[projectaon] Re: CH2 Emerald Enchanter - first effort

  • From: Simon Osborne <outspaced@xxxxxxxxxxxx>
  • To: projectaon@xxxxxxxxxxxxx
  • Date: Fri, 07 Apr 2006 11:43:51 +0100

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.

I've also realised that the text files I sent you do not reflect the most up to date versions of the edited text. D'oh! >_< Sorry about that as well. The updated/edited text should be attached to this mail, if the list supports attachments. Otherwise, I'll send them direct.

This is really looking good. I'm looking forward to playtesting the game when everything's fully functional, and I'll provide as much feedback as I can. Hopefully, other, more technically-minded members of the staff will also provide feedback, which might be more useful from a programming point of view.

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'

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