! opens lne door 10 I'neation 54 ..

'64. There is iii useless wand and Oil rode here.

165. On the I'lortb waU is il pm-tal which requires the s,lone dagger as ill k.ey. Pla.te tbe key on ihe bla'i:l'k bric~ to [lclivale the POrtal I, and leleport YOlWr party 10 levd I), lota1i01'l111.

66 .. There Is 3 glOwing reck here,

67. On the west 'Willi is ill portal which ,requires the stone holy symbol as .iii key. Plate 'Ihe k~ on 1~ bl~llk brick. \~ atLivab: the portal andll.clcport your party to leve:1 11, loca I ion 3. On the north wa[,l is do portal whid'l :requires Ihe slone necklatl!' as, <11 key., Place the key 011 [he blank brick to ~ctMte Ihe porl.;.Il d!lld leil!.purt your party 10 levcl 5, location Z.4.

68. There is aUverpidtr :keyhole ·01'1 mhe north walt. Inrel1 a ruby key in it 10 open lhe door.

6'9. These s1airs.lead down 10 lewl 8, location 24.

70. This is lbe destinalion of the leleporlJer a 11<Kd.Ii'oTi 83.

'11. The are two skeletal lords in this alcove,

'12. This teleporter tran pol1slhe party to location 82.

73. There is ,a mesSiise inscribed Q,I:! Ihl! north. 'Wall !hal reads Weapon."

74. In lhisa'r'e<l. is a +;) snor'i sword named ~Slker.H

5'3. There is a skdetallord in this alcove. Slep in bere 10 open the door a'~ location 44 and fim:l.dl deric ,scroll of Cure: Ugll1l Wounds.

54. There is ,i! skrt'!ttall:ord in this, <llrow. Step inhere 10 open Ihe door allocation 414, and lindial dfOW key.

55. The snider hutlon on the north wan opens '(he door to loealion 51.

56. There is a skeletall:ord in this alcove. Slep in here to open the door a1 localilQT! 48 and find a mage scroll or fear;

51. There is i. slceh~l:allord. In Milis eieeve. Slcp in here 10 open the' door at lccation 5'0 and find II drew key.

68. On the .soulh WilLI! is J silver spider ~eyhole. Ilnse'li! it jevf.i'tl~d key to open the door to the wesl.

59. On the roulh wall i~ a silver spider keyhole. Insert a draw key in il to 'o.~~' ['he door (I the: 'weg ..

601. On the south wall is do silver sj)idef keyhole. Insen al drew key in it to open tne deer to' the w,~I.

61. On the south wall is ,ill silver spider keyhok 11'1511'11,(11 jew-ltd by in' it 10 open the door 10 the west.

62'.The~ is ~1'l empty shelf eerved in lhe south wan.

63. On tho!' north wall is a, porlal which requires lhe stone medalliol'1lls a,key"

I'lan~ the key Oil' lhe blank brick to activate' the portal: and t~lepori your Pilrly 10 le\l,~l

4, locaHolll59. On the east wall is an inactive pOrtal.

GI;II;I~llf:I/:~:QI :~I'''Hlr'j1fIJ, ![/I~I

15., There is a goldllevcr on the south wall. Pull it to open the door In 100]1;0:1 74. Once this is done, location 80 end 17 can no tongef be' l'ediOhoo.

15., There is a messageiimffibed -on the north wall' Ihat reads: ~ Annor.M

77. lin Ihis room are +3 elven Bracers Qf Dd1i!tls~.

n. There is a gold lever,on the south wall. Pull' iI 'to open ibe d'0011,0, IOCil,'tion T1'. Once this is done, localion 80 and 1~ can 110 [anger be reached.

791, There is ill messageinseibed oOn the nonh wall: "'Magic:.~

BIDI. There IS <Ii Ring o:FWiMtruy htr~. 81. There is a SOld lever on the oulh wall. PuU il to open the door to [Q~tion 80. Once this is done. location nand 1000tion 14 can no longer be reached,

82', This is 'the destination of '1he Ieleporler al location 72.

ea. This leleportertranspo:rIs Ih~ par1y to IOCJtiorl' 10.

level 8 ~ Draw OukaS.t-i {po l ·1' Walls: 111e walls of 'this lev-e:1 are carved ou1 of dilrl(, purp~eb[oods'lone mixed wilh black, onyx.

Mons'ltrti: Dlidels and hell hounds inhabiL Ibis level.

LIJ('iil j'on:s dmlEvErlls:

'l , These stilirs lcad up to level "I, loc.rliO'rl '26.

55

2. These slairs lead up 10 th- western

!.ifrs at level 7, location 32.

3. 111eTe is a spider carviiilg OJ':! ihe illusionary northern wall.

4. There is ... spider ~eyhole 011 Ih~ ~.;l~l'n wall. Insert a ruby key in it 10 open the door 10 lhe north,

5. There is a ruby ,key here.

6. There is a drow bow and a maQt! scroll .of Vampiri(' Touch here.

1.. These slairs lead down lo level 9', localion 1.

8 .. There is d dmw ley and a red gem here.

9. These !i'lairs lead Lip to Ille l'a5~erl'1' slairs allevel 7, IOC;1lion 32:.

, III These statrs lead down 10 lewl 9, location ,86.

1'. There is a jeweled key and a mage s;ooll of Sbield here ..

1 Z. There' is a drew key here.

13,. These stairs lead down to I~vtl' 9, loration 3.

14 .. These 5lili~ lead up '0 level: 7. ,Iot<llion 4,0.

15. There is 11 ruby key here.

16. These sl:airsl,ead up 10 level r, ,locati01133.

17. There is !!in insaiption. of a gem on the north WolU. I nsert a red gem 10 open Ihe north door.

18. This is the destination of the Ideporler et location 84.

34. Oil! the nonlh wall is a !}Ortat that MJtI~~S lhe slene stepler as key. Place Ihe key on iheblank bnck 1.0 adivate Ihe portal and lei tpoJrt your ,Party 10 I evel t o~ [otalion 7 ..

35. Thllfe is a pair of drow boots here. 36 .. There is iii dertc srrollef Protection from Evfl here.

31'., There hi a flame: Qdtunll.e>l on fhe soulh wall.. The spider buUon on the wesl wall opens the door 1.0 the north.

:38,,1\ Fireball Hies down the hall from the north when you step here- - Sid.;step 10 lhe west,

39. A Fireball. Ries down the h~1I from the north when you s1ep here,

40. There is a pit here - Be oll'!e'rul wh,,1'1 sid«teppinga Finiball.

41. A Fireball flles down the balillom the north when you slep here -'QUickly slep fO!'"iNilrd and sidestep to the wesl,

012. A IiirebaU flies down Ih~ hilill from tile south when you step here.

43. There is ~ pit here - Be careful wilen sidl!s~epping .. firlflbaU.

,M. There is a Aol'ffieqaunlldon the north wall.

45. There are two bell hOllndis in Ihis hall.

46. Stepping hereleleporls yO'lll' party to !oca1iol'! 411.

191• On lhe east wall is ~ shelf and ispider bulton, Insert a key in the shelf, push the bulton, and a red gem: ts appears, YOIW ran make;1.S many gii"m~ as you have :keys,

210. Wrillen (Ill Ibe sOlilth wall is a message thai reads: "One gem for one key.'"

21. ThI?'St flairs lead down 10 ,leYel 9, location 10. On tbe southern wall ,heTl! is ill secret button lhal opens a passage 10 the south.

22. On lhe northern wall is a spid,rr imcription,liihis wall is an illusion.

23" There is a. drow key here.

2.4. These s'liI.irs lood. up 10' ~eve[ 1, location 19.

25. This is a spin trap lhat rolat.t5 thl! party 180 degrees ~ W~tdl your compass.

26. There are dridel1i patrolling this area. 2,7. Your p.lrly is te~eperted here from ICWdllion2!1.

28. There is a Sce~'ler of Kil1!1:ly MIQhl and a non- magic l'Obe here.

29. Smepping i~ this square wilileleport your par'ly 'to locatlon '1.7 and ro~te them 180 deglttS.

3ml. There i~ a non-msgic Rail here.

31. There is d. suit ol mdBicaJl plale mail here called "Plate Mail of Greal Beauty,· Beware - fhe ermor is -3 plate mail.

32 .. Thereare lwodridersand a hell! hound if'! this 100m.

33. There are two driders here.

4,7. In the east shelf is, Ii gl'C'e'n-g'cm Ring

of Sustenance. .

48,. Stepping here lelepor15 your party '10 I,ocation 45.,

4:9. MillY bell hounds roomtlliis srea ~ Beware]

810. There is a mage scrol! of Invi,sibilily 10' 11 ere.

a1A secret bullon en the soufh willi opens the passage '10 the east,

52~., On the north wall is a spider bullen, Plush iI 'to open lhe pilSXI,ge to Ihe :non'h.

53. Theile' 15 a e'en'!: scroll of !-Iold Person here,

54. There is a message on lhe east wall Ilil-atreads,; "Tumaround.¥ Readin! ihe IlilesSol!le Ith:ports your p.!!rly 10 localion S6, faCilng west.

55. The wan to the easl ~ an iIIl!Ismol'l'. 56" There is <I, message 011 'I he wesl wa II Ihal' I'IZdds: 'Tum arouTld"~ Readinlil: the' mC'5sage ;depons, your party 1.0 location 54. facing east,

57,. On the west wall' is iii s-pidor:r button, Pushing it opens the foUl doors 1<11 Ule scuth and release four' beU bounds from behindlhe southern dOOTS.

51,. There i§ a flon-magiral tins i1D1ld rneciamO'n here.

5'91, These sldiirs lead dewale !,weI9. lora lio iii' 3 ••

81m" There is a pr~ssul'ie pI'aTe here, Inside I'Ms room are twelve Aame (j.au:",Uets.

57

6i1. There are dent' llcrolls of Cure Critical Woul'ulls, Neu!rafize Pojscm, and Prayer here.

6Z,. There are lwo drider.!i in ihl.s area.

63 .. This; door (dnnol be opened from 111is side,

64 .. This door tannol be opened on thls side. The o:l'lly way to access the room beyond is by dirol'P,jng through OJ pi' Oil) leve.! 7 east of [ocallon 16.

65. There is one ]lell hound in Ihis room and'twoO pi is, 'on Ihe rei ling 'from level 7, IGrotio:1'l U. The lelcpm1el' in the: ne,rlheas:1 corner transports you loloeshen 1 011 'this level.

166. There are Iwo hell hounds in lhe room.

6,7. There are four pressure p11lftcs in ,a row ned to lhe pits. Each pressure plate: opens and doses ~he adjacenl pil, There is also ,a, glowing rock liIere.

6'8. The spider button on the east wall open and doses tht pil at Ii')('aliof'l C.

6'9, The o;,,~der bunon on 'Ihe 'east wall opens and doses the pit at I,ocation 1)1.

70. The' spider bYlUQn on ~he east wall opens and closes the pil at location A.

71. The spider butlon on the east waH opem and closes Ille pit al lecallen B.

12. 01'1' [he I'lorlb wall is a porta,l, This is the destination of the po,rt.al. at Itllel 10, :Ioriilio~ 1. II canno! 01' M!lvaloo from herr.

'13 .. There is j Wand of Lighlnin8 B'oll in Iheshelf on the wdll here,

I.evd Q - UJWef Reach. or d1e- Dmw (,,24)

W:aHs;The wallsof1hiS level are ~d ,QU! of dark, purple b!oodslol1e 'mixed wiith

black onYl<.. .

Monst,ei'S~ Rust monslers and disp!.acer beasts inhabim this levet

Locations ,and Ev,enls:

11. These smj'rs lead up 10' ,lweI 8, loeation 1.

2. 111m is a spider keyho'le 01"1' 'the WtSI wall.Inserl a jewel,Ed J,;,Cf 1'0 open Ihe d001 10 'the north.

:3 .. These stairs, lead Uip to level. 8, location 13.

4. T111?fE i a keyhole on the east wall. lnserl a drowl<:~y II:' ope1'l' the door 10 the south.

O. 01'1 the west wall is Vtlrillen ill message Iha'l reads: "One kq 'for one Bern."

6. There is ill sbelhtillrvN in the wtsl \W1l" Place il1~m inside, push Ille spider bunon in location 1, and a jeweled k~ is creal,edl. VOlll l:il'n do 'this illS many lim~s as you haw gelm.

7'" On the west wall is ;1, spid.e~" button. B. On 'the east wan is, a me$!ilJgelbat rrads: "It is wntten, the key Ues (In lhe other side."

!9. There is a 'spider "'eYhol~' on the easl wall. b;lsel1 a jeweled key 10 open Ihe door 10 Ihe south.

10. These ~td'in lead I.IIP 10 level ,8, localien 21.

14. One' hldl hound J'OclIJ'iS Ihis area.

75 .. 51epping ol'llihis ~resS\lf~ plate removes the wall to Ihe west buM also makes the I,ockpil:'ks ill lhe room allota· fion 7810 the soulh inaccessible.

76. Stepping on Ihis pressure plate will remove the wall 10 'I~e southwest, bill! will malQe Ibe parallel hail lo t'he north 7S ~maf.lel"illy impassi.bl,e. The mage'sqojl ,of lee Siorm al lecalion n W'illlh~11 be maceessfblc,

Tl, There is a mage $£1'011 of Ice Stann here.

78., ThI!rE' is 01, sel el lockpldo: here. 19. This Ieleporler transpor'is yOy to location 85.

80. 11)eTI!: iSiiin il1'saip!~on on the easlern WiJIII.hal reads: ~Om:15 fa.ilh repaid."

81. Thf5lora~ion is accessed by raUing 'Ihrough a pit on level 7, location 3:1.

82. There is a cltrit' ~croll of Ralise Dead and a Polion o~ Extr~ Healing.

:83. TI1is door f;a11 only be opened by Ihe button on Ihis side. .

84. This tcleporl:er lral'l5porl:s you 10 localion 10:.

85,. This is 11le: des'lination of the h:le,porter al,[ocation 79.

811i. In this alwve lsa +3 lon~ swerd named ~Ni~hls.lalker. ~

81. Thin: are tlrldell's wanderingintbu area.

'S8

11. 011' '1l1eeasl wall is a wrtaJ lba-I requires thestone dagger as 11 key. Plal:'l Ih~ key 'on Ihe' blank brick ~o acliva~elhe porlallind teleport your parly 'lo.lewl1, [00 lion 65 ..

12. There i:~a pair 'of drew boots here. 113. The wall to' I~,e 'We5t is an illusion. 1141. There iSa +3dl'oW shitldhere. 15. There is one displaO"er was! inlhis, room.

~: 6. There is, one dis:plac'Cr beast i n Ihi~ room.

11 .. There is a she-If carved into the wesl wall. IT you pla,ce iUll Orb Qf Power (IT'Ofll levels 1'1 or 12)011 ttle shelf,. all magic iJ!ems carried in your parly will be idenliRed buI1he Orb \lVi11 disappear.

18. There is d Ine:ssa~e Uhdil reild~: ~Orade of Devouring:

~l g., The wall I'!:) '11lle east is an IIlusiol1. 2.0. There is o'i .§:uiI. of ,chain mail here, 21. There is a m.age scroll iJlflnvlsibilil¥ here.

22. The watllo 'Ille south is an. illusion.

23. Thi~ door elm orilybe o~l'l1!d from this; side.

24. SIE:ppinBon lhls pr?S5:W"e plate doses a.nd epenslhe door. Inside this room are two d:isp!1IJoerOO1'lt8.

25. There are lhree arrows here.

26 .. Stepping! on ibis plale deact iva les the:

Hall ,of Thi~, IQt<tlion 28.

21. Wrilten on I.he south wall' is OM:t of Ihtfoll'owtng messages; "Thank'i,Olt or "You forg,ol something. ~

28. Duwl1 'Ihis hall, ~!llbe w~51 wa,Us, l1JC 'caNtd s~elws. As Ihe chamclcl"S: step f'ltXl to these :shelvts, some. of Iheir items 'Will. be rplacd. lhere.The on~y way to deadivale Ihis ITap is 1:0 S'l~JI on lhll' pressure ~ate al,lotdtiol'l ~6.

291. o,n Ihe wts! wall is writlen: "HaJI o'f Thi i!VE'S;, ~

3 Eli •. On lhe essl wall is a!il insmpliQ~of ¢I gem .. Insert agloyti'ng rock 10 openlhe eastern ,door.

3~1 "ThU( arc two displecer bl?'<1ISIs in this 'room.

32. ThC'A: is a drow key here,

:33:." On lhe cas;1 wall is an insmpUon of ,1 gem.lnrert a g,lowing mck 10 openthe (,il'S!cm door.

34·. There is iii ma,ge won of S~(Ineskil'l here,

35 .. On the ca'lI ."....111 is ~'lIe;n OJ message Il:!illfiea~ "Wakh your bead."" There are pils in the ce\lIinQ.

36. \>\!hen you 51~p' ihel"e:, a glo·lNiTIS rod:

Hies from the east and la~ds here. ~Stcp on lomtiof} 3110 gel ,11 ~toond gllYW1ne rock.

31'. When you sh:~ here, a. 'glowing rock Hies from 'Iheeast ,landing in lo~.Hon 36.

38. These slair~ lead up to Level 8, locaHol'l1i9.

39, On Uw wesl ........ It Oibo~.11 prosSI.l~ plale Is the mcs:s:01ge thaI re.lds:~Dona.te s,w(llil .. ~ If,any sword IS p~a(ed here and II~e OOITCct items; aft iplacm at IOClitions AO, 41, and 42, the door 10 the south 43 OjW'I1S.

,4~. On the ~I wall, abo~ a p~:sslJre plaleis the mess.1g'e: ''Dontlltc a.rmor.~ If any ermor is'placedJ here, and the correcl items ere placed aIlocaliOlls 39" 4'1:, and 42.lhe door 10 lht ~oiJth 43 opens.

41. On Ihe west W<l1I, aheve ':'1 pressulle pt:al.e is (he message: "D.ol'!ale foOd.H If any rations are placW here, Qind lhe COm?ti Hems dli£ pl~(ed ilJl l,ucalioi15 39" 40, al1d 42, Ihc door 10 the south 43 opens.

42. On theeast wan, abOVE a pressure p.~ate is Ihe ITIfS$<1.ge: "Dona Ie mi.ssile.~ IF <lny missile: ,[rOtk or allow) is pla:~d h~re, and 'h~ wrrel:l ilemsare placed al ,loQticms 3:9, 40. ,andl41. Ihe door to the .sou'lh 43: opens.

43. This door ,opens when Ihe fOUl'ilems are p;!a'ced at I,ocatium :39, 401, 41, and 42. There are 2. displacerbeastsin I~is room.

44. There is il. poison potiol1l here-

Do NOT drink it.

45,. Tihere IS one dlsplacerbeasl guaroffing ead) of lhese reoms.

416;. There is one displarcr ceasU guardin~ IhL5 room.

47. There 1$ enedisplacer beas~ guardil'l!!l thi~ room.

48. There is o~e displac~r b,asl gU'ardi~B lhls room.

491, There 'is a deric soull of Deled I'YiaSIc here.

~iOI. There B.f'l' dlspld(er bcasls Ihalglllilrd lhis area.

.51. There are twe I1JS~ monsiers tha! wander in lhi 5 area.

,52:1\, There' is a spider keyhole on 'Ihe .5(11.11111 waH. Insert. a drow key 'IOOp£ll the Wli:s\eTf! door.

52111. There is ,I spider keyhole ion Ihe soulh wall. lnserta dmw ~ey 10' open Inc Wf~lern door.

53. Them is one nisI, mon5'~w 111l1t wendtTli In th!sa'fCa ..

54 .. There is a message' ''NIitl:lm on the 'NaIl thai reads: "The cunning iiil'ldagflt! s~1I :SUrvlW.'" The ~rly should J'IIIT! down Ihehan 'IQ Ihe e<l5:llo aVQ,id bti~g hil by Ihe <111ft lraps il'! Iheillusionary' w.U.!i 1.0 thc!1:lul~l and! south.

15. Steppi",~ Oil this pressu1c' plate will set oW dar! Imps: from tile illmionai!)! wilill s,

56. SI.IlIl'P:ing ollihis pressure ~Ia'le will set ofi darll:raJI's from til, ~lIusioria'Y w~lIs.

,517. There are bones here. These are the ~l'IlailU of the: Rgh1er Be:ofihalm .. ~d his

Qt. r,. There isa dagQ£l;rli shie:d .. ~a'le: mail, helmeL, holy symbol and i1.n ancient Hi long .sW'Ord named "Seve!iQUs" ..

58. 'St~pp[l"'Igon 'this IlI't.SSIllTC plale will sel off dart traP'S !Torn the illusioMry walls.

69. 'The willi 10 the' 501.110 is ifl'illus-ioll.

60'.lher>e is an undr'lirgoo Ma.!]!( Missile Qau!'Itiel il"'llhE:.wlJith wall.

61 •. There is .l.message written. on the wtsl wan I.hallftaru~ -"Draw word for huUan."

5i2. :Sleppin:1J: on Ihis p~~u~ pt~le5l;;:ts off a Magic Missile from the area to the west,

1m3. Thm is a.spidt, limtlol'l' onlhe 't<ist wall. Pushing it wiill a.divale iJJ Ma.gic:

Miss'ile OaulilJUe'l alA,

16'4. There is a .spidelr butlon ol'lille east Willi - Pu,~1n,ing II will adwvate a Magic Mis~Ue ({aun'lld a'i B.

e5. Tbere is i5Pider bunon on lihe soutll wall - Pusl'ling H will adiVate oi3 Mag"i( Mis,~fl·eCiauIl!Uel ill C.

IS6. There is a :spider bllUo~ 'on lI~enorlh waH·- Pushitlgi'l wiil! adivlllte a. Millgi!;' Mi~5Ue <iaHJl'l~t1el a~D. Thel!e is ..lljO'd drow I<~ here.

1617. 01'11 the wltSl waH ise spider bullan - Pushing il 'Nill ,adival,e a Magic MiSSile <Gauntlet a' F.

~B. 5le,ppiJlROnlflis pressure pl:itl:e sets off d tvlaak Mis:~i!e qalJlntlel at. E. To the soulh is, a spidi£!, bl,l!lIoT!- pl.t~hing it also sets off a Magic MI5:5:i1e (j.almtlet On the ea<si wall is OJ spider keyhole.lnserl . .iI,

d'fQW key 1.0 open the door to the MS~.

16·9·. The: wall 10 lhewesl \¥ill disappmr after the Ippr(lpriabt adions a~ location P.i<.

10. This room can only be accessed by f~lIil'1i1 tlUQugl'l the pH on l'N'cl8 al . 1000lion 40. There is a Pollen of &.tril Healing here.

1)1

111. The: wall to' Ih!!'Flor~h is an iIIusioll. 12. There is nothing here.

73. There iS.'I1 deri'c Sl'J'c.i! of Prote:dion !Won:! Evi11ll' here,

14. The~ iJl~ five wrband ,ill cleric scroll of DlspeI Ma:gic here,

'75. Throw an ilem Ihrol,l~h Iht northern wall and the wall II',) lhe ~sl disappears .. Nex'L Ihrow <if] item at the newly K'¥caled ~re;55llrc' plale. 10 the west to Muse.llle iIIu~ionary Wall allocalion6'i1 to diS1lppea'r. There are also pits to lhe west a.lfld south ol'll'ils IOC<llion.

16. These slall'S lead down 10 Icvcl1 0, localion 41.

77. Tbese slairs lead clown 10 level 1 0, [occation 53.

lB. Pusl1li1e secret bulton on the soulh wall 10 open the passa;g.ela the north.

79. ThelY is d rl~ncSIIJ"QII (If R:ai~e Dead bere,

80 .. l1iere is one fillsl monsh:f waru:l€ring in Ihis area.

8,1. There IsaWal"ld of ,Fireb.al[~ ·here. 82. em 'It!e wesl Wdll is a ;spider bu~tol'l. If Ihis bll1Uol1 is PtJslir~d after placing an item into the .shelf al :locatiol1l3, the item Is dCV.Cllllred and the p;lSSo:1ge '10 Ihe no~h apens.

83. There is an empty shell 011 the 'Nest. wall.

84 .. These SMi:rs Imd down to l:evel1 0, localiol'l1.

85. Thereis a cleric moll of Rais'e Dead here.

86. These 5lairs ,lead up to level 8, location 10.

8,1. There i5i11 m~~,ge O.I'JI lhe SQu'll!< wall thillll'ads: "S'I01age:

8,8 .. There Is.a spear here.

8,9. The wall. 10 the north Is an illusion. and Ihere is a mage sqolI ~f NmOlf ~ere.

10. There ls a deric .scroll of Holme BI.aG.c here.

911. The~ is (!II)e dis~I,a[er beasl in this alcow·.

!!il2: .. This door is opened by oJ hutl:an 011 ItJot dtheif side.

93. This is Ihe: pressure plale that opens lOOltio~59,

A, -.F. i'v1agi( Missil.e QOI,ul'l,IIIll:;,

Lewd 10 - xal1ath.llr'·s Outer Sanctum. Manti.S Hi.\!fl (po 28.]

Walls; The walls of Ihis level con~isl ef filled stone, rovewe<l by moss and slime.

Mons~er5: Marllis warriors inhabillhi5 level.

lol(;ali~l1s and Evtnl:5:

'1. These stdJin; lead up to level 9, I.ocalion 84.

:2. There is ill SlJit i)f plalc mal! here.

3 ... The' hall between 100"1 Ii 0:05 a /lInd" is tmed wtth te:l.eporl'eI"S thatbounce yom party f\!indomly around Ihis corridor, This

pressW'c' ~g1~ d~(I~liv<lt£5all'lelepcile.rs down the casl waIL To get here easUy.. fol'low the procedure dtsmbed allornlion 4.

4. Wrinen on the south wan is. the mesSiige Ihal reads: "ropet seqlJllI'ilCl!: The correct procedure to bypass lhis hall is;

A. S'Ie'j:iI into the first ttltporler lo,lhe west of locailion 4 ~ YOU'f pilrty will be IlI'leportcd down ~he hall.

B. Tllrn1BO degrees from your !lew leea bonia nd stepi 11\0' '111e nedteleporter ~ the party will Ihen be. teleporled lokJl:a'!ic;m3.

5. Wnitie n o~ Ihe south wallis a mCS&lge thaI reach; ·"Thinel'll.'"

6. TI1C'lt are derinooll5 of Remove ra~LY5is and fldJ1ll;€ Blade here.

7' .. On the west "WIIIU is a IXlrlal~hat requ,irej the stone scepter ,as a. key; Plad~g Ihe key on lhe btanl( briek activ<1Ile:s the !)Orlal and teleport~. 'tour IXIrty 10 levelS, tocaliol'! 72. nl,isporl:a:l only teleports Ihe party onl! wa,,!.

:It There is !1.o'l~ing I,ere.

9. On 'the 'Citsl wall is a por1i111MI. requires the slone mng as aJ kEY. Place Ihe key onlhe bl,ll1k brick 10 a'i:livate the portal ilndlle~eport YQI,!'r party 10 and from level 6, IOC'llial'l 45 ...

1 O. 11il~ the fo1J~ eastern alcoves are four m<ll'lUs warrior guardians.

111" Tbcre is a poison po'lio!"! here,

12. There isa Wand of Frosl here.

13. There Me cleric, sao.lIs, of Cure Crilical WtK,mds and Flame Blade here.

14 .. I:f you pi'CS'!llhc button on tile we:sl wall, il mantis wamo.r wiU appear to Iht east behind yo~. ThiID: is a \!s~II!'SS 'Wand here.

15". IPriru:c Keirgar is htrt. He '$:hould be :returned '10 ~he dwarwn (.amp on levd 5,

1~t6. The ITieBSilge onlhe ~'1 waU reads:

Wekome,d A Magit Mi'ssile Irap fires wilen you step here,

1'1. On Ihe south wallis d keyhole. Inserting iI skull key O,pe~IS the south door.

1':1. Written on tllle north wall, is "ln ease of fi,re ... ~

1'!9. Opel'lllflg Ihis doorr~eals a button 01'1 lhe north wall. Pushililg this button sets off a Magic: Missile bal"

21)" OpeniJlJg Ihis door reveals a 'buUon on the north W.1II. Pushing this bulton muses the party 10 be hi! by iii Firtball' ~pell.

21. 11},,~ IS a meuageon the l'1ofl~ wall Iha'! reads; "In case: cf flood" .. ~

22:. There Me two mantis, warrior:!; here. 23,., \Ntfllt>l'! (ilT! bolh th". nOJ~h and ~1JLh walls is the mts;sage '1h a treads: ~Hjw:

24. TWo nlaJl'lUS "1.Wmors gl,!~td [his areal. ,25. There is a mantis warrior in lhis arm .. 26. There is a arrow here.

OJ

21. There' isa m.:m'lis w.mlw in Ihi$ room. 2:8, The pi! in the ceiling here is from level 9, I,oca'lion J5 ..

2,0. If yOIJ enter Ihis,I~la'lI(lcalion 33, s'loW weapons, en the pressureplsles il:1 loralion~ :29, 3D, and 31 10 OJ}l?n the door to the l1IOrI!h.

30. This pressure "lah!' should belefrt alone unless the pdrty cnll?'red al Ivmlh.ll1 33,

31. Tht~ pr6~.urf plll;lr shimld be left alone ul'!k~s 'Ihe party entered 011 loation 33.

3.2. The 'writins on [he wall to [he north of this arm reads: "Slow yer v.It.1pOns.~ A fJldhlis W<lmOf guards 11'!ls area.

33.n.ese slaMs lead UIl' '10 :le~19, localion 77.

34. Three mantis warriors ar:e in 'this area. ,35. Milntis Wi:l!rriOJ~ pa.trrnlhis: erea.

36. I lere are the remains of the ra:flger Tym. He can be resurreded by lin: I.IW!!T· WIl o;h::ri"!:, There is also o:lisKul1 key hm~.

::i7. Thereisa ~Iidi'ng hlock in Ihe' corridor to the north that is moved wi'll1 Ihe leversat locations 3'7,38" and 3:9.

Push the lever on lilt south wdlllwk~ 10 mow iheblod to the north and expose l,ot.1llions SBLInd ago

38. PUIS!ij Ihe levu oillhe west wall twice to make the block move 10 the soulh a~d cxpo5e Ihl!: room wilh IOCilliom 401, 411. dnl.i42, .

39, Push the lever on the easl Willillwitt to move Ihe hl.ock norlb and expose' tilt southern corridor i1.gain.

4'm. Wrill,tn on Ihe norlh wall is ,a. meS$i!gt!' Ihill ro;lGs: ~JlJnlp. ~ There is a Polion of >Qian~ Slren~lb hue.

41. This pilwlll drop tlltl'8rly down 1'0 level 11"lota.lion 1. This is Ihe o!'lly way dewn 10 lewl 11.

42 .. Wiillen on the oorth wallis OJ rfI('S,5ilge thai reads: "Jump.~· There is'] R.ing of Fealher Fall here.

43. There is ii Clerie s'Croll of Neutralize Poison here.

44. The'1"e is a seeret hu'llon on the wesl wall. PlJshing it opelilslhe passage 10 Ihe south,

45,. There is a mage scroll ,of Com: (If Gold here.

4'6,.The.re is am arrow here.

47. These st.:llfts lead !.lip 10 IfYti 9. lccalion 15,

48,. Here you meet Sbindia. Xanalhaw's ftmdl~ draw tlfspy, YOll 'Ni!l learn addnional informalionlf the pilrty eheoses [Q"Hear her out."

le\r:eJJ II ....... Xmathiu"s Outrz Sam:tum. LowII' RtarJmJ [po 26]

Walls: The wal.ls or Ihb, :1,eYe,1 (0115i5'1of filled! stone, eovered bymo;,s and slime.

Monslers.: Mind 'Hayers and xorn innabll l~i's lINe!,

Locatiol1s and :tvenl's:

1. This area ls accessed only by falling Ihmugh il pit illlr.w:110, 100lI1ion41.

2'. Wrillen 01'1 the w-est wall is the message thai reads: "'Your fate lies 'in lin: 5Iitrs.~

3. On the wesl Willi. is a pornI which requIres the stone holy symool as a key. Place Ihe key 011 the blank bnld< 10 adivdlle the porlal and leleporl your pilJiy 10 level 7.I,otJlion67"

nll~ !s also pari oflhe Teleslial S'lars of Navigation. ~ - a dMoe that al.igJrliS 1M three t!m~l1lri!; SQua~ (wlli.aininQ locations 1-11), and aUow:s you lo' explore the diffe:rel"lt ~ectiQru; of this lewl.

To align Ihe 'rings, press the buttons IOCilI£d. around lIn: p€'rime~er 10 rota te the ope:ninB 90 dll:Bll!fS dod\wisIi: .. ,Aligl'J Ihe rings from 'Ihe lnner ring outward and repea,' lhe prottss as you compl,e!e dilferent sedien (lf'lhe levd.

4. Tel.e:slial Star of Navigation" ,",yUonJ.opel'ling.

5. There is a mes;sage here Ihat reads: ~lra~ no stone untumed. ~

16;. ·Celestial Sitar of N,a'-llgaiil"l'rf lJullo,n/opel1ling:.

1;, ~(!!Iesliai :Slar ·of N{lVigaliol1~ buHon/opening.

B. ·Celestial Star of Na\ligatio,nM bullon/opening.

g.~Cdesliil[ Slar of NaviJilliol1~ bulton/openillg.

1R Tbere is a moSS)' rock l1ere,

'11. 'I/,Jritfel"l on the soulh wall is 111 message Ina. I: reads: "JidigllmellI musl be' lrue·."

U. This is ill normal door no kq.s are

required.

13. On I.be south wall is ,a keyhole. ,lnseil1 a draw kty 10 open' Ihe wesl door.

14", There is +3 banded armor and a +4 Ion! .swol'rl named "S!a:shl"_r~ here.

15. ThI;;J'e IS a non-maglcal ring here,

16. liTis, is a !'lonnai door -no keys are required.

17'. A stat! bullon on the 5Culb wall Op€'rlS col pa;ssaQ:e 10 Ihe soulh,

HI.. all the SQuIll wall is a keyhole. lnserl d a drow key to oaen the southemdoor. There are also lwo )Com here.

19, There is a mind fIayerhere. ~so. 'on Ihe south wall is a porldl whichroquires Ihe sb:me Qrb il.5 it key; Place 'lhekey 011 Iheblank bric~ to activate the po.r!al and teleport your paTty 10, IClilcl1 ~. IOrilliol11 1.

,20. A slX1f:l !'ultonon the wt'.st w:aU opens Ihe p:!,ssage 10 lhe west.

21. Thcn~ is 'one mi~d tia,yer here. :!2:. There is one mil1d fl.aycr here,

23. There is: a Wand of iLigillnil'lQ Boll; here.

24. from here' your pal'"ly is 'Ich~portcd 10 [QUl·!imil31.

25. Ytbur jl\iIrty is le:il:portcd ""'''TC from I DCa lion 2,8.

26. Your plrly is leleporled here from loca,Hon 35.

2.1 .. There is " mnge sunil of I lold Monster here.

2,8. From here your ),hlrly is leleporletllo localion 25 ..

29. Your parlyis·ldepoHe(! htrl! from loctl~lon33.

30. !'-rom here your paliy is le[eporled 10 IOl:dliulJ 34.

31. YOlJr parly is lelcporl~ here from location 214.

32. fro III hl!f£ y~HJr parly is !eh,~·por\ed 10 ,IQc.ltiQ1'I: :36.

33. From here your party IS !el(porlE:d 10 lore!ion 29.

34. YOI.UPdrly is leleported here from loca~ioI130.

35. From nere your pa fly is Id£.llOrled 1.0 [ora Lion 26 ..

36. Your party is tel~portcd h'?~ lrem lOo:Lllion 32.

37 .. There :is a lUCKslone Medillliol'l ,tina .. dcnic :scroll of Itttise Dead 111?~.

as" This is;l, tlOmlil'l door - no k'i:}'s ali\! requi·Rd.

39 •. Down Ihis cnl.irc: hall are level'S Cit! the CiI,sl Willi. ConlinuaUy move lip end down the hal], :5'elling ,all levers: '10 the up po£i'liOI1l. Keep doing InI5 .• l'Vel1lhclJ~h some .of 'Ibe levers nip wd< down, push them back lIIP_ Once they all ftmahl I!IP, ,1I, Wand ,of Fmslls delivered lo~hE shtl f ill localiol"l140. There IS al's.o a dwarven

Healing Polion heN!, whi:m musl he taken to the dwarws on level 5 10 awaken 'th'ilirkins.

410. There-is a dwarven Pol ion of H'ealing in Ille soutl-3 shdf. This needs 10 be returned '10 r!he dwarves' ram" on lewl: 5. A Wand of Frost also a.p~ats here after localiolfl19 is complete.

4t..lhere is ,ilcltrie sO'ol1 of Cure S·trioLl~ Wounds here.

42. There are Ih~ xom in lhis room.

43. Thert Is a mossyrock zmd a dertc scroll of Rai se Dead here·.

44. ~J'lI Ihe: maze between :loota\ioJls 44 and 45 III en' dIe seve n xosn pd'i folTing.

45. Xorn patrol1hi:s ;'IIeJ.

41i. WriU('n em the soutl'l wall is.: "Roora or fbe Key.~

47. On lhe wu;1 wall is a secrel button thai. O~~S Ihe passage 10 the ~:st.

48,. Th~JiC ts a drow key and a stone orb portal Ckry here.

491• nlis i~. <I normal door ~ no' k~s are required .•

!1m,. ThereIs one mind byer in Ihis room, 511. \MiHtn on 'Ihe· (asl wall is ~Cbwal." :52" There is a secrel button on Ihe west wall'thail opens a passage ig, the south. There is abo one )Corn here.

53. There is one mindl ftayerln this room- 541. There is one mind flayerin thi.~ J"OOm. 65. Onlhe south wall is do st;:cl'I'll button 111,:11 opens, 01. hidden J.\1S$dge le tbe sou lb.

56. There is a,1':I' Orb of I':owe~· [here.

57. There is one mind Hayer gll.aRiling 'this room and a druw key.

58. There is ene mind Hayer In this TOOrn.. 5,9. Tbere ls one rmnd ftayer in this ·room. There is also a s'one holy sym:boll1m-

6D .. The bones [hal are the remains ofl'he magt Kirath are here .. There isal.g)Q OJ s}*1ll. oook.- +£ Dra:C:elS of Dtfenst~ +2 Ring: of PrI;,1,tedi,ol"l, +5 dagger called "~Hicka~. and ,11 Rob\! of ProledioJl +5 he~,

Level 12 - XmLathar's mner Sanctum (p. 21)

Walls: The Willis. of Ibis level CO'l'isist of epu lenlde-oor.

Monsters: 5101"1(: Rolems and Xanalhar himself inhabit [his le~l.

LoeatiOQS and Evenls:

1. On lhe wesl wall' is aportal which fequii'!!;s: 1he slone orb as til ~~ Plate l.he key IJnlhe !';'lank 'brick 10 d(l:ivaie Ihe porLill and leleport. your j,Mrly 1.0 Iw!:1111. 10 calion 19.

2. On 1.l'le wes'l wall is a hoh~ Ihallittlks of smoke,

3, Push the lHCIll emamentalicn and a hidden I);usage· opens 10 the west,

4. On the wesl w!lliis a ~igJl which lll:dds:1-urn batk, no trespi!iSsing. ~

5. There is am,lrmdl door here,

6 .• Slepping on this pJl'5SILIre plate doses IJ~e door to lhe east. There alfl! four stene golerns in tbis area, One slene g.Qh:'m carries a sk 1.111 il;:ey:

l. A bunon orllne east wall ,opens Lht Jlll;;~.g~ '10 I~ non".

;11.. This door can only be Qperwd from the other side.

!9. A bu'nc:m ofi' Ihe east wi1lllle~eporls the party ene SqUil~t casl inl:o the wall. Characters may step forward into the Ilext 100111 (with loca'tiol1s 12-1,5), or back 11'110 l~e previous one.

10. Push tbe btJ!lol1 01'1 the t'3,5'l walJ 10 'Ideport your party \0 locahon 26"

111. Push the button 0111 lhe east wall 10 'teleport your party to 1.0001ion 51.

12. The door can only be opened by il1i5~rting. a skull ~.ey in the 'keybol.e,

13,. A flun-magirnllil'lg illnd! ii, P'olion of HealinQ ire "Ia~ed on this pcdeslaL If yQiII So dfrectly owr and 'take the Items, olher Items will 'be stolen 'from the txJ:rIyand

10 t permanently. To g;el the ring and polion, d'lal'athm mu:s. drop their own STJlall items beFo~ goin! "0' the pedestal.

14. There is a llkull key here ..

15,. A nQn~maQ[('al necklace and 0'.1 Polion of Healing are placed on Ihis pedt>sldl. This works like' the lrap a'll:o~Liol1' U.

16. This ls where the stone golem is aealeo ft,om lo~lion 11.

H. Along the north wall onhis room ar( three pedt'5\uls. To the 50Y'" of each

pedestal are 'Ihrtt signs that resd; "SI,o"" for 5ubstance. ~ "Poaon for slren!l;lh," and "Sphere rm animalion." Pu'l a (od-,. PQlion. and am on each 'of Ihe a ppropriale' pe~sta:ls, and push the bullon 01'11 Il)t I'lortll wall tQ ueall': a slene golem in 1'0((1' liuf1l16. f'y1a1o;~li1g golems ls no'! a good idea unfess you wan I more '[0 mba Is and EXIP.

U. This door can only be opened from the east.

19. This room can only be entered lrom 'the :south. The doors 10 the' east and wesl Iran only be opened ill Ibis room.

20 - :22., The p«iestal allocaHon 20 has a I.ugt eye on it. Pla~e an orb of POWtt On weh Pldesl!aIIO [he east allocalion 21 and Mst allm:ali,ol'l22, and 'the ,~e and lhose ~des.bls: wmll diSolppear. Plate an om, of W,Wtr Oil! the ped stal at 20 and it wm (tisaPpear.

23,. \AlriLIel'! on Ih~ 'o'rYsl waU is "Room of the sphe1l'S,~

24, SI'eJI'ping on ~his nressure plillc closes, the door to lhe east, Openi'ng the ((001 i'CVea~ a button on (he east wall. Pu:shing lhis button creates d Wmd or FirebaUs in ill sbelfin Un~ south alcove.

25. Then!: is a bUilon on the easl wa,lI. Pushing il 'deports. tbe J)a!rty to location 9.

26. A bulton on Ihe ~s't walileleporls the pari one s~uare east, 111'10 I:he wan. Charact~ ma~l stell' fo.l"1oIVard into the ~exl room "'-with lo~liol1~55·::m, or back into Ihe previous one.

21. Therl': is a bu'tton on the e...ast wall. Pu~hini It le[epor\s lhe party 10 location 51.

28A, There a.re three Orbs of Power here. 28B. This door can only be opened from Ihl! olhl:'f side.

29. 1\. swe! button on tbe south wall epens [he door to the ~oulth.

30.. The bufton on the souib wall opens the southern door.

31 .. There is one stone qolem here. 32. On 111(' south wall lis a keyhole.

lin sertin g: skull key opens Ihl:' door 1'0 lhe south. This reveals a Wand of ~glc Mi~siles.

33. On the nerth wall is.a kllYhole. 'Im!!rl a skull key to open the door 1.0 the noli" arrd wl1:v,eal a \l'Viind of i\.1agic Missiles.

34 - 31 .. These fOUl rela ling shelves WIlli dispense ell 101<11 or four iron rations,

38, -In. S\tp on one of these pressure plates 10 dose all of the doors, 10 this room.

4:2 .. A sl'CTe'l button on lilt wesl Will! OpellS the alcove 10 the north.

43. There are two Potions of IIwisibilily here.

44. On 'the north waU iii a. hole 'that reeks fa.inUy of smoke ~ it launches Fireballs to Ihe' ~soulh.

46. XanJ'thar inhJlbils Ihis area - BEWARE I The most effective way '101 destroy Xanalhar is 10 use Ihe Wand of Silvias. This is ob!dined from the d.wal'vl!:S afierrelumin:!I: Ih\! potion '~IJ revive iheir king. The wand should be used to repei him inlo his spike. trap at lOOllion 4g.

46" There are light beam projectors, to the east and west. Bre.Jking th~ hidden beam

sets off a fireball from the north rloCQIlion 44). The lrarp Ciln be avoided if ilill your eharaders aTe Invisible.

4·7 & 4:8. There is one .Iarge e!jt O~ each pcdesl!ll.

49. There are H!lh1 bea m projEdon; 10 the east and WfS!. Breaking the hidden beam white vi!iibl,t cause spik ·to fire al the party. Enter this trap wilh all. cbaracters invi ible. here are cooies of porials key.s, in the 5~H.llh shelf: i! stone 'oro. stone holy ;ymha!, stone ringstone neddaee, slone medallion, slone dasgel; and a slone scepter,

S·WI .. Sh:p on Ihis pressure p1al~ 10 elose Ille door to the east.

51. Slep on thi pressUJ'Ie pia me 10 dose the door to the west

52. There is a bullon on Ihe east walt Push it 10 create iii sh~1f v.rilh em Potion of Speed In fhe n~l1h wall.

53. There is .iI, button OJ] Ihe easl waH. 'Pushing illrigge'1"S! Iwo fireballs Ihal Hy east 'From holes: wtsl of locations 52 and 54. The lFil'l'loolL ~y one square and then tum lawards lecalion 53 IQ billnl: parI)':

54. There is II bullcn on 'he east wall, Push it io create a sne:lf with an Orb of Power in the south wall.

.55. There is a buttoll Oil lhe east wall. Push iL 'to 1elepm1 Y'OUJ party 1.0 1,0001ion \1

56. There is a buuon on the C<l.5! wall. Push it 10 leleport your party 1.0 location 26.

51. There is II bU11.on on the east waili. Push it to telt"port your pilrty Om~ square' 10' lbeeastlnle I~ wall. Characters may Set into the ncx'i room 1'lAlilh locations 4749.1, bul ml.:l5~ slep back into the previol.ls one.

,58. To each side is a proes!:a,1 with d l.:uge ~~ on il. Tbese eye lrig~er:; \i'tilll1lleilse ;) sto~e golem goo:r:ds rrO'm the SOUllh ifyoUT ebaraeters ,arenol invisible.

59. There IS a PoIion of Vilality and ii, P:oUon or In~sibilily here,

61l There' is a Polion of \!ilalilyilf'ld ,a, Potion ('I f 1'11'1i,sibil i ty here,

Portals

The dwarves Ibijil buill It:tc hall'sbenealh Ihe Walerdeep sewers usoo,a series of m:agicportals 10 move quiCkly IhrotJR~ their uMergrOl!llndi ,emj)ire. These portafs aile IlOW' 1I5~ by Xana I naT and his minions <1'5, a sys'em of l1igh~speed lral'u, pol1:afiolil. These portals and Ihe stone lilemB: lhat triggerlhem make it much easier for the:parly 10 mow and ~p.lore.

There are 16 diiffereh1 poritals, each one' l'el,jyiri ng' dspecidlell'l::han'led 51 one item as a key. There are 7 differen't stone items

ill EYE OF mE BE:HOWER,: holy sy,mbol"
n\!cklaoe" orb, dagger, medamon, scepter,
and'lil'l.g.
P'tlrtaJ fable:;
tEITWCE D£S:111IArlliII m
iii LEm Aw" 1.E\rIl!,Am, ,Pan" Lilla, MfA Srm h'DI
A. 4 5'9 7 63 G 5 21 Medallioo
II, 5 24 7 67 f 5 Z6 ~k!~~
C 5 ~s 10 (I M '6 47 Ring
D 67 11 :1 0 II .'lg ~1~ly 5;ymhll!
E 1 67 5 2~ B 5 26 Nei:k~o:ce
E 7 55 ~ 11 1\ ~ 37 Oag!llll
G 63 ,~ S!} /I ~ 27 MM.'IillQIl
H 63 Glmr
B II I(l L ~ 73 Sapl<!rl
J 8 n 4 ~3 &ept~rl
K 9 11 1 65 F 2 ~7 DilgQ€f
l 10 1 8 12 J 4 23 ,Si;spterl
M, 10 9 6 4~ C 6 41 FMg
N. 11 '1':1 I .. , f' 'II 411 t:lrbl
o 'II 3 7 67 D 11 59 itOlyS\ITT1bo!
P 12 I '11 [9 N 11 4B O'b • Thii~ slofIB g.sffi lIlall!~gg:eI$ Ulll!l'lr~ ~ on lew~ 7 i$ unavailallte fn '!;'(f [If Ij( ~~oU'rn,

I The, Une !lInne ~ptlll' p~rIoJ;s ;3r~ ~~~n!lt;le,j In wies_

t:lItraiJoe

10: The UIliQID rm8i le!lrCSllll~n ~ !his DOrlal

L~'.tl· ThIl!!:'.!!1 thiillhe portnl i3 11ltAi£d

Area: The fMIlo:r~ m_rn bel whfre rIlis portll is

10000ted

Desr1:n.atltll1

L~,V'ii1; VAlIch leMll 'Ilile par t)! j511lfs~0!1a<I to

N'ea: ii'lc ma~ ~rea: n\JTIOOI whilre l/I1: party is te'lijlorted

Portal- ntl! OO$limlli~1i pijflallD

ley

! ~.'I1':1 The Ie~~ on wi1r.cn Ih~ stone pllitll ~~ is ICIC<!!OO

Afea,: The· matl ~~~ 1I1JT100! wt"efe 100 SWoo ~ is 10000led

Stono! liam Wh fch~OIle keywtll ~cliv.lle the Jli)r lal

~ TREASIJRE GumE'~

This s«lion includes the treasure in EVE OF THE BU-[OlDER. This indudes both the Usl of items by level and a Ihl of hints to the "Bebol.dfr Spcdal~ Quesl Bol'luscs~ forlllaYfl'S who, wanllo get Ihc mod out of Ihf: S)1me.

Ilelm By Level

The fo.IIQwing lists mdude all of Ihe main items in EVI;; OF TI-IE 'BEHOLDER. If lhe parly finds a lock Ih<lt n~ iHpcdfickcy. or a traplha.1 TCquiresa ~pecifir: item, usc: Inestli~I'S ~o liind the n{,lImt plaee 10 gd whatfbe p1lI'1Y needs.

tet\eJ I

,l~~c. Imi

I, 2 rQol;S

.'1 tod! ~icI';'3, halmng banes

5_

It.itmrrl

T ..... o ral~offi. magestroll oll)etecl M3glC l1,iXiI!

+2 Wit

ROCk

ArrOilr

Sh~ld

MaGll &;r ol~ of Arm"" deric Sl'Jcll or Bless

11 K H 19_ 2:0 21

I. SII,'Ef!' k&)!'

I. J'OUM afVitallty

!~.

fiallMS, Polloo~1 G!i!1'I1 S118l1!Jtll, tiilver kB~

Rations. Silver key REitlilnS

M.,[Jl SOfll[~ 0'1 Stue.11f ROO!

Sl~ng

Ra601ls. sil>;1!1 :key 2 arTCiWS

Ra~m~

St~me (lagg€l (p.nrllll ~11 RaU~. Pol ion 0:1 [kim Healing lEQlh~r boots, la~iOll$

RadOils

P~!lon 01 Healing !Bmw

M<ige SCIoli ~11M'i!lbI1ibj Poliu~ ~ r Hw~!lQ

GOld key

Roo~

17 2(l.

28_ 29. 34. 35 36. 31 S9. ~3. 16. 52. 54 S&. 51 62. 64

Level 5 L6t:d.J l..e¥:el5 .Levd6
1Ltc:.I.1111 ImIJ IUCAnO'l hlilll LWJiIII IfE. 1~.0I(:~1OI IIfM
3 Silliili klij 5, liion r<!lions ol1 ClerIC scIDl! 01 PHIyet' r. Keflkul~OQ
5. Sil~1 ke~ 11. R~ 5. Scal.ll· mll~, riwarwp key 9. Kenlru,egg
5, 1'11101\1 TI2. 1)nr31VW1 XllJI It [rDlll<lliM! 10. Ma!:(l SOlO I I 01 HQI~ Persoo. 2 PctlcltO 01
I~. Cleric SCio'l oH:lILM Ligtni WMiMS IS, AlrllW 12. Iroom1iw Ema Healing, 'MInd ell ~r'~
l~. SlIl!eI ke~ 16 RocK 21. CIeri!:: s.cru" 0·1 Hold Person 11. 40arts
3, krow 18 Rack 22. lren ratit)r~s 12. Key
15, Mage ~r'~11111 Oellcl Mag-il: 2tL Ring {Illlll·rmgu::all 25, a ~ woll 01 tiastB 15, ~en"wegii
16, Red 00lliI .. +3 daa~ 21 Arrow 26. 51000 Neddace (porlal key) 17. S Killku'li:!IlIS
,2(l, PaliDtl iii Exl!a Healing, Poilim 01 Healrng 2-3 Store Scepter (p0ltl1 key) 21 6 Raliaro. Slone Medallion (portll key) 18. 2 Kenlru eggs
2~. 4 allfl'iliS.POOI)1l dr S'pooi, red gQffi 24 Arrow :31 PiilSMpllllll11 16. 4 darts
29. Rock 25. N R·ing III P.r!l~iO" 4~ -3, Clfsm Slllll!ll 22. r>Ii'arwn key
35, /itagB 5Ci'oll 01 rheball 32. MQ::i 43. ~ey 23. I),varven key
~·O. Spear. learner EIImor. hl.Jman,MHle9, 3.5, Mace 44. ,~ealhe, 1No!s 29. RooJo:
~g5W(l1d liB. DII~IV\lfl kllr 45, Rlllg oj Fealher Fall aM, 4DariS
~2. ~od'; 47 Ro-oo, medal! ion Inon-maglcal) 48, Plate mall. mage sagll @llnVlSibllity 10' :liB. 4Darlli
45. RatiOns 491 [Mruvenkey 56, Ra'*' :Ill. 41lar:ts
49. SI1ield 50 2 Potmrn CII" CUll! roa~n SaB W'~I'll al Fr05l :11 4Darits
sa. BILie QffiI 51. 2 PnhCII1!'. 011 CtiJI'e PDl50n 62. Rod! 32_ Wand 01 M."I!Jie 'M [$Sill!!!
55 IIlueg~ 7'l ~~~ key, Potion of He-aril1~ M SlllHr, 1IU11 liIt'.ons 34. Dwarvel'l Y
00 BllJeg~ ro. P~tliln 01 HpaJil'lg 57 C·lellc sc"oll of Aid 35. + t DwilI'w'eI1 3hield
III BIlii!QWl B1 ~ P'olr.lITlS G! CiolfI! POIson 68 IfQIl rahoos 96, CI!'Ik; !Doll 01 Cwe SerIIiUS. WIlllmt;. cle!ic
64. ShIeld, ~i~lMll.wnlw W +S AAe caned "Draw Cleave!" 70. MII;e saol~ of DIspel Magie selD11 cJ Dispel Mayie
3t ~Ma!:e
65. 3 irlln ~:l1lons !33 Clell(' ~rolJ 01 Slow poisOIl, mifl SCioli 83, IJlIlQI svro~d
39, [!Ii ng!nM-rRlilgitall
71. IMInG 01 Ma~jo M i'SS·ilt'I DI Flamu'IJrcw. POllen ~I Hell I1ng &t .,J Cifled 3.'!,e
85. [Moa rwn 5hi~ld, d'watven heliM J. Cleric SiCloll 01 Oetl!d Magro ~O, R~k
V. IIilti~m 42. C [~[c scroll of Fforn~ 8tatle
W. Potion 01 Healing ~7. Slome RI Ill! (PUlla! ~,l
t. elent: scroll 01 Flanne Blide ;J9. iB:racm$ 'n~-magieiln
Z. Rod( 71

t

,

11

..

Lewl7 uI,(el8
I.tmII!!I IiH uw .. ITlIIi
5. CleeK: SCIoli 01 Sl~ Polsom 5. Ruby~
6 Claric l>I.lQII ~r Creat£! Fooo 5. EIVI<n bmr. mage 5I'JolI 01 Vamplric TouCh
7. Mage SCIoli 01 Fir!ooJl B Orow k1Jr. Red gmt
It Cleric 9CJIoll DI Bless. Il!CkIace (oon-lTliIgicall. 11 !ll1a!;i1S SClDII gr Sgreld, il!Yllled ~tlV
lrurl,ftiiliull!' 12. Dlow key'
12. Anal\! 15. Ruby key
13. Ornate ~hield (non-maglt:all 2'3 Drowke~
19A ~ lINIlil b(llllJ5, Ilol¥ symbol 28. ~er 01 Kingly l!Jhl,JQbe
21, Clerk: weal! 01 PHltBdkm Irum Evl110', Cl~ic 30. Flilfl
scioli 01 flemCMl PaD'Bltlli .. , key 3J 3 Cursed Plil~ Mall ,01 e real Beaury
24 3 Arrom ss. Drew t\ool~
25. LIJCkslc f1! Medal!ioll 10,. Clruk; wol~ 01 Protecliioofrom E~d
28. Arlow 47 Rlr1\l oj Swlerrol1llll.
31. Potion o! Healing. K2~ SQ. M3~e SCIoli ollovlsibllity 10'
3'9. +2 Ring iii Prolildloo 53. CIef,ic: SCIoli 01 Hold Person
44 BandMarmOi
5Il, Amg ~I1CIINTl~glt:il.ij. Med31110n (nil n-maQIC'.:iII)
4.5. JMe'led Ire!i 61 Cleric SCIoli ij! ewe Crrtica~ Woo:OOs, dill~c
47, 3 Arrows scroll 01 NeullallzePojsan.c~erlcSC!oll I)
4& RtJbyltey Playel
50. Mage sctoll ~I' lighlmng Boll S71<_ Glo.wlng ... 1 rock
!j,lIt J~~led Icey 73. Wand ~I Llghlnifl{l Ball
53. melle scroll 01 ClJ"e LightWoulids n Mage scroll 01 rce SIOlm
54. Oflll'l'key 78 Loc~pkll!$
sa Mage scroll 01' Feal S2 C~eric Sl:lolI ~I Rai5l'! Dead, POll1lll 01 f lira
5r. Drowliey H1!lI11~g
Ii-'J. L1seless wand (nan-magical) 1!6 -t3 Long SWord tlilltd "NlgtlStaJ ef
BEi G!owill!l ",.j r0ck
14. ~ S~orl Sword called ·.SliceoI·
n. +3 Elwl'IBr:nlls olDefeo~
80. Ring cl Wlwlty "2 0"1111 Doom
14. +3 [)flrW shlaldl
20 Chain mail
21 Mage scrall ollWivisibililY
2~ 3Anows
~ Olowkey
34. Mage sa 011 ~! Stonesktn
4t Polstll1 ~otion
49. Clelic SCIoli 01 0€1ett Magic
57 lfullIfln Dones, +5 loog sWilld cslloo
'SmriM', s.llrBld,lIrile mail, helmet, holy
!ymbal,ltlgger
66 Dlow i1e~
70 P'u'liorli af Extr.l K~li~
72 5 Oarts (nol alvidvs there)
73. C ooflc OOfDII of ?rotedion 110m EvlI1 O'
74 (; fBrir.s.crQ'11 01 eire SilrlllllS Wounds, clefit:
~ron 01 Di5pei Magic
75, S,D:Jl'1S
lSi. CleJlc SG[ol~ 01 R<l15e I)eQd
81 Ward D~ Fireb.BlIs
85. C~ric sr.roll or Fial88 DI>.ad
sa Speal
59, Mage woll,oj ArmOf
gO. Cleric sCIOli ~I Flarnle Bladi! 'I

I

Level 10

2. Plale mail

6 melle Sl1~'11 nl' Rell1o'A! PaIBlys~.,c.lelkt SCloll

or FlilmB BIadB

11, Pelson PG~10n

'12 'Na:ntI1I! Frml

13. Cllific~olll ~I CUleCrllica~Wolllds" Colllf;C

5Gloll 01 Flame Bt<de

'·4 Us,e.ll'!SS W200 (ncm-magical)

2fi. hr~

.38. H'ttmiinOOIltlS., Skilll kll'

~a. Potio~ 01 Glanl &rellilh

42 Ring of Fealt.Ir Fall

43 Cleric !lCi~11 cl Neum~ile PCkson

~5. Mage' stroll ol'C IlOO of C o~1

46 AmlW

w. Mwsy-t2rlXlk

14. +3 BarI:IBd "1!I~,1"1longswQld cal 100

'SlasITeI'''

, S. Riflll (non-magil:a~

23. Wand III Ughbling Boll

27. Ma\IB ~cU 01 Held Marnslt'r

37. locksione Medallon. cls-iGsaDIi DI RaireD£!d

40. ~1. 43. ~. [:6,

57. 59 00.

!J..raWll I-lealing fc~®n

C [er It scrcU 01 CUll! Si!I"iDU', !llOIJnds Moss), +2 I(lCk. CIlliit 5Cf1l11 01 Raise Dead Dlow key: 5t1lOO Ckb iDomllley)

Orb Dt power

DrllW key

Stp Holy S~lT1Ibcl (portal key)

Spell 8(l~, +2 Brms~1 Oe~,oose. ~2 Rin_g oj PfiJledi~n. hlll1lan ,b~, .. 5 mg!jef caued "Fllclrlr, +5IRt:lbe 01 PllltectiDn

14

um'12

LKmIiII ,1181

13. A ing (MlHIlaglcal), PoU;n o! HeaUng

101. SlIlj[l Key

15. N!clla.CillnOl1·ma ~ita1), PcUoo ~ll-Ie3lingl

2,4, WtIld ~ F~g~a]J&

2M. 3 Ortis 01 PO'Ml1

33 WamJ ~I Me glt Missilas

34, RatiQIlS

3S, Ratiore

SQ, Aal1'ons

3{, AallQIl:'I

~3, 2 POlio~s 01 rn~i.;lbl rely

4'9.~Olli1~ keys: stone orb, slCille ho'lysymbol.

stane ringl, stOrlE! flEdl!ace, store medallion, stone UaIlB'l. ~Ione SO!jlw 5il,P,ijj:lon clVilality, Potion or ~n~jsiJJliiIY

00. ~~on, ol1{~a1ity. pgli~n IJI rrl'l'islbHlty

Spa;laIl Quest,lOJ:I1ISf.5

Scatl,ered thl'Ougboullhe'game are Beholder S,p!lcia', O:uesl Bonuses I II is nol necessary to oomplde any Qflhf's~dal quesis lowfl1 the s:alffie. But for each sptdal (juest 'Ille pirty ,comph~teG, they will'receiveilf'lilU, EXP, ,and clues '10 !;omplctil'lQ the gam,e. Tbesettems are not!! sted ! JI (he rllU ler illfl)] Ii !Its.

Thlcre are l' 9; speda I qUI!:5Is, one' on each I:evei of EYE OF THE mEl-lOWER,. '~el1 the party (lompl.eWs ,a ~p«ia,1 quest a chIme will sound. i:lllld there will be a mes.sage,

75

Hints

To give the party a. head start, here are 'li:lev~r:J' dues lolhe first el~lm B'i!"hQ[dlii~ :Spcdal Ouesl Bon us esJThe dues 10 Ihe Iwe-lfth special bonus are poll'l of'lhe:game [Iself. (jood luckl

Level 1 : The magi'c Ihat appe:af5 10 pioled may (11,50 emlffiWer a weapon".

Level 2: Match four of w'hal you have the- most wlthlheir like,

,Leve:l J: .. Do idol~ really need 10 se\!f level 4: The courteeus ad .... enturer ItilJvts Ihil'll!!lS 35; they WW~, but also keeps Ili1re dungEOn dean.

L.evel S: All adllcnlunm: can benefit from a ru II panlryl

!Level 0: These lhal Me sm'lleml br:loFlg logelher.

level?; Fil'uJ lhe lhree 'Ibal hold Ibe kcy. level 8: Andent Iraps: may be I,umedlo your advantage.

le-itel9: \r-'Jhert it is '#Iillen, Hems may pass where you may net,

Level 1 0: Repla ee lbe treas U'r'emlh Ihal Which the drow treasU'Jle.

l£"'ll:el, '11: Those second 'h!o;m the ends musl differ from Ihe resl.

"

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