Ryan Marshall wrote:
Worked on this today.
Deep breath . . .
I really, really like this! Of course it's right at the start of development and there is lots of work still to do, but it's really good right now.
Click to get around. Show the Y paragraphs, and use the
go to button and box in case you need to jump to somewhere that my controls don't allow (I don't know if this can actually occur).
In the Y sections, you have links to other Y sections; these currently don't work, so I suppose the Go To button can be used for those for now.
Tell me what you think.
It's very good. I can think of lots of minor improvements, but you'll no doubt get to them anyway. (For example, having a permanent link to the main map would help enormously--being able to maximise the screen would be invaluable for this; Making the EXE open an actual Window that appears in the Taskbar; Being able to follow Y links from Y sections, etc.)
I spotted a few things:
Y1, Y37, Y61, Y99: Split options onto separate lines Y20 ofwares -> of wares Y59: Remove superfluous blank line and move option onto own line
There are probably more, but I spotted these, and it's easier to fix a few errors rather than loads in one go.
Cheers!
-- Simon Osborne
Combat Heroes 2: Scarlet Sorcerer Scarlet Sorcerer contains two separate action-packed adventures. One you play by yourself, the other you play with a copy of the twin book, Emerald Enchanter, and a friend. Solo adventure You need: Scarlet Sorcerer only You are the Scarlet Sorcerer, star pupil of the mighty wizard Silvarion. You helped your master steal the evil Deathlord's most treasured possession-his Power Crystal. Unluckily, the theft was discovered almost immediately and your master murdered by Deathlord assassins. So where is the Power Crystal now? Can you unravel the cryptic clues left by your wizard master and reach the precious stone before the cruel Deathlord? Dual adventure You need: Scarlet Sorcerer, Emerald Enchanter, and a friend! High above the grasslands and plains of Thorasia, you desperately battle against your arch-rival-the Emerald Enchanter -for he too seeks the Power Crystal. Skilfully manoeuvring your magical skyship, you strive to shoot him down. But the Emerald Enchanter is a wily assailant and you'll need every ounce of your strength to defeat him. Joe Dever is the creator of the bestselling Lone Wolf adventure books and novels. He is also the writer and designer of the Combat Heroes books, published in 1986. Peter Parr is the illustrator of the Combat Heroes gamebooks. He is now a lecturer at the Arts Institute at Bournemouth, UK. Contributors for Project Aon Editions This project would have been impossible without the helpful contributions of: Philip Barbier - for invaluable assistance in contacting illustrator Peter Parr. Simon Osborne - Scanning and editing of images, OCR, editing. Ryan Marshall - Creation of software edition of Emerald Enchanter [* You may want to reword this!] Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Changes made, such as to correct incorrect or inconsistent spelling, punctuation, and grammar have been noted in the Errata section. Publication Date: *INSERT TODAY'S DATE* Text copyright © 1986 Joe Dever Illustrations copyright © 1986 Peter Parr Distribution of this Internet Edition is restricted under the terms of the *Project Aon License*. [Link to License] To Sven and Nicky SOLO SHEET STARTING PAGE 226 SPECIAL ITEMS 1. 5. 2. 6. 3. 7. 4. 8. DAYS ELAPSED 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 ENDURANCE 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 INTRODUCTION Welcome to COMBAT HEROES, an exciting new development in fantasy gamebook design. Each book in this series can be played either as a solo adventure, or, when combined with its companion book, an action-packed aerial adventure for two players. COMBAT HEROES is easy to learn and exciting to play. It does not require dice, playing board, or pieces. All you need is yourself, a pencil and, if you wish, a friend! The rules that follow explain how to play both the solo and the two-player games. SILVARION AND THE DEATHLORD You are the Scarlet Sorcerer of Estalon, star pupil of the most distinguished mage of Thorasia. For thousands of years, this vast continent was shaped by the valiant deeds of warrior-kings and sorcerers, but few could claim to equal the achievements of your wise mentor-Silvarion the Great. It was he who discovered the Thorasian Crystals of Power and unlocked their secret energies to create wondrous flying ships. His magic all but put an end to famine and disease, and his skills of diplomacy brought peace to the warring kingdoms of Estalon and Arnia. He devoted his lifetime to sorcery, and, in the winter of his years, he retired to the city of Ludos, where he taught white magic at the Guildhall Arcania. To be accepted into the Guildhall was a rare and great privilege afforded to only a few young magicians. Rivalry there was intense, but never was it more so than between yourself and two other ambitious students of magic-the Emerald Enchanter of Arnia and a young mage called Ralagon of Kalkor. Ralagon was Silvarion's favourite pupil. He possessed a great intellect and an insatiable thirst for knowledge that some said reminded Silvarion of his youth when he, too, strove to understand the mysteries of the arcane. The master magician entrusted Ralagon with the knowledge of his greatest spells and enchantments, which could be used to release the energy of Thorasian Power Crystals. He hoped his young prodigy would follow in his footsteps and use his newfound wisdom for the good of mankind, but it was not to be. Ralagon was tempted by the servants of darkness to abuse his power. They urged him to become their master and lead them in the destruction of Silvarion and his kingdom and rule over all Thorasia. To achieve this evil purpose, Ralagon set about the creation of a Power Crystal that would increase the power of his magic and make him irresistible to all creatures, living and dead. He created the Power Crystal, but in doing so he forfeited his life and became one of the most powerful of the magical undead--a Deathlord. Overcome by grief and anger at Ralagon's betrayal, Silvarion pledged to destroy his former prize student to safeguard the future of Thorasia. He masterminded a plan to steal the Deathlord's Power Crystal, which Ralagon kept secure in his fortress in the Plain of Nightmares. If deprived of its energy, the Deathlord would gradually fade from the world of the living and vanish forever into oblivion. To execute his daring plan, Silvarion enlisted the help of his two best students-yourself and the Emerald enchanter. Despite the intense rivalry between you, bordering on hatred, you agree to cooperate with one another and to help your master gain access to the Fortress of the Deathlord in order to steal the Power Crystal. The plan succeeded but the theft was discovered almost immediately, and in the chaos that ensued, you were parted from your mentor and your rival as you escaped from the Plain of Nightmares. SOLO GAME RULES Background Having narrowly escaped capture in the Fortress of the Deathlord, you steer your skyship home to Estalon and the sanctuary of Crownguard, the city of your birth. The news of your daring raid spreads like wildfire and your kinsmen greet you like a conquering hero. But their praise does little to abate your fear that your mentor, the great wizard, Silvarion, will not evade the servants of the Deathlord with the same ease. You know that the creatures of shadow will not rest until the Power Crystal is found and returned to their evil master. Two weeks elapse and news from the north grows ever more grim and disquieting. The Deathlord has mustered huge armies of goblins and launched an invasion on the lands that border his desolate realm. All talk is of war and of the desperate search for the Power Crystal by Ralagon's minions. Then, quite unexpectedly, you are visited by a messenger: a Kalkorian eagle arrives at your lodgings with a parchment bound to its claw. Your heart pounds when you read the tiny scroll, for it is written in Silvarion's hand: Burn the last to get the first, Fly north and you will find, A noble knight in stronghold dark Is pledged to help our kind. His gift will grant you access To a temple of the blest. Be sure that you act swiftly Lest time defeat your quest. At once you realize that Silvarion must be dead. This message contains clues to the hiding place of the Power Crystal and he has entrusted you with the task of finding it. In honour of his memory, and for the glory of defeating the Deathlord, you pledge yourself to the quest. Objective The objective of the solo game is to discover the Deathlord's Power Crystal that Silvarion hid somewhere on the continent of Thorasia. You have forty days in which to find the Power Crystal. If, after forty days have elapsed, you still have not found it, then it will be assumed that it has been discovered by servants of the Deathlord, or by your rival-the Emerald Enchanter. In this event you automatically lose the game. Solo Sheet Using the Solo Sheet at the front of this book, record your progress as you search for the hidden Power Crystal. Special Items During your quest you will discover some Special Items. You will need to use some of them to gain access to certain areas, or to persuade people to part with information to help you in your quest. Whenever you discover a Special Item, record it in the Special Item section of your Solo Sheet. Days Elapsed Keep a record of the time by ticking off days from the Days Elapsed section of your Solo Sheet. ENDURANCE Your strength and fortitude is measured by your ENDURANCE score. You begin your quest with 30 ENDURANCE points and any losses or gains are recorded here. If your ENDURANCE falls to zero, then you are dead and the game is over. Starting Page You begin your solo adventure on page 226. How to Play At the front of the book is a map of Thorasia, showing all the major cities and geographical features of the continent. In order to find the Power Crystal, you will need to gather information and clues by visiting different places shown on the map. You begin the solo game on page 226: This page-view shows an area of the continental map in detail. Below the page-view is an eight-pointed star, and at each of its points there is a circle, some of which contain a number. In order to move, simply decide on the direction you wish to travel and then turn to the page indicated. If no number is indicated, then movement in that direction is not possible. Your movement across the continent of Thorasia is by air in a skyship. It takes one day to move to a new page-view and you must record this on the Days Elapsed section of your Solo Sheet. For the purpose of the game, it is assumed that you have sufficient provisions aboard your skyship to sustain you for forty days. Where you are told to lose 1/2/3 days in a Special Information Entry, this is in addition to the day lost in moving from one page-view to another. Cities, temples, villages, and other possible clue locations may feature on a page-view. These clue locations are numbered and prefixed with the letter 'X'. If you choose to investigate a clue location, turn to the Special Information Entries at the back of the book and refer to the appropriate 'X' number. It will contain information about the location you are investigating. In order to preserve the elements of surprise and suspense, it is essential that you read only the entries that you are instructed to read, and no others. Hints on Play This is a difficult quest and it may take you several attempts to discover the location of the Power Crystal. Make notes as you travel from one page-view to the next, and especially when investigating clue locations. Use the map of Thorasia to guide you when deciding on which direction to travel-it could save you valuable quest time. Many regions of Thorasia are hostile and you should exercise caution when investigating certain clue locations, especially in Arnia and Northern Kalkor. Some clues may be nothing but red herrings, some may be events that occur en route, and others may turn out to be deliberate attempts to send you to your doom, so be on your guard at all times. Good Luck! THE TWO-PLAYER GAME In order for two players to play COMBAT HEROES, they must each possess compatible books in the series (known as 'companion books'). Each companion book contains views seen by the character whose name appears on the cover. The companion book to the one you are now reading is entitled: THE EMERALD ENCHANTER. The Combat Log The Combat Log (see page 173) records the progress of your character as you play each game. If at any time your skyship is destroyed, you must begin afresh with a new character. Photocopy the Combat Log several times, so you can start a new character with a new log. COMBAT SKILL This represents a player's skill as a skyship pilot. All players begin with a basic score of 16. ENDURANCE This represents a player's physical strength and stamina. All players begin with a basic score of 30. Damage Record - Own Skyship All damage that your craft sustains during a game should be recorded here by ticking off damage boxes on the appropriate areas of the craft. Damage Record - Enemy Skyship All damage that you inflict on your opponent's craft should be noted here by ticking off damage boxes in the appropriate areas of the craft. Picture-Views This gamebook uses a picture-view system that enables each player to see where they are in relation to their opponent at every stage of the game. Each picture-view represents what you see from the command seat of your own skyship as you strive to outmanoeuvre your enemy and shoot him down. There are eight possible views: Forward You are looking straight ahead. Before you is the instrument panel of your skyship and, mounted directly above it, the Energy Cannon. Forward left You are looking ahead and to the left. You can see part of your skyship's left-hand fuselage. Forward right You are looking ahead and to the right. You can see part of your skyship's right-hand fuselage. Left You are looking to the left, directly along the left wing of your skyship. Right You are looking to the right, directly along the right wing of your skyship. Rear right You are looking over your right shoulder at the rear part of your skyship's right wing and fuselage. Rear Left You are looking over your left shoulder at the rear part of your skyship's left wing and fuselage. Rear You are looking directly behind you at the rear of your skyship. On the majority of pages your enemy's skyship will be positioned somewhere in the picture-view. The size of the craft, and the letter which appears next to the page number, indicates the proximity of your enemy. If, during the course of the game, either player moves to a position beyond long range then both skyships will be 'out of sight' of each other, and will be directed to one of three 'out of sight' picture-views, which occur on pages 50, 100, and 200. Your enemy's skyship will appear to you in one of eight positions. These are called 'attitudes' and they refer to the way the craft is pointing. Forward Movement Below each picture-view there are twelve movement arrows, which indicate the aerobatic manoeuvres that can be performed by your skyship. In order to choose a suitable manoeuvre, first work out the direction of forward movement, as follows: 1. Look at the picture-view. 2. Consider where forward view is in relation to the picture-view. 3. Choose a manoeuvre. Example The picture-view is a rear left view in which you can see part of the rear left-hand side of your skyship. You are looking over your left shoulder and the forward view is approximately 120° to your right. It is very important that you remain aware of the direction of forward movement, as your skyship will move in relation to this direction when you choose an aerobatic manoeuvre. Aerobatic Manoeuvres There are twelve aerobatic manoeuvres that you can choose from, each represented by a movement arrow beneath the picture-view. They are divided into three categories: BOOST (fast speed); CRUISE (medium speed); GLIDE (slow speed): Boost (fast) High speed left turn High speed straight ahead High speed right turn Cruise (medium) Medium speed left turn Medium speed straight ahead Half-loop: turns the craft to face the opposite direction Medium speed right turn Glide (slow) Slow left turn Bank over left Hover; no forward movement Bank over right Slow right turn Before reading the next section, flick through the book in order to familiarize yourself with the different types of picture-views. This will help you to understand and master the mechanics of playing the game. Order of Play Each game is played in game rounds. Within each game round a number of actions take place. Each action must be completed in the correct order. Open your book at page 1. This is the starting page for both players. You will see a picture-view showing part of the interior of your craft and your opponent's skyship in the distance. Your enemy is at long range and at a right front attitude. Actions 1. Choose one of the twelve aerobatic manoeuvres shown beneath the picture-view. Remember that each arrow points in the direction of forward movement. 2. Make a note of the number that appears directly beneath your chosen arrow. This is called the MID-ACTION number. 3. Players fire their Energy Cannons where possible (see 'Firing'). 4. Players call out to their opponent the MID-ACTION number chosen in 2. 5. Each player turns to the MID-ACTION page called out by his opponent. Important: Ignore the picture-view on all MID-ACTION pages. 6. Each player locates the arrow he originally chose at 2. Beneath that arrow is a new number. This is the END-ACTION page number. (NB: The letters A to L that appear below the page numbers are there to help you recognize your chosen manoeuvre.) 7. Each player turns to the END-ACTION page. The number of this page will be the same for both players. 8. The next game round begins at action 1 and continues until one player is shot down (see 'Firing') or escapes (see 'Escaping'). If a picture-view has a range marker that contains a question mark, your opponent's craft is either directly above or below your skyship. Continue to play as normal and he or she will usually reappear on your next move. If a MID-ACTION or END-ACTION page shows an 'out of sight' picture-view, follow the instructions shown on that page. MID-ACTION page numbers will rarely be the same in both books. Remember to ignore the picture-view on a MID-ACTION page. END-ACTION page numbers will always be identical for both players. Players should always check with each other to avoid making mistakes. Firing Whenever a player begins action 2 of a game round, with his opponent in his front view and an 'On Target' indicator showing on the instrument panel of his skyship, he or she can fire his/her Energy Cannon in an attempt to damage the enemy's craft. A muzzle-flash appears on all 'On Target' views where a player can fire at, or be fired upon by, his opponent. The procedure for firing is as follows: 1. On a count of three, both players call out a number between one and ten. 2. These numbers are added together to determine the FIRING NUMBER. 3. The player who is firing his cannon consults his FIRING GRID on page 172. 4. The firer finds the FIRING NUMBER on the left-hand side of the grid, and cross-references it with his current COMBAT SKILL score along the top of the grid. 5. The firer now consults the Shot Modifiers listed below the grid and makes the necessary adjustments as directed. 6. The resulting letter or numeral indicates the success or failure of the attack, and the amount of damage inflicted on the enemy. Damage There are three areas of damage location. These are indicated on the damage records, which appear on the player's Combat Log. The areas are FRONT, REAR, and SIDE. Damage is recorded by ticking off damage boxes in the affected area or areas. If a skyship is shot directly from behind, then all damage is taken off the REAR. If it is attacked head-on, then all damage is taken off the FRONT. If the attack is directed at a rear side, or front side attitude, then damage is divided equally between the SIDE and the FRONT or REAR of the craft, depending on the type of side attitude. In the case of having to divide an odd number of damage points, the SIDE of the craft always takes the larger quota of damage. If any one of the three areas loses all of its damage boxes, the craft is destroyed. For every damage box lost from the FRONT of his skyship, a player loses 3 ENDURANCE points. For every damage box lost from the side of his craft, a player loses 1 ENDURANCE point. If a player's ENDURANCE score falls to zero, he is dead and his skyship is automatically destroyed. Critical Hits If during the course of firing a * is given on the FIRING GRID, then the firer has inflicted a Critical Hit on the target craft. To determine the exact nature of the Critical Hit, proceed as follows: 1. On a count of three, both players call out a number between one and five. 2. These numbers are added together to determine the CRITICAL HIT NUMBER. 3. The firer turns to his Critical Hit chart on pages 171 and 172 and chooses the FRONT, SIDE, or REAR list, as appropriate. 4. The effect of the Critical Hit is that which appears next to the CRITICAL HIT NUMBER. 5. The firer informs his opponent of the result of the Critical Hit. 6. The player that sustains the Critical Hit adjusts his Combat Log, or notes the effect of the Critical Hit. If at any time a player's ENDURANCE score is reduced to zero, or if any area of his skyship loses all its damage boxes, both player and craft are destroyed and the game is over. Escaping If a player has sustained considerable damage, either to his skyship or his ENDURANCE, he may try to escape from his opponent. A player may find this preferable to continuing a game in which his skyship's capacity for taking damage has been reduced to a dangerously low level, for it enables a character to survive and preserve any bonuses he may have gained in previous games. To escape from combat, a player chooses manoeuvres that will take him away from his opponent. An escape attempt is considered successful if the MID-ACTION pages or END-ACTION pages for both players are 'out of sight' picture-views (pages 50, 100, and 200). If one player elects to escape, and does so successfully, his opponent can claim a 'Victory of Honour'. If both players elect to escape, the game ends in a draw. Out of Sight Sometimes it is possible for players to manoeuvre beyond long range of each other. In such cases they are considered to be 'out of sight' of each other. Players are out of sight of each other if the MID-ACTION pages or END-ACTION pages for both players are 'out of sight' picture-views (i.e. pages 50, 100, or 200). When this occurs, players have the option of either restarting the game on page 1 (in which case, all damage sustained so far remains in effect), or electing to escape (in which case, the game is declared a draw). If one player elects to escape and the other chooses to restart, the restarting player can claim a 'Victory of Honour'. NB: It is recommended that, in this situation, players should write down their decisions and then reveal them simultaneously. Finishing the Game The game is over when one skyship is destroyed, or as soon as one player makes a successful escape. The surviving or remaining player is then declared the winner of the game. COMBAT SKILL, ENDURANCE and damage boxes are all restored to their original status, and both players, if both have survived, receive the following bonuses or penalties: Bonus points gained or lost COMBAT SKILL ENDURANCE Destroying an enemy skyship + 3 + 2 Winning a Victory of Honour + 1 + 1 Escaping from combat - 1 0 Over half your original ENDURANCE lost during the game - 1 - 2 Game declared a draw (both players escape from combat) - 1 0 Campaign Play COMBAT HEROES is ideally suited to campaign play in which players fight several battles in order to increase the original COMBAT SKILL and ENDURANCE scores of their characters. The following table is a guide to the status each character attains as, over the course of several successful games, he builds a fearsome reputation as a sky-fighter. COMBAT SKILL of Player Combat Status 0-5 Fledgling 6-10 Apprentice 11-15 Skybinder 16 Sorcerer/Enchanter 17-19 Windlock 20-22 Wizard 23-25 Crystal Mage 26-28 Storm Mage 29-32 Cloudmaster 33-35 Storm-master 36+ Zephyron SPECIAL INFORMATION ENTRIES X1: You discover a ranger's hut in the middle of the forest. The woodsman who lives there says he knows someone in the city of Torsh who can help you in your quest. If you wish to go with the woodsman to Torsh, lose one day and turn to X122. If you do not to wish to accept his offer, turn back to page 29 and continue your quest. X2: All access to Castle Chol is banned due to an outbreak of Devil Plague-lose one day. To resume your quest turn back to page 152. X3: You land your skyship in a clearing in the trees, where the elven Temple of Lilarion once stood. Some rough-looking human soldiers have made a campsite in the middle of the ruins. If you wish to question them, turn to X104. If you prefer to leave this place and continue on your way, turn back to page 108. X4: The citizens of this fishing village harbour a deep hatred of all Estalonians. They attack you as soon as they hear your voice-lose 3 ENDURANCE points. To continue on your quest, turn back to page 113. X5: The little town of Eagle Crag is full of soldiers preparing to march north, for the city of Lemnos is under attack by the armies of the Deathlord. If you wish to stay here and question the townspeople, turn to X107. If you decide to leave, turn back to page 96. X6: You seek an audience with Count Rotiart, the lord of Castle Shieldhaven. He will see you only if you make an offering of one Special Item to his chapel. If you wish to donate a Special Item and speak to the Count, turn to X108. If you do not, turn back to page 71 and continue on your quest. X7: As soon as you set foot in this town, you are arrested and thrown into jail. You manage to escape and reach your skyship, but you lose four valuable days. Turn back to page 222. X8: You discover a looted tomb hidden deep in Red Wolf Forest. One treasure that was overlooked by the looters is a polished Copper Dagger (Special Item). To leave the tomb and continue on your quest, turn back to page 8. X9: Bad weather forces you to make an emergency landing here on the Starbane Mountains-lose two days. To continue, turn back to page 222. X10: You arrive at Castle Black, the forest stronghold of Lord Rondell of Ashwood, to find it besieged by an army of the Deathlord's goblin warriors. They have the fortress surrounded completely, but Rondell and his men are undaunted by their presence, such is their presence, such is their confidence in the strength of their castle. Lord Rondell tells you that Silvarion visited him shortly before his death, and gave him a Gold Key. He presents you with this Special Item and a parchment on which is written the following message in Silvarion's hand: Find the old man Kasa. He lives on the Great Plain in a village east of Vardor. He knows the door that this key will open. Record the Gold Key on your Solo Sheet and return to page 33 continue your quest. X11: A fierce battle is raging to the east ofLemnos, and the castle at Blizzard Pass, north of the city, has been cut off for days. You learn from city officials that Silvarion was seen in Ashwood a week before his death. Lose one day and turn back to page 140. X12: The Temple of the Evil Beholder contains a powerful Seeing Stone. You gaze into this magical device and your mind is immediately filled with the images of a golden key, a dagger and a tree. They are clues that can aid your quest, but this knowledge costs you 4 ENDURANCE points and two days. Adjust your Solo Sheet and turn back to page 87. X13: Lorianna the Prophetess lives here in the Greymarsh Mountains. She knows your purpose and offers you two Special Items that may help you in your quest: a Crystal Ball and a Stone of Power. You may choose only one of these Special Items. To continue your quest, return to page 205. X14: The town of Silverfield is the home of Iliona the Illusionist, a friend and fellow magician. He insists you stay at his home for refreshment and conversation-lose one day. To continue, turn back to page 134. X15: The commander of Castle Rahad tells you to be on your guard if you fly to the north or east. The Deathlord's troops have been sighted on the Great Kalkor Plain, and the Arnians are more hostile than usual. They fear an invasion is imminent. Lose one day and return to page 3 to continue the quest. X16: As soon as you land, you are set upon by a patrol of goblin warriors, who storm out of the tower. Their leader wields a wand that counters your magic and his soldiers are easily able to capture you and take you to the Deathlord's fortress for interrogation. You do not survive the ordeal. Your life and your quest end here. X17: You stop and search the ruins of a derelict monastery and are bitten by a poisonous snake-lose 5 ENDURANCE points. If your ENDURANCE score is now, below 20, you must rest before continuing your quest-lose one day. To resume your adventure, turn back to page 116. X18: You discover the entrance to an old mine shaft, which is now the home of a hostile mountain cat. It attacks you as you enter the mine, and you lose 3 ENDURANCE points before you render it unconscious with a sleep spell. The mine is empty of clues. To continue, turn back to page 108. X19: You are in Crownguard, the city of your birth. Every time you return to this city you may restore 3 ENDURANCE points for every day that you stay. To continue your quest, return to page 226. X20: The city of Torsh is the home of your rival-the Emerald Enchanter. You can expect no help here. Lose one day and return to page 12. X21: Here, at the site of an ancient temple, you encounter a Khurini-a winged vampire. You kill the creature but lose 5 ENDURANCE points in the process. To continue, turn back to page 233. X22: The city of Ashwood is in chaos. The goblin hordes of the Deathlord have sealed off all the roads and taken the bridge over the River Chol. If you wish to land your skyship here, turn to X120. If you choose to continue your quest, turn to page 178. X23: Electrical storms cause you to crash your skyship into the side of an erupting volcano. You and your craft do not survive the impact. Your life and your quest end here. X24: The Druids of this temple advise you to go to the Dragonmist Marshes and seek out the Altar of the Silver Dragon. To continue, turn back to page 226. X25: The Sacred Shrine of Ashwood has been destroyed by the Deathlord's armies. There are no clues to be found here. To continue the quest, turn to page 71. X26: The village of Marshpike is famed for its healing herbs. You may restore 5 ENDURANCE points for every Special Item you exchange for a handful of these herbs. To continue, turn back to page 156. X27: This river fort is occupied by a band of travelling minstrels. They inform you that Castle Chol, a fortress by the river further south, is suffering from an epidemic of Devil Plague and should be avoided at all costs. They give you some herbs, which restore 2 ENDURANCE points. To continue your quest, turn back to page 122. X28: A violent dust storm rages across the wasteland. Before you looms a huge pyramid of black stone-it is the Temple of Darkness, a place of worship for the followers of the Deathlord. If you wish to enter the temple, turn to X103. If you choose to leave this place and continue your quest, turn back to page 17. X29: Here lives the Giant of Greymarsh, a benign creature, who is friendly to all who come in peace. Silvarion once visited him and gave him a Magic Flute, which plays beautiful music. The giant offers it to you if you will stay as his guest for three days. If you accept, mark the flute as a Special Item on your Solo Sheet. To continue, turn back to page 43. X30: The villagers of Thistlefield become suspicious when they hear your Estalonian accent. They will help you only if you part with two Special Items. If you are prepared to give them what they demand, turn to X123. If you wish to leave the village, turn back to page 242. X31: A battle is raging in Slatewood. The Deathlord's troops have captured half the town and hand-to-hand fighting rages along the main street. If you wish to land here, turn to X116. If you decide to avoid Slatewood, turn to page 8 and continue your quest. X32: On a rocky slope rising out of the Dragonmist Marshes stands the Altar of the Silver Dragon. Legend says that he who places a treasure upon the altar will have his wish granted. If you wish to place a Special Item on the altar, turn to X113. If you do not have a Special Item or do not wish to place one on the altar, continue your quest by turning back to page 126. X33: The ruins of this ancient castle have long been deserted. There are no clues to be found here-lose one day. To continue, turn back to page 238. X34: The town of Lancy is preparing for war. Barricades are erected on the roads and the citizens are preparing to defend their homes. You wait for several hours to question the town mayor but he knows nothing that can aid your quest-lose one day. To continue, turn back to page 213. X35: As you fly over the ruins of an old border fort, you see that it is teeming with Deathlord soldiers. To continue, turn back to page 80. X36: The village of Whitewater has been razed to the ground by a Deathlord army. An enemy skyship patrol forces you to land and take cover for fear of being spotted-lose one day. To continue, turn back to page 178. X37: This is the Watchtower of the Southern Plain. There are no clues to be found here-lose one day. To continue, turn back to page 43. X38: You encounter a flock of Giant Vultures, which attack your craft. You lose 3 ENDURANCE points and are forced to land to repair damage to your skyship-lose three days. To continue, turn to page 129. X39: The ruins of Castle Bulzan now house a legion of the Deathlord's soldiers. To land here would be suicidal. Continue your quest by turning back to page 230. X40: Here, in the city of Vardor, you discover that Silvarion was murdered within an hour of his arrival. He entered the city on foot, weary and battered, as if he had met with an accident. The citizens seem nervous and refuse to tell you more of his death. To continue, turn back to page 247. X41: You encounter the Wise Dragon of Greymarsh taking refuge in this forest. Patiently he listens to your story and when you have finished he advises you to go to Ludos and search the Guildhall Arcania, the place where Silvarion taught you your magical skills. Lose one day and turn back to page 3 to continue your quest. X42: The guardian of this stronghold demands a Special Item before allowing you to enter. If you wish to give him what he demands, turn to X128. If you choose to continue your quest, turn back to page 238. X43: The people of the village of Greenmeadow are wary of strangers, especially strangers that arrive out of the sky. Before you can explain, you are chased out of the village at the point of several pitchforks! Lose 2 ENDURANCE points and continue your quest by turning back to page 92. X44: You encounter a group of monks praying at a small shrine. They are from northern Kalkor and have been driven out of their monastery by soldiers of the Deathlord. One of them tells you that Silvarion was killed in the city of Vardor. To continue your quest, turn back to page 222. X45: This tiny village has been ransacked by the Deathlord's army. A frightened woman tells you how they came from the north and attacked during the night. She says they were searching for something and killed anyone who stood in their way. She believes they went east after leaving the village. To continue your quest turn back to page 122. X46: This is the tiny hamlet of Cruehollow, where the sheriff's wife is said to have the power of prophecy. If you wish to seek an audience with her, turn to X110. If you wish to continue your quest, turn back to page 146. X47: This is the Holy Ground of Thark, an ancient Druidic place of worship. Here you discover the remnants of an army encampment and in the ashes of a campfire a charred parchment. You can make out a few words: . . . the wizard went to Daggerwood . . . find what was stolen . . . your life if you fail . . . To continue your quest, turn back to page 129. X48: The town of Rushberry is run by a guild of craftsmen. They marvel at the construction of your skyship and offer to help in return for being allowed to study your craft. If you agree, turn to X127. If you decide to leave Rushberry and continue your quest, turn to page 12. X49: You encounter a merchant caravan at the border. The bodyguards do not take kindly to your questions and force you away-lose one day and 2 ENDURANCE points. To continue, turn back to page 199. X50: This is the village of Owlaron. It was attacked during the night by, scouts from a Deathlord army group. The villagers warn you to avoid travelling north, for fear of capture. Lose one day and turn back to page 233 to continue your quest. X51: You visit the Shrine of the Holy Fathers, a sect of priests who worship the gods of the sea. Restore 2 ENDURANCE points for every day you stay here. To continue on your quest, turn back to page 24. X52: This is the site of a holy shrine, where wise men from all over Estalon come to pray for guidance. If you wish to stop here and pray, turn to X106. If you wish to press on with your quest, turn back to page 134. X53: You disturb the keeper of the tower-a gigantic black dragon. His fiery breath causes extensive damage to your skyship. Unless you possess a Stone of Power, you lose four days. To continue your quest turn back to page 173. X54: You are greeted by the mayor of Ridgedown, who pleads with you to help him find the thief who has stolen his crown of office. In your skyship it would be easy to spot a rider over the treeless flats between the town and the coast. If you agree to the mayor's request, lose one day and turn to X105. If you decide not help him, turn back to page 36. X55: Streams of molten lava and poisonous fumes greet your arrival at Mount Zaxar. Your skyship suffers slight damage as you fly over the erupting volcano, and you are forced to land to carry out repairs. Lose one day and turn back to page 17. X56: The inhabitants of Spiderton refuse to help you-lose one day. To continue your quest, turn back to page 51. X57: The lord of Fearland Castle suspects you are a spy and orders his guards to attack. You are lucky to escape with your life. Lose 3 ENDURANCE points and one day. To continue, turn back to page 56. X58: You hover above the ruins of an ancient city, where hordes of the Deathlord's warriors are encamped. They are the reserves of the army that has invaded Kalkor-you dare not make a landing here. To continue your quest, turn back to page 255. X59: You are caught in a storm and crash on the Starbane Mountains. Your life and your quest end here. X60: The sages of the city of Korn are famous for their wisdom and boundless knowledge. Restore 2 ENDURANCE points for every day you stay in the city. If you wish to seek an audience with the sages, turn to X109. To continue your quest, turn back to page 126. X61: On the outskirts of the village of Stoneplough, you meet an old tinker pushing a handcart full of wares. He offers you a trinket on a golden chain, shaped in the likeness of a wishbone. If you choose to accept this Lucky Talisman, mark it on your Solo Sheet as a Special Item. To continue, turn back to page 29. X62: The Shrine of Uldan the Brave marks the place where the fearless Kalkorian warlord fell in battle. You enter and, beneath the canopy, you discover a hidden Gem. If you wish to keep it, mark it on your Solo Sheet as a Special Item. To leave the shrine and continue your quest, turn back to page 268. X63: At the ruin of an old sea fort you discover a hermit who, like you, was once a student of Silvarion the Great. In return for a Special Item he will tell you all he knows. If you wish to agree to his terms, turn to X125. If you decide to leave, continue by turning back to page 51. X64: This is the elven town of Corien. Every treehouse is deserted except for one. Its occupant claims to be Ladorath-the elf leader's son. He says he knows where Silvarion was killed and will tell you in exchange for one Special Item. If you wish to give this elf one of your Special Items, erase it from your Solo Sheet and turn to X117. If you wish to leave the town, turn back to page 108. X65: You attempt to land in Castle Velda but the defenders mistake your landing for an attack. Your skyship is damaged by their engines of war and you are forced to land on the opposite side of the river at Castle Rahad. Lose 3 ENDURANCE points and turn to X15. X66: You stop to investigate a hilltop shrine and encounter a gang of bandits. They try to rob you and, in the ensuing fight, you lose one Special Item and 3 ENDURANCE points. Adjust your Solo Sheet before continuing your quest by turning back to page 75. X67: High above the Tower of the Skylords you encounter your rival-the Emerald Enchanter. If you choose to resolve this encounter by playing a COMBAT HEROES two-player game, turn to X126. If no opponent is available, resolve the encounter by turning to X124. X68: This is Castle Defiant, home of Baron Veladorn, one of Estalon's bravest warlords. He is preparing his troops for a long march north and is far too busy to answer your questions about Silvarion the Great-lose one day. To continue, turn back to page 262. X69: The village of Battle Flats belongs to a rich landlord named Shusta. He demands one Special Item before he will tell you what he knows about Silvarion the Great. If you wish to give him a Special Item, turn to X114. If you do not, continue your quest by turning to page 152. X70: You encounter a group of elves, who have escaped from Ashwood Forest. They say Silvarion was seen at Castle Black, a fortress north of the city of Ashwood, one week before he was killed by the Deathlord's troops. The leader of the elves gives you a Healing Potion (Special Item), which restores 5 ENDURANCE points. Record it on your Solo Sheet but remember to tick it off when you use it. To continue your quest, turn back to page 140. X71: An old friend of Silvarion lives here in the village of Fiveforks. He tells you of the times they spent practising their magic while hunting giant lizards in the Greymarsh. Lose one day and turn back to page 165 to continue your quest. X72: In the grand city port of Elephon, you hear that Silvarion is rumoured to have been murdered in the city of Vardor-lose one day. To continue your quest, turn back to page 113. X73: This is the town of Oakfurrow. Here you learn from an old magician that Silvarion the Great was born in the city of Zersis. To continue your quest, turn back to page 146. X74: Storms in the mountains damage your skyship-lose two days while you make good your repairs. To continue your quest, turn back to page 67. X75: The town of Blackriver is plagued by a swarm of locusts. You use your magic to rid the villagers of these pests and in return they promise to help you. They tell you that Silvarion was born in the city of Zersis and that his brother lives there still. To continue your quest, turn back to page 116. X76: This place of worship has been derelict for hundreds of years. There are no clues to be found here-lose one day. To resume your quest, turn back to page 205. X77: The little town of Clovercutt has been abandoned by its citizens. Ravaging wolf-riders from the Deathlord's armies launched a midnight raid that destroyed most of their crops and livestock. If you wish to search this ghost town, turn to X119. If you decide to continue on your quest, turn back to page 213. X78: This is the hamlet of Flatfield. All that remains of the tiny village are soot-blackened ruins of cottages and farmhouses. The Deathlord's armies have laid all to waste and the place is now deserted. If you wish to search the ruins, turn to X101. If you wish to continue your quest, turn back to page 83. X79: Here, at the Temple of the Wood Sprites, you discover the wreckage of Silvarion's skyship. There is no sign of his body, but there is evidence that the craft has already been discovered and searched. The front of the skyship is buried deep in the earth and points towards the west. To continue your quest turn back to page 199. X80: You encounter a Deathlord skyship above the Great Plain of Kalkor. In the ensuing battle you lose 4 ENDURANCE points before shooting it out of the sky. Adjust your Solo Sheet accordingly and return to page 192 to continue your quest. X81: The heat and dust thrown up by the volcanic eruptions of this desolate region force you to abandon all hope of a landing-lose one day. To continue your quest, turn back to page 230. X82: As you land in the city square of Ludos you recall the years spent here as a student of Silvarion the Great. You visit the Guildhall Arcania, the place where you learnt your magic skills, but it now lies empty and abandoned. In Silvarion's study you find a hastily scribbled note hidden behind his books of spells. It says simply, 'Rondell of Ashwood'. The populace speak nervously of the Deathlord's armies that occupy the Ashwood Forest and have attacked the town of Slatewood across the river. For every day spent here at Ludos you may restore 3 ENDURANCE points. To continue your quest, return to page 8. X83: Close to a bend in the Blackbark River is a circle of standing stones. At their centre stands a small granite tomb, which marks the entrance to the Temple of the Sun Druids. A great metal door, plain except for a keyhole, stands before you. If you have a Silver Key and wish to use it, turn to X102. If you have a Gold Key and wish to use it, turn to X112. If you possess neither of these Special Items, turn back to page 242 and continue your quest. X84: An old hermit lives high in the mountains here at Eagle Crag Pass. He once met Silvarion in the city of Ashwood. To continue your quest, turn back to page 96. X85: You land at the site of an ancient border fort, where a patrol of soldiers from your country are encamped among the ruins. You learn that scouts from the Deathlord's army have been seen on the Battle Plains of Chol. To continue, turn back to page 48. X86: Greymarsh is a dangerous place to land a skyship. Your craft becomes trapped on the mud and it takes, you a week to free it-lose seven days. To resume your quest, turn back to page 205. X87: The Temple of Chaos stands in the barren wastes of the Wildreach. In return for one Special Item, the High Priest of the temple promises to take you to someone who knows where Silvarion hid the Deathlord's Power Crystal. If you wish to agree to the High Priest's terms, turn to X122. If you decide to leave this place, continue your quest by turning to page 275. X88: This is the Shrine of Lunor the Healer. If you choose to worship at this shrine for one day you may restore 2 ENDURANCE points. To continue your quest, turn back to page 178. X89: The caves along the coast of Fearland Bay are notorious haunts of smugglers and buccaneers. A pirate captain is sympathetic and advises you to go to the Dragonmist Marshes, where you will find the Altar of the Silver Dragon. Your wishes may be fulfilled there. To press on with your quest, turn back to page 36. X90: The hamlet of Blackbridge is empty and deserted-the townsfolk have fled to the safety of Ludos. You search the cottages and discover a Ruby Ring (Special Item). Lose one day and turn back to page 71 to continue your quest. X91: You fly straight into an ambush. Deathlord skyships emerge from the Volcon Mountains, their cannons blazing. The energy pulses engulf your craft and blow it to pieces. Your life and your quest end here. X92: You encounter a group of Kalkorian soldiers hiding in the woods. They recently escaped from the Deathlord's army in the forest south of Ashwood. One of the men says he heard that Silvarion was killed at Vardor. To continue your quest, turn back to page 268. X93: You are intercepted by a squadron of Deathlord skyfighters as you approach the castle at Blizzard Pass. You are wounded and your skyship is damaged, and you are forced to land to make good your repairs. Lose 3 ENDURANCE points and three days before turning back to page 140 to resume your quest. X94: You arrive in the coastal city of Belezar and seek an audience with the High Wizard of the City Guild. After three days you are admitted to his chambers. You show him Silvarion's message and ask his advice. He replies that he will help you in return for a Crystal Ball or a Magic Flute. If you have either of these Special Items and wish to give one to him turn to X111. If you decide to leave the city and continue your quest, turn back to page 36. X95: This is the Fortress of the Deathlord. If you dare attempt to enter, turn to X118. If you choose to avoid it and continue your quest, turn to page 159. X96: The Druids that live here in the caves beneath the forest shrine remember Silvarion. He stayed with them for one day before journeying to the Forest of Daggerwood. To continue your quest, turn back to page 192. X97: Your skyship is engulfed by a fierce electrical storm as you fly across the Blackpeak Mountains, and you are forced to make an emergency landing. You lose three days repairing your storm-damaged craft. To continue, turn back to page 116. X98: This is the Blessed Shrine of the Wood Sprites, a place of goodness and healing. Many of the-Deathlord's scouts are encamped in the surrounding trees but none dare approach the sacred shrine. You may restore 3 ENDURANCE points for every day that you stay here. To continue your quest, turn back to page 64. X99: You investigate a huge chasm that splits the wasteland for many miles. Unfortunately, it is the lair of a Giant Dustworm, which swallows you and your skyship whole! Your quest and your life end here. X100: You arrive at the city of Zersis and discover it was here that Silvarion was born. You find his brother still alive, and he pledges his help in return for one Special Item. If you possess a Special Item and wish to give it to him, turn to X121. If you choose to continue your quest, turn back to page 186. X101: You discover an old man hiding in the cellar of a burnt-out tavern. He says his name is Kasa and he fears that he is the only survivor of the attack that destroyed his village. If you have a Gold Key and wish to show it to the old man, turn to X 115. If you do not have this Special Item, or do not wish to show it to him, leave the cellar and continue your quest by turning back to page 83. X102: As soon as the key enters the lock a terrible howl fills your ears. A ghost-like apparition appears and its wispy fingers dart towards your throat. You are gripped by a deathly chill and lose 6 ENDURANCE points. If you survive the attack, turn back to page 242 to resume your quest. X103: The second you step from your skyship, a dozen figures robed in black emerge from the storm and attack you. In the ensuing battle you lose 6 ENDURANCE points before you are able to make your escape. Adjust your ENDURANCE score and return to page 17. X104: The soldiers grab their weapons and attack you without warning-they are mercenaries in the service of the Deathlord. You defeat them with your magical skills but you are wounded by an arrow, a parting shot, as they melt-away into the forest-lose 4 ENDURANCE points. One of them drops a Silver Key. If you wish to keep it, mark it on your Solo Sheet as a Special Item. To continue your quest, turn back to page 108. X105: You catch the thief as he tries to escape to the coast, and in return for your help the mayor advises you, 'The High Wizard of Belezar is the wisest man in the realm. He will surely know how to help your quest.' To continue your adventure, turn back to page 36. X106: The image of a dagger and an oak tree form slowly in your mind's eye as you complete your prayers for guidance. Continue your quest by turning back to page 134. X107: You question the townspeople about Silvarion the Great but learn nothing you did not already know. Lose one day and return to page 96. X108: The Count tells you that Silvarion hid the Deathlord's Crystal in the ruins of a watchtower a few miles to the north. To continue, turn back to page 71. X109: Three days pass before you are invited before the Council of Sages. They listen to your request for help and advise you to journey to the Altar of the Silver Dragon in the south. Continue by turning to page 126. X110: The sheriff's wife senses that the Deathlord's Power Crystal is hidden somewhere in the land of Arnia. To continue your quest, turn back to page 146. X111: The High Wizard tells you that the message refers to the city of Ashwood in northern Kalkor. There is a castle to the north of the city, owned by Lord Rondell of Ashwood. He is the noble knight whose help you must seek. To continue, turn back to page 36. X112: The key fits. You unlock the great metal door and enter the Temple of the Sun Druids. Turn to page 220. X113: The object fades and disappears from the altar. You voice your wish, asking for the location of the Deathlord's Crystal to be made known to you. Three images form upon the altar: a dagger, a tree and a cloaked man with a sun-like symbol emblazoned upon his chest. To continue your quest, turn back to page 126. X114: He tells you that Silvarion was seen in Ashwood one week before his death. To continue, turn back to page 152. X115: His eyes light up when he sees the Gold Key. He tells you he was a friend of Silvarion the Great and that this key unlocks the door to the Temple of the Sun Druids. The temple is in Arnia, close to the west side of Daggerwood. To continue your quest, return to page 83. X116: The embattled town militia cheer your arrival, as the sight of your skyship throws the enemy into confusion. The town magistrate informs you that Silvarion is rumoured to have been killed near the city of Vardor in the east. Turn back to page 8. X117: He tells you that Silvarion was killed at the Temple of Darkness in the wastelands to the north of the city of Lemnos. To continue your quest, turn back to page 108. X118: Only the uncommonly brave or foolish would dare to enter here. Your presence is detected within minutes of your arrival and you are swiftly captured and taken before the Deathlord for interrogation. You do not survive the experience! You life and your quest end here. X119: In the taproom of the tavern you discover a painting of the Skymaster, the first skyship created by Silvarion the Great. It shows the craft flying over the city of Ashwood. To continue your quest, turn back to page 213. X120: You learn that Silvarion was seen in the city one week before his death. The city constable remembers him making preparations to go north to the castle of Lord Rondell in the heart of the Ashwood Forest. Many blame Silvarion for the peril they now face and your association with him does not endear you to the frightened citizens of Ashwood. To continue your quest, turn back to page 178. X121: You learn that Silvarion's closest friend lives in the hamlet of Flatfield to the northwest of the city of Zersis. If Silvarion confided in anyone it would be his old friend Kasa. Lose one day and turn back to page 186. X122: You have been tricked. The man takes you to your rival-the Emerald Enchanter-who imprisons you in a magical sphere. He is now free to search for the Deathlord's Power Crystal while you contemplate your fate in solitary confinement. Sadly, your quest ends here. X123: The village elders inform you that Silvarion's brother lives in the city of Zersis. To continue your quest, turn back to page 242. X124: A desperate aerial battle ensues in which you lose 4 ENDURANCE points before losing sight of your opponent. Adjust your Solo Sheet and turn to page 247 to continue your quest. X125: The old hermit tells you that Silvarion often visited a friend of his called Kasa, who lives in a hamlet called Flatfield in the middle of the Great Kalkor Plain. To continue your quest, turn back to page 51. X126: To resolve your encounter, play one game of two-player COMBAT HEROES. You begin with your current ENDURANCE score, and all ENDURANCE point losses that you sustain are counted against you in the solo game. If you escape from combat, lose one day. If you are shot down, you are dead and the quest is over. When you have completed the two-player game, turn back to page 247 to continue your solo quest. X127: The guildsmen inform you that Silvarion was seen less than a month ago at the Temple of the Wood Sprites, located southwest of the city of Vardor. You lose one day here at Rushberry before you can continue your quest. Turn to page 12. X128: You are taken to see a warlord who listens to your request for information. He tells you that Silvarion once visited a man in a village near here. He offers to take you to see him. If you wish to accept this offer, turn to X122. If you prefer to decline his offer and continue your quest, turn back to page 238. CRITICAL HIT CHART FRONT Critical Hit Number Effect of Critical Hit on Opponent 2 Energy Drain-No firing of Boost moves for 5 game rounds. 3 Smoke in Cockpit-Emerald Enchanter loses 3 ENDURANCE points; no turns or half-loops for 3 game rounds. 4 Instrument Damage-No firing or change of speed for 3 game rounds. 5 Screen Shatters-No Boost or Cruise moves for rest of game. 6 Emerald Enchanter Wounded-Lose 8 ENDURANCE points. 7 Energy Cannon Destroyed-No firing for rest of game. 8 Power Surge-Overload; Boost moves only for 3 game rounds. 9 Emerald Enchanter Killed-Game over. 10 Energy Cannon Damaged-No firing at medium or long ranges for rest of game. CRITICAL HIT CHART SIDE Critical Hit Number Effect of Critical Hit on Opponent 2 Hull Fracture-No Boost moves for rest of game. 3 Wing Controls Damaged-No right or left turns for 10 game rounds. 4 Emerald Enchanter Stunned-Lose 5 COMBAT SKILL points for 5 game rounds. 5 Energy Crystals Damaged-No Boost moves for rest of game. 6 Wing on Fire-Must Boost for 3 game rounds to extinguish flames or skyship explodes. 7 Wing Damage-No half-loops for rest of game. 8 Hull on Fire-Skyship will explode unless an escape is made within 10 game rounds. 9 Split in Fuselage-No Boost moves for rest of game. 10 Hull Splits in Two-Skyship destroyed; game over. CRITICAL HIT CHART REAR Critical Hit Number Effect of Critical Hit on Opponent 2 Rudder Destroyed-Continue in current direction (left/straight/forward) for rest of game. 3 Energy Crystals Cracked-No Boost or Cruise moves for rest of game. 4 Propulsion Unit Damaged-No Boost moves for rest of game. 5 Rudder Jammed-Continue in current direction (left/straight/right) for 3 game rounds. 6 Shattered Cables-No turns for rest of game. 7 Perforated Tail Fin-No high-speed turns for rest of game. 8 Tail Fire-Lose 5 damage boxes from rear. 9 Tail Blown Off-Skyship crashes; game over. 10 Rudder Obstruction-No bank-overs for rest of game. FIRING GRID COMBAT SKILL of Firer 5 or less 6 to 10 11 to 14 15 to 17 18 to 20 21 to 23 24 to 26 27 to 29 30 to 35 36 to 39 40 + Firing Number 2 M 1 M * 1 M M 3 * M * 3 1 M 1 1 M * 1 M 3 3 1 4 M 2 M M 3 M 2 * M 2 4 5 1 M * 2 M M M 3 1 M 2 6 M 1 M M 2 1 3 2 3 * 3 7 2 M M 1 * M 2 M * 3 1 8 M * 1 2 M 2 M 1 3 1 * 9 2 2 M M 3 3 * 2 2 2 3 10 M M M 2 M * M 2 M * 2 11 1 2 2 M 2 3 1 * 2 2 M 12 M M 3 1 2 2 * M M 3 2 13 2 M * M M 1 1 * 3 1 1 14 M 2 2 2 * M 3 2 1 1 4 15 1 M 2 M M 2 2 2 2 2 3 16 M 2 M 3 M 3 1 1 2 * * 17 * 1 1 1 3 * 2 M 3 4 2 18 2 M M * * M 2 2 * 2 1 19 M 2 2 M 1 1 3 1 1 1 * 20 M M 2 2 1 1 * 3 2 * 4 Shot Modifiers CLOSE RANGE: Move two columns to the right. LONG RANGE: Move two columns to the left. ENDURANCE below 20: Move one column to the left. ENDURANCE below 10: Move two columns to the left. M = MISS * = CRITICAL HIT [REAR COVER] Scarlet Sorcerer contains two separate action-packed adventures. One you play by yourself, the other you play with a copy of the twin book, Emerald Enchanter, and a friend. Solo adventure You need: Scarlet Sorcerer only You are the Scarlet Sorcerer, star pupil of the mighty wizard Silvarion. You helped your master steal the evil Deathlord's most treasured possession-his Power Crystal. Unluckily, the theft was discovered almost immediately and your master murdered by Deathlord assassins. So where is the Power Crystal now? Can you unravel the cryptic clues left by your wizard master and reach the precious stone before the cruel Deathlord? Dual adventure You need: Scarlet Sorcerer Emerald Enchanter and a friend! High above the grasslands and plains of Thorasia, you desperately battle against your arch-rival-the Emerald Enchanter-for he too seeks the Power Crystal. Skilfully manoeuvring your magical skyship, you strive to shoot him down. But the Emerald Enchanter is a wily assailant and you'll need every ounce of your strength to defeat him. Errata Introduction: Replaced 'board and' with 'board, and'. Silvarion and the Deathlord: Replaced 'warrior kings' with 'warrior-kings', 'new-found' with 'newfound', 'lead them on' with 'lead them in', and 'co-operate' with 'cooperate'. Solo Game Rules: Replaced 'The Quest' with 'Background' in harmony with the other three COMBAT HEROES titles. Italicised rhyme. Replaced 'find.' with 'find,', 'Endurance' with 'ENDURANCE', 'circle some' with 'circle, some', 'lost from' with 'lost in moving from', 'villages and' with 'villages, and', Special Information entries' with 'Special Information Entries', and two instances of 'picture-view' with 'page-view'. The Two-player game: Replaced 'TWO PLAYER' with 'TWO-PLAYER', 'page 346' with 'page 173', 'Combat Skill' with 'COMBAT SKILL', 'Endurance' with 'ENDURANCE', five instances of 'fusilage' with 'fuselage', three instances of '100 and 200' with '100, and 200', 'speed)' with 'speed:', 'Half loop' with 'Half-loop', ''firing'' with ''Firing'', 'page 344' with 'page 172', 'FRONT, REAR and SIDE' with 'FRONT, SIDE, and REAR', 'Hit proceed' with 'Hit, proceed', 'pages 342, 343 and 344' with 'pages 171 and 172', 'FRONT, REAR or SIDE' with 'FRONT, SIDE, or REAR', 'ie' with 'i.e.', 'page one' with 'page 1', 'choses' with 'chooses', 'Damage boxes' with 'damage boxes', 'Combat Heroes' with 'COMBAT HEROES', and 'Combat Skill' with 'COMBAT SKILL'. Section 220: Replaced '_' with '-', 'The' with 'the', 'Dominion' with 'dominion', and 'Yours' with 'yours'. Section X10: Italicised message. Section X12: Replaced 'temple' with 'Temple'. Section X18: Replaced 'clues:' with 'clues.'. Section X25: Replaced 'sacred shrine' with 'Sacred Shrine'. Section X32: Replaced 'altar continue' with 'altar, continue'. Section X47: Italicised message. Section X59: Replaced 'Starbane mountains' with 'Starbane Mountains'. Section X62: Replaced 'shrine' with 'Shrine'. Section X67: Replaced 'avaliable' with 'available'. Section X70: Replaced 'Ashwood forest' with 'Ashwood Forest'. Section X77: Replaced 'wolfriders' with 'wolf-riders'. Section X82: Replaced 'Ashwood forest' with 'Ashwood Forest'. Section X83: Replaced 'Blackbark river' with 'Blackbark River'. Section X87: Replaced 'high Priest' with 'High Priest'. Section X88: Replaced 'shrine' with 'Shrine'. Section X96: Replaced 'forest of Daggerwood' with 'Forest of Daggerwood'. Section X98: Replaced 'blessed shrine' with 'Blessed Shrine'. Section 104: Replaced 'warning:' with 'warning-'. Section X115: Replaced 'West' with 'west'. Section X120: Replaced 'Ashwood forest' with 'Ashwood Forest'. Section X121: Replaced 'north-west' with 'northwest'. Section X127: Replaced 'south-west' with 'southwest'. Critical Hit Chart Front: Replaced 'Game' with 'game', and 'Loses' with 'Lose'. Critical Hit Chart Side: Replaced 'fusilage' with 'fuselage'. Critical Hit Chart Rear: Replaced 'continue current' with 'continue in current', and 'in rear' with 'from rear'. Firing Grid: Replaced 'Combat Skill' with 'COMBAT SKILL'. Combat Log: Replaced both instances of 'Skyship' with 'skyship'. Project Aon User License [INSERT UPDATED USER LICENSE HERE]
Combat Heroes 2: Emerald Enchanter Emerald Enchanter contains two separate action-packed adventures. One you play by yourself, the other you play with a copy of the twin book, Scarlet Sorcerer, and a friend. Solo adventure You need: Emerald Enchanter only You are the Emerald Enchanter, star pupil of the mighty wizard Silvarion. You helped your master steal the evil Deathlord's most treasured possession-his Power Crystal. Unluckily, the theft was discovered almost immediately and your master murdered by Deathlord assassins. So where is the Power Crystal now? Can you unravel the cryptic clues left by your wizard master and reach the precious stone before the cruel Deathlord? Dual adventure You need: Emerald Enchanter, Scarlet Sorcerer, and a friend! High above the grasslands and plains of Thorasia, you desperately battle against your arch-rival-the Scarlet Sorcerer-for he too seeks the Power Crystal. Skilfully manoeuvring your magical skyship, you strive to shoot him down. But the Scarlet Sorcerer is a wily assailant and you'll need every ounce of your strength to defeat him. Joe Dever is the creator of the bestselling Lone Wolf adventure books and novels. He is also the writer and designer of the Combat Heroes books, published in 1986. Peter Parr is the illustrator of the Combat Heroes gamebooks. He is now a lecturer at the Arts Institute at Bournemouth, UK. Contributors for Project Aon Editions This project would have been impossible without the helpful contributions of: Philip Barbier - for invaluable assistance in contacting illustrator Peter Parr. Simon Osborne - scanning and OCR, editing. Ryan Marcshall - creator of Combat Heroes software for Project Aon Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Changes made, such as to correct incorrect or inconsistent spelling, punctuation, and grammar have been noted in the Errata section. Publication Date: [INSERT TODAY'S DATE] Text copyright © 1986 Joe Dever Illustrations copyright © 1986 Peter Parr Distribution of this Internet Edition is restricted under the terms of the Project Aon License. To Rosemary C. and Jane L. SOLO SHEET STARTING PAGE 12 SPECIAL ITEMS 1. 5. 2. 6. 3. 7. 4. 8. DAYS ELAPSED 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 ENDURANCE 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 INTRODUCTION Welcome to COMBAT HEROES, an exciting new development in fantasy gamebook design. Each book in this series can be played either as a solo adventure, or, when combined with its companion book, an action-packed aerial adventure for two players. COMBAT HEROES is easy to learn and exciting to play. It does not require dice, playing board, or pieces. All you need is yourself, a pencil and, if you wish, a friend! The rules that follow explain how to play both the solo and the two-player games. SILVARION AND THE DEATHLORD You are the Emerald Enchanter of Arnia, star pupil of the most distinguished mage of Thorasia. For thousands of years, this vast continent was shaped by the valiant deeds of warrior-kings and sorcerers, but few could claim to equal the achievements of your wise mentor-Silvarion the Great. It was he who discovered the Thorasian Crystals of Power and unlocked their secret energies to create wondrous flying ships. His magic all but put an end to famine and disease, and his skills of diplomacy brought peace to the warring kingdoms of Estalon and Arnia. He devoted his lifetime to sorcery, and, in the winter of his years, he retired to the city of Ludos, where he taught white magic at the Guildhall Arcania. To be accepted into the Guildhall was a rare and great privilege afforded to only a few young magicians. Rivalry there was intense, but never was it more so than between yourself and two other ambitious students of magic-the Scarlet Sorcerer of Estalon and a young mage called Ralagon of Kalkor. Ralagon was Silvarion's favourite pupil. He possessed a great intellect and an insatiable thirst for knowledge that some said reminded Silvarion of his youth when he, too, strove to understand the mysteries of the arcane. The master magician entrusted Ralagon with the knowledge of his greatest spells and enchantments, which could be used to release the energy of Thorasian Power Crystals. He hoped his young prodigy would follow in his footsteps and use his newfound wisdom for the good of mankind, but it was not to be. Ralagon was tempted by the servants of darkness to abuse his power. They urged him to become their master and lead them in the destruction of Silvarion and his kingdom and rule over all Thorasia. To achieve this evil purpose, Ralagon set about the creation of a Power Crystal that would increase the power of his magic and make him irresistible to all creatures, living and dead. He created the Power Crystal, but in doing so he forfeited his life and became one of the most powerful of the magical undead-a Deathlord. Overcome by grief and anger at Ralagon's betrayal, Silvarion pledged to destroy his former prize student to safeguard the future of Thorasia. He masterminded a plan to steal the Deathlord's Power Crystal, which Ralagon kept secure in his fortress in the Plain of Nightmares. If deprived of its energy, the Deathlord would gradually fade from the world of the living and vanish forever into oblivion. To execute his daring plan, Silvarion enlisted the help of his two best students-yourself and the Scarlet Sorcerer. Despite the intense rivalry between you, bordering on hatred, you agree to cooperate with one another and to help your master gain access to the Fortress of the Deathlord in order to steal the Power Crystal. The plan succeeded but the theft was discovered almost immediately, and in the chaos that ensued, you were parted from your mentor and your rival as you escaped from the Plain of Nightmares. SOLO GAME RULES Background Having narrowly escaped capture in the Fortress of the Deathlord, you steer your skyship home to Arnia and the sanctuary of Torsh, the city of your birth. The news of your daring raid spreads like wildfire and your kinsmen greet you like a conquering hero. But their praise does little to abate your fear that your mentor, the great wizard, Silvarion, will not evade the servants of the Deathlord with such ease. You know that the creatures of shadow will not rest until the Power Crystal is found and returned to their evil master. Two weeks elapse and news from the north of Kalkor grows ever more grim and disquieting. The Deathlord has mustered huge armies of goblins and launched an invasion on the lands that border his desolate realm. All talk is of war and of the desperate search for the Power Crystal by Ralagon's minions. Then, quite unexpectedly, you are visited by a messenger: a Kalkorian eagle arrives at your lodgings with a parchment bound to its claw. Your pulse races when you read the tiny scroll, for it is written in Silvarion's hand: In wooded lair a scarlet hound, A seeing-stone beneath the ground. A message in this hollow sphere Will guide you to a worthy seer. Part with stone for metal rare, Cross the battle plains by air. Waste no time, forgo all rest, Begin at once this vital quest. At once you realize that Silvarion must be dead. This message contains clues to the hiding place of the Power Crystal and he has entrusted you with the task of finding it. In honour of his memory, and for the glory of defeating the Deathlord, you pledge yourself to the quest. Objective The objective of the solo game is to discover the Deathlord's Power Crystal that Silvarion had hidden somewhere on the continent of Thorasia. You have forty days in which to find the Power Crystal. If after forty days have elapsed, you still have not found it, then it will be assumed that it has been discovered by servants of the Deathlord, or by your rival-the Scarlet Sorcerer. In this event you automatically lose the game. Solo Sheet Using the Solo Sheet at the front of this book, record your progress as you search for the hidden Power Crystal. Special Items During your quest you will discover some Special Items. You will need to use some of them to gain access to certain areas, or to persuade people to part with information to help you in your quest. Whenever you discover a Special Item, record it in the Special Item section of your Solo Sheet. Days Elapsed Keep a record of the time by ticking off days from the Days Elapsed section of your Solo Sheet. ENDURANCE Your strength and fortitude is measured by your ENDURANCE score. You begin your quest with 30 ENDURANCE points and any losses or gains are recorded here. If your ENDURANCE falls to zero, then you are dead and the game is over. Starting Page You begin your solo adventure on page 12. How to Play At the front of the book is a map of Thorasia, showing all the major cities and geographical features of the continent. In order to find the Power Crystal, you will need to gather information and clues by visiting different places shown on the map. You begin the solo game on page 12: This page-view shows an area of the continental map in detail. Below the page-view is an eight-pointed star, and at each of its points there is a circle, some of which contain a number. In order to move, simply decide on the direction you wish to travel and then turn to the page indicated. If no number is indicated, then movement in that direction is not possible. Your movement across the continent of Thorasia is by air in a skyship. It takes one day to move to a new page-view and you must record this on the Days Elapsed section of your Solo Sheet. For the purpose of the game, it is assumed that you have sufficient provisions aboard your skyship to sustain you for forty days. Where you are told to lose 1/2/3 days in a Special Information Entry, this is in addition to the day lost in moving from one page-view to another. Cities, temples, villages, and other possible clue locations may feature on a page-view. These clue locations are numbered and prefixed with the letter 'Y'. If you choose to investigate a clue location, turn to the Special Information Entries at the back of the book and refer to the appropriate 'Y' number. It will contain information about the location you are investigating. In order to preserve the elements of surprise and suspense, it is essential that you read only the entries that you are instructed to read, and no others. Hints on Play This is a difficult quest and it may take you several attempts to discover the location of the Power Crystal. Make notes as you travel from one page-view to the next, and especially when investigating clue locations. Use the map of Thorasia to guide you when deciding on which direction to travel-it could save you valuable quest time. Many regions of Thorasia are hostile and you should exercise caution when investigating certain clue locations, especially in Estalon and Northern Kalkor. Some clues may be nothing but red herrings, some may be events that occur en route, and others may turn out to be deliberate attempts to send you to your doom, so be on your guard at all times. Good Luck! THE TWO-PLAYER GAME In order for two players to play COMBAT HEROES, they must each possess compatible books in the series (known as 'companion books'). Each companion book contains views seen by the character whose name appears on the cover. The companion book to the one you are now reading is entitled: THE SCARLET SORCERER. The Combat Log The Combat Log (see page 173) records the progress of your character as you play each game. If at any time your skyship is destroyed, you must begin afresh with a new character. Photocopy the Combat Log several times, so you can start a new character with a new log. COMBAT SKILL This represents a player's skill as a skyship pilot. All players begin with a basic score of 16. ENDURANCE This represents a player's physical strength and stamina. All players begin with a basic score of 30. Damage Record - Own Skyship All damage that your craft sustains during a game should be recorded here by ticking off damage boxes on the appropriate areas of the craft. Damage Record - Enemy Skyship All damage that you inflict on your opponent's craft should be noted here by ticking off damage boxes in the appropriate areas of the craft. Picture-Views This gamebook uses a picture-view system that enables each player to see where they are in relation to their opponent at every stage of the game. Each picture-view represents what you see from the command seat of your own skyship as you strive to outmanoeuvre your enemy and shoot him down. There are eight possible views: Forward You are looking straight ahead. Before you is the instrument panel of your skyship and, mounted directly above it, the Energy Cannon. Forward left You are looking ahead and to the left. You can see part of your skyship's left-hand fuselage. Forward right You are looking ahead and to the right. You can see part of your skyship's right-hand fuselage. Left You are looking to the left, directly along the left wing of your skyship. Right You are looking to the right, directly along the right wing of your skyship. Rear right You are looking over your right shoulder at the rear part of your skyship's right wing and fuselage. Rear Left You are looking over your left shoulder at the rear part of your skyship's left wing and fuselage. Rear You are looking directly behind you at the rear of your skyship. On the majority of pages your enemy's skyship will be positioned somewhere in the picture-view. The size of the craft, and the letter which appears next to the page number, indicates the proximity of your enemy. If, during the course of the game, either player moves to a position beyond long range then both skyships will be 'out of sight' of each other, and will be directed to one of three 'out of sight' picture-views, which occur on pages 50, 100, and 200. Your enemy's skyship will appear to you in one of eight positions. These are called 'attitudes' and they refer to the way the craft is pointing. Forward Movement Below each picture-view there are twelve movement arrows, which indicate the aerobatic manoeuvres that can be performed by your skyship. In order to choose a suitable manoeuvre, first work out the direction of forward movement, as follows: 1. Look at the picture-view. 2. Consider where forward view is in relation to the picture-view. 3. Choose a manoeuvre. Example The picture-view is a rear left view in which you can see part of the rear left-hand side of your skyship. You are looking over your left shoulder and the forward view is approximately 120° to your right. It is very important that you remain aware of the direction of forward movement, as your skyship will move in relation to this direction when you choose an aerobatic manoeuvre. Aerobatic Manoeuvres There are twelve aerobatic manoeuvres that you can choose from, each represented by a movement arrow beneath the picture-view. They are divided into three categories: BOOST (fast speed); CRUISE (medium speed); GLIDE (slow speed): Boost (fast) High speed left turn High speed straight ahead High speed right turn Cruise (medium) Medium speed left turn Medium speed straight ahead Half-loop: turns the craft to face the opposite direction Medium speed right turn Glide (slow) Slow left turn Bank over left Hover; no forward movement Bank over right Slow right turn Before reading the next section, flick through the book in order to familiarize yourself with the different types of picture-views. This will help you to understand and master the mechanics of playing the game. Order of Play Each game is played in game rounds. Within each game round a number of actions take place. Each action must be completed in the correct order. Open your book at page 1. This is the starting page for both players. You will see a picture-view showing part of the interior of your craft and your opponent's skyship in the distance. Your enemy is at long range and at a right front attitude. Actions 1. Choose one of the twelve aerobatic manoeuvres shown beneath the picture-view. Remember that each arrow points in the direction of forward movement. 2. Make a note of the number that appears directly beneath your chosen arrow. This is called the MID-ACTION number. 3. Players fire their Energy Cannons where possible (see 'Firing'). 4. Players call out to their opponent the MID-ACTION number chosen in 2. 5. Each player turns to the MID-ACTION page called out by his opponent. Important: Ignore the picture-view on all MID-ACTION pages. 6. Each player locates the arrow he originally chose at 2. Beneath that arrow is a new number. This is the END-ACTION page number. (NB: The letters A to L that appear below the page numbers are there to help you recognize your chosen manoeuvre.) 7. Each player turns to the END-ACTION page. The number of this page will be the same for both players. 8. The next game round begins at action 1 and continues until one player is shot down (see 'Firing') or escapes (see 'Escaping'). If a picture-view has a range marker that contains a question mark, your opponent's craft is either directly above or below your skyship. Continue to play as normal and he or she will usually reappear on your next move. If a MID-ACTION or END-ACTION page shows an 'out of sight' picture-view, follow the instructions shown on that page. MID-ACTION page numbers will rarely be the same in both books. Remember to ignore the picture-view on a MID-ACTION page. END-ACTION page numbers will always be identical for both players. Players should always check with each other to avoid making mistakes. Firing Whenever a player begins action 2 of a game round, with his opponent in his front view and an 'On Target' indicator showing on the instrument panel of his skyship, he or she can fire his/her Energy Cannon in an attempt to damage the enemy's craft. A muzzle-flash appears on all 'On Target' views where a player can fire at, or be fired upon by, his opponent. The procedure for firing is as follows: 1. On a count of three, both players call out a number between one and ten. 2. These numbers are added together to determine the FIRING NUMBER. 3. The player who is firing his cannon consults his FIRING GRID on page 172. 4. The firer finds the FIRING NUMBER on the left-hand side of the grid, and cross-references it with his current COMBAT SKILL score along the top of the grid. 5. The firer now consults the Shot Modifiers listed below the grid and makes the necessary adjustments as directed. 6. The resulting letter or numeral indicates the success or failure of the attack, and the amount of damage inflicted on the enemy. Damage There are three areas of damage location. These are indicated on the damage records, which appear on the player's Combat Log. The areas are FRONT, REAR, and SIDE. Damage is recorded by ticking off damage boxes in the affected area or areas. If a skyship is shot directly from behind, then all damage is taken off the REAR. If it is attacked head-on, then all damage is taken off the FRONT. If the attack is directed at a rear side, or front side attitude, then damage is divided equally between the SIDE and the FRONT or REAR of the craft, depending on the type of side attitude. In the case of having to divide an odd number of damage points, the SIDE of the craft always takes the larger quota of damage. If any one of the three areas loses all of its damage boxes, the craft is destroyed. For every damage box lost from the FRONT of his skyship, a player loses 3 ENDURANCE points. For every damage box lost from the side of his craft, a player loses 1 ENDURANCE point. If a player's ENDURANCE score falls to zero, he is dead and his skyship is automatically destroyed. Critical Hits If during the course of firing a * is given on the FIRING GRID, then the firer has inflicted a Critical Hit on the target craft. To determine the exact nature of the Critical Hit, proceed as follows: 1. On a count of three, both players call out a number between one and five. 2. These numbers are added together to determine the CRITICAL HIT NUMBER. 3. The firer turns to his Critical Hit chart on pages 171 and 172 and chooses the FRONT, SIDE, or REAR list, as appropriate. 4. The effect of the Critical Hit is that which appears next to the CRITICAL HIT NUMBER. 5. The firer informs his opponent of the result of the Critical Hit. 6. The player that sustains the Critical Hit adjusts his Combat Log, or notes the effect of the Critical Hit. If at any time a player's ENDURANCE score is reduced to zero, or if any area of his skyship loses all its damage boxes, both player and craft are destroyed and the game is over. Escaping If a player has sustained considerable damage, either to his skyship or his ENDURANCE, he may try to escape from his opponent. A player may find this preferable to continuing a game in which his skyship's capacity for taking damage has been reduced to a dangerously low level, for it enables a character to survive and preserve any bonuses he may have gained in previous games. To escape from combat, a player chooses manoeuvres that will take him away from his opponent. An escape attempt is considered successful if the MID-ACTION pages or END-ACTION pages for both players are 'out of sight' picture-views (pages 50, 100 and 200). If one player elects to escape, and does so successfully, his opponent can claim a 'Victory of Honour'. If both players elect to escape, the game ends in a draw. Out of Sight Sometimes it is possible for players to manoeuvre beyond long range of each other. In such cases they are considered to be 'out of sight' of each other. Players are out of sight of each other if the MID-ACTION pages or END-ACTION pages for both players are 'out of sight' picture-views (i.e. pages 50, 100 or 200). When this occurs, players have the option of either restarting the game on page 1 (in which case, all damage sustained so far remains in effect), or electing to escape (in which case, the game is declared a draw). If one player elects to escape and the other chooses to restart, the restarting player can claim a 'Victory of Honour'. NB: It is recommended that, in this situation, players should write down their decisions and then reveal them simultaneously. Finishing the Game The game is over when one skyship is destroyed, or as soon as one player makes a successful escape. The surviving or remaining player is then declared the winner of the game. COMBAT SKILL, ENDURANCE and damage boxes are all restored to their original status, and both players, if both have survived, receive the following bonuses or penalties: Bonus points gained or lost COMBAT SKILL ENDURANCE Destroying an enemy skyship + 3 + 2 Winning a Victory of Honour + 1 + 1 Escaping from combat - 1 0 Over half your original ENDURANCE lost during the game - 1 - 2 Game declared a draw (both players escape from combat) - 1 0 Campaign Play COMBAT HEROES is ideally suited to campaign play in which players fight several battles in order to increase the original COMBAT SKILL and ENDURANCE scores of their characters. The following table is a guide to the status each character attains as, over the course of several successful games, he builds a fearsome reputation as a sky-fighter. COMBAT SKILL of Player Combat Status 0-5 Fledgling 6-10 Apprentice 11-15 Skybinder 16 Sorcerer/Enchanter 17-19 Windlock 20-22 Wizard 23-25 Crystal Mage 26-28 Storm Mage 29-32 Cloudmaster 33-35 Storm-master 36+ Zephyron SPECIAL INFORMATION ENTRIES Y1: At the ruins of an old sea fort you discover a hermit who, like you, once studied in Ludos under Silvarion the Great. In return for one Special item, he will tell you all he knows. If you wish to agree to his terms, turn to Y125. If you decide to leave the fort and continue your quest, turn back to page 51. Y2: The villagers of Thistlefield are delighted to receive you in their humble hamlet and they insist that you stay for a banquet held in your honour-restore 1 ENDURANCE point but lose one day. To continue your quest, turn back to page 242. Y3: You encounter a merchant caravan at the border. The bodyguards do not take kindly to your questions and force you away at the point of their swords. Lose 2 ENDURANCE points and one day. To continue your quest, turn back to page 199. Y4: The caves along the coast of Fearland Bay are the notorious haunt of smugglers and buccaneers. A sympathetic pirate captain advises you to go to the Dragonmist Marshes, where you will find the Altar of the Silver Dragon. There your wishes may be fulfilled. To continue your quest, turn back to page 36. Y5: Lorianna the Prophetess lives here, high upon a peak of the Greymarsh Mountains. She agrees to help you only if you possess the Orb of Visions. If you have this Special Item, turn to Y126. If you do not possess this Special Item, or do not wish to show it to her, continue your quest by turning back to page 205. Y6: All access to Castle Chol is banned due to an outbreak of Devil Plague-lose one day. To resume your quest, turn back to page 152. Y7: You stop to investigate a hilltop shrine and encounter a gang of bandits. They try to rob you and you lose either one Special Item or 2 ENDURANCE points before escaping. Adjust your Solo Sheet before continuing your quest by turning to page 75. Y8: The hamlet of Blackbridge is deserted-the townsfolk have fled to the safety of Ludos. You decide to search the cottages and discover some healing herbs (restore 2 ENDURANCE points) and a Scarab (Special Item). To continue your quest, turn back to page 71. Y9: The ruins of Castle Bulzan now house a legion of the Deathlord's soldiers. To try to land here would be suicidal. To continue your quest, turn back to page 230. Y10: The town of Lancy is preparing for war. Barricades are erected on the roads and the citizens are preparing to defend their homes. You wait several hours for the chance to question the town mayor but he knows nothing that can aid your quest-lose one day. To continue, turn back to page 213. Y11: Streams of molten lava and poisonous fumes greet your arrival at Mount Zaxar. Your skyship is damaged as you fly across the erupting volcano, and you are forced to land to carry out emergency repairs-lose two days. To continue, turn back to page 17. Y12: This is the Blessed Shrine of the Wood Sprites, a place of goodness and healing. Many of the Deathlord's scouts are encamped in the surrounding trees but none dare approach the sacred shrine. Restore 3 ENDURANCE points for every day you stay here. To continue your quest, turn back to page 64. Y13: The people of the village of Greenmeadow are wary of strangers, especially strangers who arrive out of the sky. Before you can explain yourself, you are chased out of the village at the point of many pitchforks! Lose 2 ENDURANCE points. To continue your quest, turn back to page 92. Y14: You encounter a group of Kalkorian soldiers hiding in the woods. They escaped from the Deathlord's armies in the forest south of Ashwood. One of the men says he heard that Silvarion was killed in Zersis. To continue your quest, turn back to page 268. Y15: The Temple of the Evil Beholder contains a powerful Seeing Stone. You gaze into this magical device and your mind is immediately filled with the images of a prophetess, a ruined watchtower and a platinum key. These clues can aid your quest, but the knowledge costs you 4 ENDURANCE points and two days. Adjust your Solo Sheet and turn back to page 87. Y16: You investigate a huge chasm that splits the wasteland for several miles. Unfortunately, it is the lair of a Giant Dustworm, which swallows both you and your skyship whole! Your quest and your life end here. Y17: Electrical storms cause you to crash your skyship into the side of an erupting volcano. You do not survive the impact. Your life and your quest end here. Y18: The guardian of this stronghold offers you some friendly advice-do not venture into the Plain of Nightmares. He also offers you food and lodging if you care to stay and rest. If you accept his offer, restore 1 ENDURANCE point and lose one day. To continue your quest, turn back to page 238. Y19: You visit the Shrine of the Holy Fathers, a sect of Druids who worship the gods of the sea. Restore 2 ENDURANCE points for every day you stay here. To continue your quest, turn back to page 24. Y20: On the outskirts of the village of Stoneplough you meet an old tinker pushing a handcart full of wares. He offers you a mirror that is shaped in the likeness of a winged horse. If you choose to accept this Magic Mirror, mark it on your Solo Sheet as a Special Item. To continue your quest, turn back to page 29. Y21: This is the Tower of the Skylords. There are no clues to be found here-lose one day. To continue your quest, turn back to page 247. Y22: The town of Rushberry is run by a guild of craftsmen. They marvel at the construction of your skyship and offer their help in return for being allowed to study its design. If you accept their request, turn to Y127. If you decide to continue with your quest, turn back to page 12. Y23: The village of Whitewater has been razed to the ground by the Deathlord's troops. The appearance of an enemy skyship patrol forces you to land and take cover for fear of being spotted-lose one day. To continue your quest, turn back to page 178. Y24: As soon as you land your skyship, you are attacked by a patrol of goblin warriors that storms out of the watchtower. Their leader wields a wand that counters your magic and his soldiers are soon able to capture you and take you to the Deathlord's fortress for interrogation. You do not survive the ordeal. Your life and your quest end here. Y25: You hover above the ruins of an ancient city, where hordes of the Deathlord's warriors are encamped. They are reserves of the armies that have invaded Kalkor. You dare not make a landing here-lose one day. To continue your quest, turn back to page 255. Y26: A fierce battle is raging around the city of Lemnos, and the castle at Blizzard Pass to the north has been cut off for days. You learn that Silvarion was sighted flying over the city of Ashwood after making his escape from the Fortress of the Deathlord. He was heading south. Lose one day and return to page 140 to continue your quest. Y27: This is the city of Zersis. It was here that Silvarion was born and here that he died, murdered by agents of the Deathlord. After two days of intensive searching, you find Silvarion's brother in hiding in the catacombs beneath the city streets. He tells you that Silvarion entered the city on foot and was badly injured when he arrived. Within minutes, he was cut down by assassins, who had been waiting in ambush for him for many days. He says that everyone in the city now fears for their lives and many blame Silvarion for their country's plight. He pledges his help in return for one Special Item. If you possess a Special Item and wish to give it to him, turn to Y121. If you choose to continue your quest, turn back to page 186. Y28: An old friend of Silvarion lives here in the village of Fiveforks. He will tell you all he knows in exchange for one Special Item. If you have a Special Item and wish to give it to him, turn to Y112. If you do not wish to agree to his request, continue your quest by turning to page 165. Y29: Your skyship is engulfed by a fierce electrical storm as you fly across the Blackpeak Mountains, and you are forced to make an emergency landing. Lose two days while repairing your damaged craft. To continue, turn back to page 116. Y30: This is the elven town of Corien. Every treehouse is deserted except for one. Its occupant claims to be Ladorath, the elf leader's son. He says he knows where Silvarion was killed and will tell you in exchange for one Special Item. If you have a Special Item and wish to give it to the elf erase it from your Solo Sheet and turn to Y117. If you wish to leave the town and continue your quest, turn back to page 108. Y31: The lord of Fearland Castle welcomes you and offers what help he can. He tells you that Silvarion often worshipped at a hidden temple or tomb somewhere deep in the Red Wolf Forest. Restore 1 ENDURANCE point and continue your quest by turning back to page 56. Y32: Here, at the Temple of the Wood Sprites, you encounter the Wise Dragon of Greymarsh. He is taking refuge from the Deathlord's soldiers, who have attacked and destroyed his lair. Patiently, he listens to your story, and when you have finished he advises you to travel to Ludos and search the Guildhall Arcania, the place where Silvarion taught you your skills. Lose one day and return to page 199. Y33: This is the village of Owlaron. It was attacked during the night by scouts from a Deathlord army corps. The villagers warn you to avoid going north for fear of capture-lose one day. To continue, turn back to page 233. Y34: This tiny village has been ransacked by the Deathlord's troops. A frightened woman tells you how they came from the north and attacked during the night. She says they were searching for something and killed anyone who dared to stand in their way. She believes they headed east after leaving the village. To continue your quest, turn back to page 122. Y35: Storms in the mountains damage your skyship-lose two days while you make good your repairs. To continue your quest, turn back to page 129. Y36: You stop to search the ruins of a derelict monastery and are attacked by a pack of wild dogs-lose 4 ENDURANCE points. If your ENDURANCE score is now below 20, you must rest before continuing your quest-lose one day. To resume the quest, turn back to page 116. Y37: You discover a secret tomb hidden deep in the Red Wolf Forest. If you wish to search the tomb, turn to Y114. If you decide to leave the tomb and continue your quest, turn back to page 8. Y38: The little town of Clovercutt has been abandoned. Ravaging wolf-riders from the Deathlord's armies launched a midnight raid that destroyed most of the crops and livestock. If you wish to search the ghost town, turn to Y119. If you wish to continue your quest, turn back to page 213. Y39: You land at the site of a ruined watchtower. The smouldering ashes of a large campfire indicate that it was used recently as a shelter by a border patrol. If you wish to search the ruins, turn to Y110. If you choose to leave the ruins and continue your quest, turn back to page 48. Y40: You fly straight into an ambush. Deathlord skyships emerge from the Volcon Mountains, their cannons blazing. Their energy pulses rip into your craft and blast it out of the sky. Your life and your quest end here. Y41: You encounter a Deathlord skyship above the Great Kalkor Plain. In the ensuing battle, you lose 4 ENDURANCE points before shooting it out of the sky. Adjust your Solo Sheet and return to page 192 to continue your quest. Y42: Here lives the Giant of Greymarsh, a benign creature who is friendly to all who come in peace. Silvarion once visited him and gave him a Crystal Ring. He offers the ring to you now if you will stay as his guest for three days. If you accept, mark the ring as a Special Item on your Solo Sheet. To resume the quest, turn back to page 43. Y43: The village of Marshpike is famed for its healing herbs. You may restore 5 ENDURANCE points for every Special Item you exchange for a handful of these herbs. To continue, turn back to page 156. Y44: You attempt a landing in Castle Rahad but the inhabitants mistake it for an attack. Your skyship is damaged by their engines of war and you are forced to land on the opposite side of the river at Castle Vela. Lose 3 ENDURANCE points and turn to Y51. Y45: In the grand city port of Elephon, you learn that Silvarion was murdered by agents of the Deathlord in the city of Zersis. You may restore 2 ENDURANCE points for every day you stay here in this city. To continue your quest, turn to page 113. Y46: This place of worship has been derelict for many hundreds of years-there are no clues to be found here. Lose one day and turn back to page 205 to continue your quest. Y47: An old hermit lives high in the mountain here at Eagle Crag Pass. He once met Silvarion many years ago at a tavern in the city of Ashwood. To continue your quest, turn back to page 96. Y48: On a rocky slope rising out of the Dragonmist Marshes stands the Altar of the Silver Dragon. Legend says that he who places a treasure upon the altar will have his wish granted. If you have a Special Item and wish to place it on the altar, turn to Y113. If you choose to leave the altar and continue your quest, turn back to page 126. Y49: This is the site of a holy shrine, where wise men from all over Thorasia come to pray for guidance. If you wish to stop here and pray, turn to Y106. If you wish to continue your quest, turn back to page 134. Y50: This is the Fortress of the Deathlord. If you dare to attempt to enter, turn to Y118. If you choose to run away, continue your quest by returning to page 159. Y51: The commander of Castle Vela warns you to be on your guard if you decide to fly north or west. The Deathlord's troops have been spotted in the Great Kalkor Plain, and the Estalonians are more hostile than usual-they fear that an invasion is imminent. Lose one day and return to page 3 to continue your quest. Y52: The village of Battle Flats belongs to a rich man named Shusta. He demands one Special Item before he will tell you what he knows about Silvarion the Great. If you wish to give him a Special Item, adjust your Solo Sheet and turn to Y123. If you do not, resume your quest by turning back to page 152. Y53: Bad weather forces you to make an emergency landing here in the Starbane Mountains-lose three days. To continue your quest, turn back to page 222. Y54: You are caught in a storm and crash in the Starbane Mountains. Your life and your quest end here. Y55: The ruins of this ancient castle have long been deserted. There are no clues to be found here-lose one day. To resume your quest, turn back to page 238. Y56: You discover a ranger's hut in the middle of the forest. The woodman insists that you stay at his home for a meal and conversation. Lose one day before continuing your quest. Turn back to page 29. Y57: As you fly over the ruins of this old border fort, you discover that it contains a regiment of the Deathlord's goblin warriors preparing to march south. You choose not to make a landing. To continue your quest, turn back to page 80. Y58: You encounter a flock of Giant Vultures, which attack your craft. You lose 3 ENDURANCE points and are forced to land to repair your damaged skyship-lose three days. To resume the quest, turn back to page 67. Y59: The city of Ashwood is in chaos. The goblin hordes of the Deathlord have sealed off all the roads and taken command of the bridge over the River Chol. Patrols of enemy skyships make it impossible to land here-lose one day. Continue your quest by turning back to page 178. Y60: The Druids of the temple advise you to go to the Dragonmist Marshes and seek the Altar of the Silver Dragon. To continue the quest, turn back to page 226. Y61: This is Castle Defiant, home of Baron Veladorn, one of Estalon's bravest warlords. He says he knows of someone in the city of Crownguard who can help you in your quest. If you wish to accompany the Baron to Crownguard, lose one day and turn to Y122. If you do not wish to accept his offer, continue your quest by turning back to page 262. Y62: The heat and dust thrown up by the volcanic eruptions in this desolate region force you to abandon all hope of a safe landing-lose one day. To continue, turn back to page 230. Y63: The sages of the city of Korn are famous for their wisdom and boundless knowledge. If you wish to see an audience with them, turn to Y109. Continue your quest by turning back to page 126. Y64: A battle is raging in Slatewood. The Deathlord's troops have captured half the town and hand-to-hand fighting rages along the main street. If you wish to land here, turn to Y116. If you choose to avoid Slatewood, turn back to page 8 and continue the quest. Y65: This river fort is occupied by a band of travelling minstrels. They tell you that Castle Chol, a fortress on the river further south, is suffering from an epidemic of Devil Plague and should be avoided at all costs. They invite you to stay for a meal and give you healing herbs that restore 3 ENDURANCE points. To continue, turn back to page 122. Y66: You disturb the keeper of the tower-a gigantic Black Dragon. His fiery breath causes extensive damage to your skyship. Unless you possess Dragon Bones, you lose 3 ENDURANCE points and four days while repairing your craft. To continue, turn to page 173. Y67: Greymarsh is a dangerous place to land in a skyship. Your craft becomes trapped in the mud and it takes you a week to free it-lose seven days. To resume your quest, turn back to page 205. Y68: You discover the wreckage of Silvarion's skyship. There is no sign of his body, but there is evidence that the craft has already been discovered and searched. The front of the skyship is buried deep in the earth, pointing towards the north. To continue, turn back to page 3. Y69: As soon as you set foot in the town of Eagle Crag, you are arrested and thrown in jail. You manage to escape and reach your skyship, but you lose four valuable days. To continue, turn back to page 222. Y70: The Temple of Chaos stands in the barren wastes of the Wildreach. The High Priest agrees to an audience and, after hearing your quest, he offers you the choice of the following Special Items: a Wand of Power, some Dragon Bones, or a Brass Key. You may keep only one of these items. Make the necessary adjustment to your Solo Sheet and continue your quest by turning back to page 275. Y71: You are in Torsh, the city of your birth. Every time you return to this city you may restore 5 ENDURANCE points for every day that you stay. To continue your quest, turn to page 12. Y72: A violent dust storm rages across the wasteland as you bring your skyship to rest. Before you looms a huge pyramid of black stone-it is the Temple of Darkness, a place of worship for the followers of the Deathlord. If you wish to enter the temple, turn to Y104. If you choose to leave this place and continue the quest, turn back to page 17. Y73: This is the tiny hamlet of Cruehollow, where the sheriff's wife is reputed to have the power of prophecy. If you wish to seek an audience with her, turn to Y111. If you decide to leave the village and continue your quest, turn back to page 146. Y74: In the town of Silverfield lives Ilion the Illusionist. He listens avidly to your story and tells you that he knows of someone who can help you in your quest. If you wish to go with Ilion to meet this person, turn to Y122. If you decide to decline this offer, turn back to page 134 and continue your quest. Y75: You seek an audience with Count Rotiart, the lord of Castle Shieldhaven. He will see you only if you make an offering to his chapel of at least one Special Item. If you wish to donate a Special Item and speak with the Count, turn to Y108. If you do not, turn back to page 71 and continue your quest. Y76: The Shrine of Uldan the Brave marks the place where this fearless warrior-king fell in battle. You enter and search the shrine, and beneath its canopy you discover a Tome of Spells (Special Item). If you wish to keep this magic book, record it on your Solo Sheet. To leave the shrine and continue the quest, turn back to page 268. Y77: You discover a shrine hidden in the forest. The Druids who once lived here have been massacred by the Deathlord's armies. There are no clues to be found here-lose one day. To continue, turn back to page 192. Y78: High above the Watchtower of the Southern Plain you encounter your rival-the Scarlet Sorcerer. If you wish to resolve this encounter by playing a COMBAT HEROES two-player game, turn to Y105. If no opponent is available, resolve the encounter by turning to Y124. Y79: The city of Vardor is besieged by armies of the Deathlord. It is impossible to make a landing here-lose one day. To continue the quest, turn back to page 247. Y80: The people of Ridgedown are hostile to all Arnians. You are attacked immediately and forced to flee for your life-lose 2 ENDURANCE points and one day. To continue your quest, turn back to page 36. Y81: The fishermen of the village offer you a draught of their special healing brew-restore 2 ENDURANCE points. To continue, turn back to page 113. Y82: You encounter a group of elves who have escaped from Ashwood Forest. They tell you that Silvarion was seen flying towards a ruined watchtower to the east of Eagle Crag, shortly after his escape from the Fortress of The Deathlord. The leader of the elves gives you a Pouch of Herbs (Special Item). When eaten, the herbs restore 5 ENDURANCE points. Record the pouch on your Solo Sheet but remember to tick it off when you use the herbs. To continue, turn back to page 140. Y83: This is the town of Oakfurrow. Here you learn from an old magician that Silvarion the Great was born in the city of Zersis. To continue your quest, turn back to page 146. Y84: You discover the entrance to an old mine shaft, which is now the home of a fierce Cave Troll. As you enter it pounces on you, causing 4 ENDURANCE points' worth of wounds before you render it unconscious with a sleep spell. A search shows the mine to be empty of clues. To continue the quest, turn back to page 108. Y85: Castle Black, the forest stronghold of Lord Rondell of Ashwood, has been razed to the ground by the might of the Deathlord's armies. There are no clues to be found in the smouldering ashes of this castle. To continue, turn back to page 33. Y86: The town of Blackriver is plagued by a swarm of soldier ants. You use your magic to rid the villagers of these pests and in return they promise to help you as best they can. You learn that Silvarion was born in the city of Zersis and his brother still lives there. To continue the quest, turn back to page 116. Y87: The Sacred Shrine of Ashwood has been destroyed by the Deathlord's armies. There are no clues to be found here. To continue, turn back to page 71. Y88: This is the Holy Ground of Thark, an ancient Druidic place of worship. Here you discover the remnants of an army encampment. You find the remains of a parchment in the ashes of a fire. The words yield an important clue: . . . the wizard went to Greymarsh . . . find what was stolen . . . your life if you fail . . . To continue the quest, turn back to page 129. Y89: This is the hamlet of Flatfield. All that remains of this tiny village are the soot-blackened ruins of shops and cottages. The Deathlord's armies have lain all to waste and the place is now deserted. If you wish to search the ruins, turn to Y101. If wish to continue your quest, turn back to page 83. Y90: Here, at the site of an ancient temple, you encounter a gang of bandits. You defeat them but lose 3 ENDURANCE points in the battle. To continue the quest, turn back to page 233. Y91: You enter the city port of Belezar and seek an audience with the High Wizard of the City Guild. After considering your request for a week, your application is turned down because you are an Arnian. Lose seven days and turn back to page 36 Y92: You encounter a group of monks praying at a small shrine. They are from Kalkor and have been driven out of their monastery by soldiers of the Deathlord. They will tell you all they know of Silvarion in exchange for one Special Item. If you wish to agree to their terms, turn to Y102. If you choose to bid them farewell and continue on your way, turn to page 222. Y93: Close to a bend in the Blackbark River is a circle of standing stones. At their centre stands a small granite tomb known as the Temple of the Sun Druids. On the ground in front of the tomb you find a Brass Key (Special Item). If you wish to keep this Special Item, adjust your Solo Sheet before turning back to page 242 and continuing the quest. Y94: The inhabitants of Spiderton know nothing of Silvarion the Great: lose one day. Continue the quest by turning back to page 51. Y95: As you land in the city square of Ludos you recall the years spent here as a student of Silvarion the Great. You revisit the Guildhall Arcania, the place where you learnt your magic skills, but now it lies empty and abandoned. In Silvarion's study you find a hastily scribbled note hidden behind his books of spells. It says simply, 'Red Wolf Forest'. The populace speak nervously of the Deathlord's armies that occupy the Ashwood Forest and have attacked the town of Slatewood. For every day you spend here at Ludos you may restore 3 ENDURANCE points. To continue the quest, turn back to page 8. Y96: This is the Shrine of Lunor the Healer. If you choose to worship at this place for one day you may restore 2 ENDURANCE points. To continue the quest, turn back to page 178. Y97: You land your skyship at a clearing in the trees, where the elven temple of Lilarion once stood. Some human soldiers have made a campsite at the centre of the moors. If you wish to question them, turn to Y128. If you choose to leave this place and continue the quest, turn back to page 108. Y98: The city of Crownguard is the home of your rival-the Scarlet Sorcerer. You can expect no help here-lose one day. To continue, turn back to page 226. Y99: The town is full of soldiers preparing to march west. The city of Vardor is under threat by armies of the Deathlord, and the soldiers are on their way to the border to prevent an invasion. If you wish to question the soldiers, turn to Y107. If you wish to continue on your quest, turn back to page 222. Y100: You are intercepted by a patrol of Deathlord skyfighters as you approach the castle at Blizzard Pass. You are wounded, your skyship is damaged and you are forced to make a crash landing. Lose 5 ENDURANCE points and four days in which you make good your repairs. To continue, turn back to page 140. Y101: You discover an old man hiding in the cellar of a burnt-out tavern. He says his name is Kasa and he fears that he is the sole survivor of the attack that destroyed his village. If you have a Special Item and wish to give it to him, turn to Y115. If you wish to leave the cellar and continue your quest, turn back to page 83. Y102: You learn that Silvarion was seen emerging from a hidden tomb at the heart of the Red Wolf Forest two days after his escape from the Fortress of the Deathlord. To continue your quest, turn back to page 222. Y103: As the key enters the lock, a massive charge of energy engulfs your entire body. You scream in agony as the powerful force lifts you from the floor and dashes you against the far wall-lose 6 ENDURANCE points. If you are still alive, continue the quest by returning to page 48. Y104: As soon as you step from your skyship, a dozen figures cloaked in black emerge from the storm and attack you. In the ensuing battle, you lose 6 ENDURANCE points before you are able to climb back into your craft and escape. To continue, turn back to page 17. Y105: To resolve your encounter, play one game of two-player COMBAT HEROES. You begin with your current ENDURANCE score and all ENDURANCE point losses that you sustain count against you in the current solo game. If you escape from combat, you lose one day. If you are shot down, you are dead and the game is over. When you have finished your two-player game, turn back to page 43 to continue your solo quest. Y106: The images of a ruined watchtower and a platinum key form slowly in your mind's eye as you finish your prayers. To continue, you must turn back to page 134. Y107: You question the soldiers about Silvarion the Great, but learn nothing that you did not already know-lose one day. To continue, turn back to page 222. Y108: The Count tells you that Silvarion hid the Deathlord's Crystal in the ruins of a watchtower a few miles to the north. To continue the quest, turn back to page 71. Y109: Three days pass before you are invited before the Council of Sages. They listen to your request and advise you to journey south to the Altar of the Silver Dragon. If you wish to take their advice, turn to Y48. If you wish to continue your quest, turn back to page 126. Y110: A spiral stone staircase leads down to a chamber located far below the surface. Set into the roughhewn wall is a steel portal that gleams as if it were new. It is smooth and featureless save for a keyhole. If you have a Brass Key and wish to use it, turn to Y103. If you have a Platinum Key and wish to use it, turn to Y120. If you decide to leave the chamber and continue your quest, turn back to page 48. Y111: The sheriff's wife senses that the Deathlord's Power Crystal is hidden somewhere in the land of Kalkor. To continue the quest, turn to page 146. Y112: He advises you to go to the Dragonmist Marshes and search for the Altar of the Silver Dragon. To continue the quest, turn back to page 165. Y113: The object slowly fades and disappears from the altar. You voice your wish, asking for the location of the Deathlord's Power Crystal to be made known to you. Three images form upon the altar: a priestess, a ruined watchtower and a platinum key. To continue the quest, turn back to page 126. Y114: Hidden among the bones that litter the tomb, you discover a small stone sphere. The instant you touch its milky-white surface it shimmers and becomes as clear as glass. At its core you see the image of a woman dressed in the robes of a High Priestess. She is standing on a windswept mountain ledge and spread out below her is a vast grey marshland fed by a mighty river. Gradually the image fades and in its place the following verse appears: Find Lorianna the Prophetess, She is pledged to aid your quest. If you wish to keep the Orb of Visions, mark it on your Solo Sheet as a Special Item. To leave the tomb and continue, turn back to page 8. Y115: His eyes light up when you offer him the gift of a Special Item. He tells you that he was once a friend of Silvarion, and the great wizard visited him only recently during his escape from the Deathlord's fortress, Silvarion hid a clue to the location of the Power Crystal in a tomb beneath the Red Wolf Forest. He suggests that you go there as quickly as possible. To continue, turn back to page 83. Y116: The hard-pressed town militia cheer your arrival as the sight of your skyship throws the enemy into confusion. The citizens inform you that Silvarion is rumoured to have been murdered at the city of Zersis. To continue, turn back to page 8. Y117: He tells you that Silvarion was killed at the Temple of Darkness in the wastelands to the north of the city of Lemnos. To continue, turn back to page 108. Y118: Only the uncommonly brave or foolhardy would dare to enter here. Your presence is detected within minutes of your arrival and you are swiftly captured and taken before the Deathlord himself for interrogation. You do not survive the experience! Your life and your quest end here. Y119: In the taproom of the tavern, you discover a painting of the Skymaster, the first skyship created by Silvarion the Great. It depicts the craft flying over the city of Ashwood. To continue the quest, turn to page 213. Y120: The Platinum Key fits. You twist it and the great steel door glides silently open. Turn to page 220. Y121: You learn that Silvarion's closest friend lives in the hamlet of Flatfield to the northwest of the city of Zersis. If Silvarion revealed his plans to anyone, it would be his old friend Kasa. Lose one day and turn back to page 186. Y122: You have been tricked. The man takes you to your rival the Scarlet Sorcerer-who imprisons you in a magical sphere. He is now free to search for the Deathlord's Power Crystal, while you contemplate your fate in solitary confinement. Your quest ends here. Y123: He tells you that Silvarion was seen in the Greymarsh Mountains a week before his death. To continue your quest, turn back to page 152. Y124: A desperate aerial battle ensues in which you lose 4 ENDURANCE points before losing sight of your opponent. Adjust your Solo Sheet and turn back to page 43 to continue your quest. Y125: The old hermit tells you that Silvarion often visited a friend of his called Kasa, who lives in a hamlet called Flatfield in the middle of the Great Kalkor Plain. To continue the quest, turn back to page 51. Y126: She takes the Orb and in exchange she gives you a Platinum Key (Special Item). 'Silvarion instructed me to give this key to the bearer of the Orb of Visions,' she says. 'It will open the portal of a chamber where the Deathlord's Power Crystal is hidden. The chamber lies deep below the ruins of a watchtower in the hills south-east of Eagle Crag.' You thank the Prophetess and bid her farewell. To continue your quest, turn back to page 205. Y127: The guildsmen inform you that Silvarion was seen less than a month ago in the mountains west of Greymarsh. You must spend one day here at Rushberry before you can continue your quest. Turn to page 12. Y128: Without warning, the soldiers grab their weapons and attack. They are mercenaries in the service of the Deathlord. You defeat them with your magical skills but your are wounded by an arrow, a parting shot, as they melt away into the forest-lose 4 ENDURANCE points. One of the soldiers drops a Brass Key. If you wish to keep this, mark it on your Solo Sheet as a Special Item. To continue the quest, turn back to page 108. CRITICAL HIT CHART FRONT Critical Hit Number Effect of Critical Hit on Opponent 2 Scarlet Sorcerer Wounded-Lose 8 ENDURANCE points. 3 Instrument damage-No firing or change of speed for 3 game rounds. 4 Power Surge-Overload; Boost moves only for 3 game rounds. 5 Energy Cannon Damaged-No firing at medium or long ranges for rest of game. 6 Energy Drain-No firing or Boost moves for 5 game rounds. 7 Screen Shatters-No Boost or Cruise moves for rest of game. 8 Scarlet Sorcerer Killed-Game over. 9 Smoke in Cockpit-Scarlet Sorcerer loses 3 ENDURANCE points; no turns or half-loops for 3 game rounds. 10 Energy cannon Destroyed-No firing for rest of game. CRITICAL HIT CHART SIDE Critical Hit Number Effect of Critical Hit on Opponent 2 Energy Crystals Damaged-No Boost moves for rest of game. 3 Wing Controls Damaged-No right or left turns for 10 game rounds. 4 Hull on Fire-Skyship will explode unless an escape is made within 10 game rounds. 5 Wing Damage-No half-loops for rest of game. 6 Scarlet Sorcerer Stunned-Lose 5 COMBAT SKILL points for 5 game rounds. 7 Hull Splits in Two-Skyship destroyed, game over. 8 Wing on Fire-Must Boost for 3 game rounds to extinguish the flames, or skyship explodes. 9 Split in Fuselage-No Boost moves for rest of game. 10 Hull Fracture-No Boost moves for rest of game. CRITICAL HIT CHART REAR Critical Hit Number Effect of Critical Hit on Opponent 2 Propulsion Unit Damaged-No Boost moves for rest of game. 3 Rudder Jammed-Continue in present direction (left/straight/right) for 3 game rounds. 4 Tail Fire-Lose 5 damage boxes from rear. 5 Rudder Destroyed-Continue in present direction (left/straight/right) for rest of game. 6 Tail Blown Off-Skyship crashes; game over. 7 Energy Crystals Cracked-No Boost or Cruise moves for rest of game. 8 Shattered cables-No turns for rest of game. 9 Rudder Obstruction-No bank-overs for rest of game. 10 Perforated Tail Fin-No high-speed turns for rest of game. FIRING GRID COMBAT SKILL of Firer 5 or less 6 to 10 11 to 14 15 to 17 18 to 20 21 to 23 24 to 26 27 to 29 30 to 35 36 to 39 40 + Firing Number 2 M M M 2 M * M 2 M 2 * 3 1 2 * M 2 3 1 1 * 2 M 4 M M 3 1 2 2 * M M 3 2 5 2 M M M M 1 1 * 3 * 1 6 M 2 2 * 1 M 3 2 1 1 4 7 1 M 2 M M * 2 2 2 * 3 8 * 2 M 3 M 3 1 1 * 3 * 9 M 1 1 1 3 2 2 M 3 4 2 10 2 M M 2 2 M 2 2 1 2 1 11 M 2 2 * 1 1 3 * 1 1 * 12 M M 2 2 * 1 * 3 2 2 4 13 M 1 M M 1 M M 3 1 M 3 14 1 M 1 1 M * 1 M 3 * 1 15 M 2 M M 3 M 2 * M 2 4 16 1 * 2 2 M M M 3 * M 2 17 M 1 M M * 1 3 2 3 1 * 18 2 M * 1 * M 2 M 2 * 1 19 M M 1 2 M 2 M 1 3 1 2 20 2 2 M M 3 3 * 2 2 2 3 Shot Modifiers CLOSE RANGE: Move two columns to the right. LONG RANGE: Move two columns to the left. ENDURANCE below 20: Move one column to the left. ENDURANCE below 10: Move two columns to the left. M = MISS * = CRITICAL HIT [REAR COVER] Emerald Enchanter contains two separate action-packed adventures. One you play by yourself, the other you play with a copy of the twin book, Scarlet Sorcerer, and a friend. Solo adventure You need: Emerald Enchanter only You are the Emerald Enchanter, star pupil of the mighty wizard Silvarion. You helped your master steal the evil Deathlord's most treasured possession-his Power Crystal. Unluckily, the theft was discovered almost immediately and your master murdered by Deathlord assassins. So where is the Power Crystal now? Can you unravel the cryptic clues left by your wizard master and reach the precious stone before the cruel Deathlord? Dual adventure You need: Emerald Enchanter Scarlet Sorcerer and a friend! High above the grasslands and plains of Thorasia, you desperately battle against your arch-rival-the Scarlet Sorcerer-for he too seeks the Power Crystal. Skilfully manoeuvring your magical skyship, you strive to shoot him down. But the Scarlet Sorcerer is a wily assailant and you'll need every ounce of your strength to defeat him. Errata Introduction: Replaced 'board and' with 'board, and'. Silvarion and the Deathlord: Replaced 'warrior kings' with 'warrior-kings', 'new-found' with 'newfound', and 'co-operate' with 'cooperate'. Solo Game Rules: Italicised rhyme. Replaced 'Endurance' with 'ENDURANCE', 'circle some' with 'circle, some', 'lost from' with 'lost in moving from', 'villages and' with 'villages, and', Special Information entries' with 'Special Information Entries', and three instances of 'picture-view' with 'page-view'. The Two-player game: Replaced 'TWO PLAYER' with 'TWO-PLAYER', 'page 346' with 'page 173', 'Combat Skill' with 'COMBAT SKILL', 'Endurance' with 'ENDURANCE', five instances of 'fusilage' with 'fuselage', three instances of '100 and 200' with '100, and 200', 'relation to to the' with 'relation to the', 'Half loop' with 'Half-loop', ''firing'' with ''Firing'', 'page 345' with 'page 172', 'Hit proceed' with 'Hit, proceed', 'pages 342, 343 and 344' with 'pages 171 and 172', 'FRONT, REAR and SIDE' with 'FRONT, SIDE, and REAR', 'FRONT, REAR or SIDE' with 'FRONT, SIDE, or REAR', 'page one' with 'page 1', 'ie' with 'i.e.', 'choses' with 'chooses', 'Damage boxes' with 'damage boxes', 'Combat Heroes' with 'COMBAT HEROES', and 'Combat Skill' with 'COMBAT SKILL'. Section 220: Replaced '_' with '-', 'The' with 'the', 'Dominion' with 'dominion', and 'Yours' with 'yours'. Section Y12: Replaced 'blessed shrine' with 'Blessed Shrine'. Section Y13: Replaced 'espcially' with 'especially', and 'pitchforks!-lose' with 'pitchforks! Lose'. Section Y15: Replaced 'prohetess' with 'prophetess'. Section Y38: Replaced 'wolfriders' with 'wolf-riders'. Section Y42: Replaced 'giant' with 'Giant'. Section Y76: Replaced 'shrine' with 'Shrine'. Section Y78: Replaced 'COMBAT HEROES' with 'COMBAT HEROES'. Section Y82: Replaced 'Ashwood forest' with 'Ashwood Forest'. Section Y84: Replaced '4 ENDURANCE points worth of damage' with '4 ENDURANCE points' worth of damage'. Section Y87: Replaced 'sacred shrine' with 'Sacred Shrine'. Section Y88: Italicised message. Section Y89: Replaced 'laid' with 'lain'. Section Y93: Replaced 'Blackbark river' with 'Blackbark River'. Section Y95: replaced 'Ashwood forest' with 'Ashwood Forest'. Section Y96: Replaced 'shrine' with 'Shrine'. Section Y105: Replaced 'COMBAT HEROES' with 'COMBAT HEROES'. Section Y113: Replaced 'disapperas' with 'disappears'. Section Y114: Italicised rhyme. Section Y118: Replaced 'foolhardly' with 'foolhardy'. Section Y120: Replaced 'platinum key' with 'Platinum Key'. Section Y121: Replaced 'north-west' with 'northwest'. Critical Hit Chart-Side: replaced 'COMBAT SKILLL' with 'COMBAT SKILL' and 'fusilage' with 'fuselage'. Critical Hit Chart-Rear: Replaced 'continue present' with 'continue in present'. Firing Grid: Replaced 'Combat Skill' with 'COMBAT SKILL'. Combat Log: Replaced both instances of 'Skyship' with 'skyship' Project Aon User License [INSERT USER LICENSE HERE]