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Eye of the Beholder 


















Warnings 

READ BEFORE USING 
YOUR SEGA VIDEO GAME SYSTEM 


Epilepsy Warning 

A very small percentage of individuals may experience epileptic 
seizures when exposed to certain light patterns or flashing lights, 
Exposure to certain patterns or backgrounds on a television 
screen or while playing video games may induce an epileptic 
seizure in these individuals- Certain conditions may induce 
undetected epileptic symptoms even in persons who have no 
history of prior seizures or epilepsy. If you, or anyone in your 
family, has an epileptic condition, consult your physician prior to 
playing. If you experience any of the following symptoms 
while playing a video game — dizziness, altered vision, eye or 
muscle twitches, loss of awareness, disorientation, arty invol¬ 
untary movement, or convulsions — IMMEDIATELY discon¬ 
tinue use and consult your physician before resuming play. 


Owners of Projection Televisions 

Still pictures or images may cause permanent picture-tube dam¬ 
age or mark the phosphor of the CRT, Avoid repeated nr 
extended use of video games on large-screen projection TVs, 


About Audio Connectors 

If the Audio connection is made to your television from the Sega 
CD, the Mixing Cable must be used to connect the headphone 
output jack on the front of the Genesis to the MIXING input jack 
on ihe rear of the Sega CD. If the Audio connection is made to 
your television from the Sega Genesis (using either the RF cable 
ora Video Monitor cable), the Mixing Cable must NOT be used. 


coNcewrs 


The Eye of the Beholder World ....... . 2 

Starting Up .......... ............. 3 

Backup Memory ..........„„„ +ww+ j 

Take Controll ................ 4 

The Meeting ..............5 


The Commission ..................6 


RULES 

Building a Party ...........7 

Generating Characters....,.,,., .. 5 

Keeping/Modifying Characters .. W 

When the Fatly ts Complete .. W 

Characters Who join the Party ... 10 

Playing Eye of the Beholder ........... 11 

Adventure Screen __ 11 

Equipment Screen .. 14 

Character Screen ............ ... 15 

Camp Menu ... 17 


REFERENCE 

Characters .... 23 

Races.... .....„„. 24 

Classes......... . ..............27 

Alignment . 30 

Ability Scores ...... ... 31 

Other Characteristics . 32 


WATERDEEP 

History ..,,,..... 33 

Bestiary .......... 38 

Tables. ...... 46 






























Cyc zrWe BehoLdcr* 



THE EYE OF THE BEHOLDER WORLD 


F.ye of the Beholder is an all 3-D, Legend Series compuln nde 
playing adventure based on the popular Advanced Hunger m-. a 
D ragons, 2nd Edition game rules and an original story c rc.iird Un 

this game. The action lakes place in the sewers and t :ala<. . 

beneath the City of Waterdeep, 

Everything in Eye of the Beholder is from your point oi view. 

* Watch the walls pass by as you move through the sew it-. 
beneath the ancient city of Waterdeep, 

* Pick up items that you find on your journey. 

* Open doors with keys or by pressing buttons or pulling 
release levers. 

* See monsters draw nearer to you and close for ball Iu. 

■ Attack by using the weapons your characters have in him 
hands, 

* Cast spells by using your clerics' or paladins' holy symbnk and 
your mages' spell book icons. 

* Those in the front of the party may attack with weapons such 
as swords and maces., while characters in ihc? rear ranks may 
attack with spells or ranged weapons such as bows. 

A key to playing Eye of the Beholder is understanding the differ 
cnee between Take, Use, and Select. 

* Taking involves actions such as picking up or dropping items. 

* Using involves actions such as attacking monsters with weap¬ 
ons, or indicating that a cleric or mage wishes to cast a spell. 

You can only use items from the main Adventure screen. 

* Selecting involves choosing buttons such as Spell Level buttons 
or the Camp button, or choosing from lists such as picking 
spells to cast or memorize. 


STARTING UP 


t. Set up your Sega CD and Sega Genesis™ systems and plug in 
control pad I, 

2. Turn on your TV or monitor, and then turn on your Genesis. 
The Sega CD logo appears, 

NOTE: ff nothing appears an screen, turn the system OFF , make 
sure it is set up correctly, and then turn it ON again. 

i Open the disc tray or CD door. Place the game disc into the 
disc tray, label side up. Close rhe tray or CD door, 

4. if the Sega CD logo is on screen, press START to begin the 
game. If the control panel is on screen, move the cursor 

to the CD-ROM button and press BUTTON A, B or C to begin, 

NOTE: if the disc is already in the Sega CD when you turn it on, 
the game will begirt automatically after a few moments. 

5. When the Title screen appears, press any button to display the 
game menu. 

6. Use the D-PAD to highlig lit you r ga me c ho ice. 5electi on s are: 

* LOAD GAME IN PROGRESS 
Continue a previously saved game, 

* START A Nt'W PARTY 

Choose your own warriors and begin a new quest. 

* START A DEFAULT PARTY 

Begin a new quest with pre-selected characters, 

7. Press START or BUTTON A or B to set off with your party, 

BACKUP MEMORY 

I he Sega CD's backup RAM memory must lie formatted before 
you can save games to it. Use the first FORMAT option in the 
Sega CD control panel's Memory menu to format the internal 
memory before playing the game. To save your games for extended 
periods (longer than one month), save or copy them to a RAM 
cartridge (sold separately). Use the second FORMAT option in the 
Memory menu to format the RAM cartridge. 

For more information, please sec your Sega CD User's Manual, 










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TAKE CONTROL! 



ACTION 

CONTROL PAI) 

Begin gome. 

. Press START 

Move cursor. 

..... Use O-PAD 

Move cha racier. 

. Place cursor ori a direction arrow 


and press BUTTON A or B 

Sec character inventory ... 

_Move cursor to a character f soil mil 


and press BUTTON A or B 

Pick up weapons or. 

. Press BUTTON A 

items: move them 


between characters 


Attack,........ 

..... Move cLirsor to character's wt\i|n>n 


and press BUTTON B 

Speed up cursor. 

..... BUTTON C 


MEGA MOUSE™ 

Begin game. 

. Press Button A or C 

Move cursor.... 

. Roll Mega Mouse 

Move character ........ 

..... Place cursor on a direction arrow 


and press BUTTON A or C 

See character inventory .. 

..... Move cursor to a character portrait 


and press BUTTON A or C 

Pick up weapons or ........ 

. Press BUTTON A 

items; move them 


helweert characters 


Attack ... 

. Move cursor lo character's wca]X>n 


and press BUTTON C 

NOTE: 

Button B has no function. 


H- 


Sa, } n cr> 4 ^^. 


THE MEETING 


Pierf»eiron, the chief Lord of Waterdeep, has trailed the party to a 
meeting and gives you the following letter: 


Psergeiron, 

! have investigated your concerns, my friend, and I am 
afraid the news is not good. More than that, it is 
maddening and frustrating The signs of evil are dear 
as you know r and growing, iktfore l left I heard rumors 
of assassins in the city ,; by Tyr. tn Waterdeep! t am not 
sure what to believe anymore. 

t have visited both Amn and Caftmshan, these cities 
have given us trouble In the past. I suspected that Our 
problems now might be their doing „ bur t find no 
evidence of it My informants seem clear on this point at 
least. None have even heard of our elusive Xanathar, 
No, these traces of evil are not from outside 
Waterdecp, but from within ... or perhaps below? My 
magic did detect the evil, but not its source, AJl of our 
attempts to bind its cause have been for naught. 

The only thing we have “learned" is that the name 
Xanathar recurs with grave persistence Where have we 
NOT looked. Patedinson my friend? Where is it the City 
Watch never patrol? Where would YOU hide from the 
Watch and the Lords of Waterdecp without leaving the 
area of the city7 I can only think that we are overlook¬ 
ing something under our very noses, 

I will return to the Council soon, my investigations here 
are dearly fruitless. But do not waif for me — hire 
adventures as the others have suggested. They may not 
have our biases. Perhaps a new outlook will help. 

Your trusted friend, 

Khelben 






























t"yc oj - dx T BeKotder- 

THE COMMISSION 



"The sewers/' Piergeiron siiys, "l would hide in ibe seweiv And 
that is where 1 think you should start." He hands you an oftii i.il 
document with the seal of Waterdeep prominently displayed 



Gommission andloetfer of'jKartfue 


This document is a binding commission of service 
to the Lard's and sovereign city of Waterdeep. 

The hearers of this document are agents of the 
Lards of Waterdeep and are granted full rights of 
passage beneath the city of Waterdeep. 

Any who would dare interfere risk the full penalty 
of our wrath „ 

information has been presented to us that there is 
a plot afoot in our c/ty. Evidence points to the 
sewers that run beneath Waterdeep , 

We to*? ire no information about the exact nature of 
the threat „ tout we feel the urgency is grave. 

We commission you to find the nature of the 
danger and to destroy it if you are able. 

You are granted full rights of marque. 

All treasure, artifacts or other valuables arc yours 
by right of conquest. 

This writ is made legal and binding by our mark 
on the fifth day or Marpenoth in the year of 
Shadows. 




Scc|i\ L *D 



BUILDING A PARTY 


You must generate four characters to have a complete party. 

A good mix of races and classes is essential to completing the 

adventure. 

* Warrior classes such as fighters, paladins, and rangers are 
needed to deal with the many horrors thal block your path. 

* Clerics and mages support the quest with their magical abili¬ 
ties. Clerics have powerful healing and protective spells, while 
mages attack with mystic force, 

* Thieves are handy when progress is barred by a locked gate 
for which the party has no key, 

Read the Characters section beginning on page 23 for more 

information on selecting members of your party. 


















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St'Ut timi 
ithm-' 


Character 
Boxes 


GENERATING CHARACTERS 

To make a character, select one of the four Character Boxes, 

After you have chosen a box, select the new character's rare and 
gender, class, alignment, and portrait. Generally you can change 
your last choice by selecting the Sack button on the bottom right 
of the screen, 

RACE 

There are six races, or species to choose from: 

Human HalfUrtg Half-Elf 

Elf Gnome Dwarf 

Each race has unique advantages and characteristics. Different 
races arc eligible for different classes and each has unique modifi¬ 
ers to attributes such as strength or wisdom. For more information, 
see Races on page 24, 


CLASS 

Classes are occupations. There are six basic classes; some races 
have the option of having more than one class simultaneously: 

Fighter Ranger Paladin 

Mage Cleric Thief 

A variety of classes is needed in a party to supply all of the skill's 
required for the adventure. Paladins will not join parties with evil 
characters. For more information, see Classes on page 27. 


ALIGNMENT 

Alignment is the philosophy by which a character lives and deals 
with the world. There are nine possible alignments, although a 
character's class may limit the selection. Paladins, for example, can 
only be [.awful Good. The choices are: 

Lawful Good I,awful Neutral Lawful Evil 

Neutral Good True Neutral Neutral Evil 

Chaotic Good Chaotic Neutral Chaotic Evil 

Evil characters cannot join parties with pa I ad ins. If you already 
have a paladin you cannot generate an evil character. For more 
information, see Alignment on page 30. 

PORTRAIT 

You must select the picture, or character portrait, that represents 
the character in the game. During the gzimc the position of the 
portrait on I he screen indicates if a character is in the front or rear 
ranks of the parly. Select the portrait to examine that character's 
Equipment screens. 

Select the arrows to display sets of portraits, and then select your 
character's portrait. 

ABILITY SCORES 

Ability scores are generated for the character after you select the 
character portrait. These are a summary of the character's natural 
abilities and faculties. Each character has the following scores: 

Strength Intelligence 

Wisdom Dexterity 

Constitution Charisma 

These scores can be modified or generated again after you select 
a portrait for the character. For more information, sec Ability Scores 
beginning on page 31. 



















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KEEPINC/MODIFY1NC CHARACTERS 


After ability scores are generated, 
you'll sec four options to keep or 
modify your character. These 
options are Reroll, Modify Faces 
and Keep. 


* Reroll generates a new set 
of ah i I i ty sco res for t he 
character. 

* Modify lets you selectively 
change the character's ability 
scores and hit points, to match a favorite AD&D®gamo 
character for example. After selecting Modify, select the s< on¬ 
to change, and then select the Plus or Minus button to alter llie 
score. Select the OK button when you arc finished. 

* Faces retu ms to t he portra S t se lecti on optic n. 

■ Keep accepts the character into the party. 

Name your character after selecting Keep and the new rham< in 
will join the adventuring parly, 

WHEN THE PARTY ISCOMPLETF 

When you have generated four characters that you are happy willy, 
select the Play button to begin the game. 

CHARACTERS WHO JOIN THE PARTY 

In addition to the four regular characters, up to two more non 
player characters may join the party at a time. As you .idvmiuny 
these characters may ask to join your characters. If you arc epi, 
they join and act as any other characters under your control 
Occasionally non-player characters offer advice or give you 
in format ion.They may leave your party, or you can drop them 
at any lime. See Camp Mena on pages 17-18, 



Sctjtt C "O 


PLAYING EYE OF THE BEHOLDER 



ADVENTURE SCREEN 


/ 3-D WINDOW 

This is your window to the world. Here you can see the area 
around your party, items lying in the dungeon, anti attacking 
monsters. 

2 CATE 

Gates occasionally block your path. Each gate may be different. 

For example, some you can open simply by pulling a lever or 
pressing a button, others may require a key or lockpick, 

3 BUTTON 

Buttons and levers can be found on the walls near some gates, 

4 ITEM 

Treasure, food, weapons, and other items can be found throughout 
the dungeon. 






























-=— • / trve of cl xr BehoLde t- 

^ 1 ' 


5 fJfJefCT/O/VAK/fOWS 

These move and turn the parly forward r backward, left and right. 


6 COMPASS 

This indicates the party's heading, Use the compass to maintain 
your orientation and to map the lower levels. The compass is 
replaced by the Spell menu when characters cast spells. 


7 NAME BAR 

Use this to exchange positions of party members. Use one Name 
Gar and then another The two party members will trade places. 


8 CHARACTER PORTRAIT 

Select this to choose a character or view his equipment. II 
the character portrait is grayed, the character is unconscious. 
If it is replaced by a skull, the character is dead, 

9 HIT POINT BAR 

This displays the character's current condition. Color changes 
indicate the character's status, 


1 0 PRON T RANK CHA RA CTERS 

These two characters are the only ones that can attack with melee 
weapons (swords, maces., and so on} or certain short range spells. 

T? REAR RANK CHARACTERS 

These characters are away from the front line risks and can only 
attack monsters with ranged weapons (bows, darts, and so on} 
and spells. Kear rank characters can only be hit by monsters' 
melee attacks if the creatures are attacking from the sides or rear 
of the party. 

12 PRIMARY HAND 

Generally a character carries a weapon in his primary hand. The 
character can hold anything in his primary hand that he can hold 
in his secondary hand. Use in-hand weapons to attack monsters. 



13 SECONDARY HAND 

Generally a character carries a shield, secondary weapon, spell 
book, holy symbol, or miscellaneous item in his secondary hand. 
Only fighters, paladins and rangers can use a secondary weapon 
and even they suffer a penalty in combat. Use spell hook icons or 
holy symbols to cast spells, 

14 SPELL ROOK 

Use this icon to cast memorized mage spells. When you use a 
spell book the compass is replaced by the Spell menu. When the 
menu is displayed select a Level button and then the spell. 

15 SPELL EFFECT BOX 

A colored line around a character shows that the character is 
affected by a spell. A dashed line shows that the character is 
affected by two types of spells. The color of the indicator describes 
the type of spell, 

T6 WEAPON 

Use in-hand weapons to attack monsters. This is identical for both 
melee and ranged weapons, 

17 HOLY SYMBOL 

Use this to cast cleric spells. To cast cleric spells use a holy symbol 
and the compass is replaced by the Spell menu. When the menu is 
displayed, select a Level button and then a spell, 

18 MESSAGE AREA 

Important information appears here, 

19 CAMP BUTTON 

Select this to rest the party, memorize spells and heal the party. 

The Camp menu also lets you save the current game, quit, or make 
adjustments to game sounds and so on. See Camp Menu on pages 
17-18 for more information. 











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EQUIPMENT SCREEN 

1 CHARACTER PORTRAIT 

Select this to return lo tlic Adventure screen. 

2 HIT POINT BAR 

Displays the character's current condition. 

3 FOOD BAR 

When a character has run out of food he loses one hit point every 
24 hours and cannot memorize or pray for spells. To remedy the 
situation, see Tat on page 20. 

4 FOOD PACKET 

Food can be found in the dungeon. 

5 PLATF 

Take food and select it on the plate to have a character rat, 

fy NEXT/PREVIOUS CHARACTER BUTTONS 

Select these to view other characters' equipment. 

7 BACKPACK 

Items carried in the character's backpack are shown lien 1 . 




H QUIVER 

Indicates any arrows the character has. Select arrows over 
the quiver to fill ft. 

9 BODY PARTS 

(HEAD, NECK, TORSO, WRISTS , FINGERS, FEET) 

Place items to be worn on the appropriate box. For example, 
rings are placed on fingers, armor on the torso, and so on. 

TO PRIMARY HAND 

Shows what the character has in his primary or "weapon" hand. 

11 SECONDARY HAND 

Shows what the character has in his secondary hand. 

12 BELT POUCH 

Up to three items can 1.x? carried in the character's belt pouch. If 
the character keeps spare throwing-type weapons in the pouch, 
replacements are automatically transferred to the character's hand 
as weapons are spent in combat. 

13 OTHER PAGE BUTTON 

Select this to see the Character screen. 


CHARACTER SCREEN 

7 CHARACTER PORTRAIT 

Select this to return to the Adventure screen. 

2 HIT POINT BAR 

Displays the character's current condition. 

3 FOOD BAR 

Indicates if the character lias enough food. 



















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MSlrti 

•RflNOER/CL.FRT'- 
.-HE'JTF,^ t'OQC 
WflLF*fLF r-lfiLE 


-UOD 


STRENGTH 
IntelLICENCE 
WISDOM 
LEXTERITV 
CONSTITUTION 
CHflRlSm 
RRNOP. d-ftr-i 


I 

■■LEFlie 


4 NEXT/PREVIOUS CM A RACTER B UTTONS 

Select these to view other characters" equipment. 

5 CLASS 

This is the character's occupation {or occupations, if the clunukT 
is multi-classed). 

6 ALIGNMENT 

Describes the characters ethics and how he interacts with ilu» 

world. 

7 CURRENT EXPERIENCE 

Represents how much the character has learned throughout 
the adventure. When the character gains sufficient expri inn e, 
his level increases. 

8 ABILITY SCORES 

Represent the character's natural abilities and strengths. 

9 CURRENT LEVEL 

How far the character has advanced in his class. 

70 OTHER PAGE BUTTON 

Select this to return to the Equipment screen. 


Sccjol CD ^ 


CAMP MENU 


REST PARTY 

Select this option to have the party rest, heal, and memorize spells. 
When you choose this option., you will be asked if you want to 
have healers cure the party. 

If you select the Yes button, characters with cum spells automati¬ 
cally cast them on wounded characters and rememorize those 
spells, and any others chosen r while the party is resting. Unless 
you choose new spells, characters will rememorize the same 
spells as before. 

The amount of time the party rests is based on the highest number 
and level of spells being memorized or prayed for. A party's rest 
may be interrupted by wandering monsters. 

Characters with blank Food Bars cannot regain spells until 
they eat. 

5AVT GAME 

This option stores the current game to disk. It's a good idea to save 
your game regularly. 

LOAD GAME 

This option retrieves a stored game, 

SELECT OPTION 

Select to control various game functions: 

* Speed sets the speed of the controller response from 1 (slowest) 
to 5 (fastest). 

* Music turns background music ON or OFF. 

* SE turns sound effects ON or OFF, 

* Modes 1 and 2 let you move the cursor freely around the 
screen, Mode 3 snaps the cursor to the nearest screen or menu 
feature when you move it,. 











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MEMORIZE SPELLS 

Select this option to choose or examine the sot of spoils the mage 
will learn when he rests. The Spelts Available menu will appear. 
Select spells to memorize. The numbers to the right of the spell 
names are the number of oath type of spoil the character will 
have when he finishes resting. Highlighted numbers indicate 
unmemorized spells. 

Select the Clear button to blank any unmemorized spell choices 
or a Level button to choose spells of another level. Select the Exit 
button to end choices for that character. 

PRAY FOR SPELLS 

Select to choose or examine the set of spells the character will 
learn when he rests. The Spells Available menu will apfHMrwhen 
you select this option. Select spells to memorize. The numbers lo 
the right of the spell names are the number of each type ot s|K-J( 
the character will have when he finishes resting. Highlighted 
numbers are unmemorized spells. 

Select the Clear button to blank any unmemorized spell choices or 
a level button to choose spells of another level. Select the l xii 
button to end choices for that character. 

SCRIBE SCROLLS 

Transfers spells from a scroll to a spell book. After selecting Si rjbty 
you'll see a list of spells on scrolls, 

DROP CHARACTER 

This option lets you order a non-player character who has joined 
the party during the adventure to leave the party. See f ‘h-mit iris 
Who loin the Party on page 10. 

EXIT 

Select this button to leave the Camp menu, 


ACTIONS 


This section describes how to perform actions in the game. The 
basic parts of each action arc the Take, Use and Select functions, 
"In-hand* refers to items in either the primary or secondary hand. 
You can only use items from the Adventure screen. 

ATTACK MONSTER 

To attack monsters, use a character's in-hand weapons. Only the 
front rank characters can attack with melee weapons (swords, 
maces, and so on), and the monster must be visible in the 3-0 
window. Characters in the rear ranks can attack with ranged 
weapons (bows, darts, and so on). After you have attacked with 
a weapon it is grayed until it is ready again. 

CAMP 

Select the Camp button on the bottom right side of the screen. 
Camp gives you options to save the game, turn sounds on and off, 
have spell-casters memorize spells, and more, 

CAST CLERIC SPELL 

Use the character's in-hand holy symbol. The holy symbol can be 
in the character's secondary hand. Select the spell l evel button 
from the Spell menu and then the spell to cast. Select target 
characters for any spell that affects members of the party. Attack 
spells can only be launched at monsters that are visible in the 
3-D window. 

CAST MAGIC USER SPELL 

Use the character's in-hand spell book icon. The spoil book can be 
in the mage's secondary hand. Select the spell Level button from 
the Spell menu and then the spell to cast. Select target characters 
for any spell that affects members of the party. Attack spells can 
only he launched at monsters that are visible in the 3-D window. 

CAST A CLERIC SCROLL SPELL 

Use an in-hand scroll. The scroll is consumed when the spell is 
released, and lost forever. 








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CAST A MACE SCROLL SPELL 


Use an in-hand scrofi. The scroll is consumed when the spell is 
released, and lost forever. 


CHANCE ORDER OF CHARACTERS 

To change Lhe order of [he party, use the Name Bar of one 
character from the Adventure screen and then the Name Bar 
of a second. The two will trade places. 

DRINK A POTION 

Use an in-hand potion. 

DROP AN ITEM 

Select an item, carry it io the 3-D window and select it again 
below the center line of the window to drop the object. To throw 
an item select it above the 3-D window center line. 

EAT 

Go to the Equipment screen, take food and select it over the 
character's plate. 

EXAMINE CHARACTER'S EQUIPMENT 

Select a character portrait from lhe Adventure screen. 

EXAMINE CHARACTER INFORMATION 

Select a character portrait from the Adventure screen, then select 
the Next Page button. 

EXAMINE PART OF THE DUNGEON 

Move the cursor over an ifem, such as a dagger or body, or a 
dungeon feature, such as writings or drains on walls and select it. 
Information about the selected item or feature is displayed in the 
message area below the 3-D window. 

FIRE A RANGED WEAPON (BOW OR SUNG) 

Place the weapon in the character's primary hand and place 
ammunition in the secondary hand. To get an arrow, select a filled 
quiver, and then select again over the hand. As you fire the 
weapon, replacement ammo will be automatically transferrer! from 
(he quiver {bows) or belt pouch (sting stones) if it is available. 



FIRE A RANGED WEAPON (DAGGER OR DART) 

Use any in-hand dagger or dart. Replacements are automatically 
drawn from the character's belt pouch if they are available. 

FORCE OPEN A GATE 

Select the bottom of a partially open gate to attempt to force it 
open. The strongest character automatically makes (he attempt. 

GIVE AN ITEM 

To transfer an item from one character's Equipment screen to 
another's, take the item, select the Next or Previous to reach the 
recipient, and select the item again over the appropriate box. 

MANIPULATE DUNGEON FEATURES 

Move the cursor over a dungeon feature, such as a lever, button, 
or a chain and select It, 

MEMORIZE CLERIC SPELLS 

Look under the Spells option in the Camp menu. Characters 
who are starving cannot pray for new spells. 

MEMORIZE MAGE SPELLS 

Look under Spells in the Camp menu. Starving characters cannot 
memorise new spells. 

MOVE IN DUNGEON 

Select lhe direction arrows. 

OPEN A GATE 

Gates throughout the sewers are not all opened in the same 
fashion. Some gates are opened by release levers or buttons. 

'lb open these, place the cursor over the release* and select it. If the 
door is locked, you need lo select a key over the took or a thief 
may select a lockpick over the lock. 






up d>c Bclx'U'lc 


PICKA LOCK 

To pick a lock, Lake the thief's lockpick and select ii over the lock. 
The thief character will automatically attempt to disarm any traps 
he finds in I he lock. 

SCRIBE SCROLL SPELLS INTO SPELL BOOK 

Select the Camp button, then ihe Spcfls option, then Scribe Scrolls, 
A menu of all available stalls is displayed, 

TAKE AN ITEM 

Move the cursor over the item and take it* To place it in a backpack 
or belt pouch, or to wear it, move the item over the character 
portrait. Select the portrait to see the Equipment screen and I lion 
select the item over its destination. 

THROW AN HEM 

Select an item, carry it lo the 3-D window and select il attain 
above the center line of the window to throw the object. To drop 
an item, select it below the 3-D window center line. This type oj 
throwing is not the same as "throwing" a dart or dagger, whit h is 
described under Fire a Ranged Weapon, 

TURN UNDEAD 

Paladins of third-level or higher and all clerics automatically 
attempt to turn any visible undead* Undead approaching lhe party 
from the back or sides arc unaffected until the adventurers [urn in 
face them, 

UNLOCK A GATE 

To unlock a gate, take a key and select it over the lock. 

WEAR AN ITEM 

To wear an item such as armor, a helmet, or a ring, take the item 
and place it in the appropriate box on the Equipment screen, lo 
get to the Equipment screen from the Adventure screen, move I lie 
item over the character portrait and select the picture. 



CHARACTERS 


Your adventuring party is made up of up to six characters, each 
with his or tier own unique strengths and weaknesses. Every 
character has a race, class, and set of attribute scores. Race is 
Ihe character s species. There are six races to choose from: dwarf, 
elf, gnome, half-elf, halfling and human. Class is the character's 
occupation. Some races can have more than one class simulta¬ 
neously; these are called "multi-class characters." 

fhe basic choices of class arc: cleric, fighter, mage, paladin, thief 
and multi-class* Attribute scores define the character's physical and 
mental prowess; they are: strength, dexterity, intelligence, wisdom 
and charisma. 


n 














C -j C of cUc 6cK?Uc 


RACES 


DWARVES 

Dwarves arc a short heavily built denii-human race. They stand 
between 4 and 4 1/2 feet tall, but generally weigh more than 
150 pounds due to their heavily muscled build. Dwarves live 
from 350 to 450 years. They are famous for their skill in all manner 
of crafts, from metalworking to stone masonry, 

Dwarven weapons command high prices in markets around the 
world, and pieces of I heir fine Jewelry are pari of every king's 
ransom. In addition to intricate workmanship, dwarves are known 
for tremendous courage and tenacity that borders on the fanatic, 

Dwarves are by nature non-magicat and have innate resistances 
to spells as well as many poisons, 

* Ability Score Modifiers 

* All owab Pe Cl a sses 

* Level Restrictions 

ELVES 

Elves ore slimmer and somewhat shorter than the average human 
and arc easily distinguished by their fine features and pointed ears. 
They often live more than 1,200 years. Elves do not like the 
confines of civilization. They delight in natural beauty, singing, and 
carefree playing. To outsiders, elves often appear to be haughty 
and cold, although they are known to be fiercely loyal to friends. 

Elves of all classes are taught archcry from a young age, and 
receive a +1 bonus with any type of bow, and long or short 
swords. Elves are resistant to any type of Sleep or Charm spell. 

* Ability Score Modifiers Dexterity +1, Constitution -1 

* A11 o wable Cl asses CI e r i c, F ighter. Mage, Ra nger, 

Thief, Fighter/Mage, Fighter/Thief, 
Mage/Th ief, Fighter/Mage/Thief 

* Level Restrictions None 


Constitution +1, Charisma -1 

Cleric, Fighter, Thief, Tighter/ 
Ceric, Fighier/Thief 

Cleric tenth-level 


Scej A CD 



GNOMES 

Gnomes are distant kin of the dwarves, although the latter are 
loathe to admit the relation. Gnomes typically live to be around 
bOG years old. 

Where dwarves are taciturn and hard working, the gnomes are 
more carefree anti lively. Never turn your back on a gnome, 
however — they are diabolical and enthusiast it practical jokers. 

Gnomes are fairly magic-resistant, and gain a +1 combat bonus 
against kobo Ids, 

* Ability Score Modifiers Intelligence +1, Wisdom -1 

* Allowable Classes Cleric. Fighter, Thief, Clerit/Thief, 

Fighter/Cleric, Fighter/Thief 

* Level Restrictions Cleric ninth-level 


HALF-ELVES 

1 lalf-elves inherit several advantages from their mixed parentage. 
They resemble their elvish parents in facial appearance, but half- 
elves are taller and heavier than most elves, approaching human 
norms. While not as long-lived as true elves, they live, on average, 
about 250 years . 

For the most part, half-elves can travel and mingle in both elvish 
and human company, although rarely are they truly accepted in 
either. 


Half-elves have the greatest selection of class combinations of any 
of the races. They inherit an innate resistance to Sleep and Charm 
spells, but to a lesser extent than full-blooded elves. 


* Ability Score Modifiers 

* Allowable Classes 


* Level Restrictions 


Norte 

Cleric, Fighter, Mage, Ranger, 
Thief, Fighter/Cleric, Fighter/ 
Thief, Fighter/Mage, Cleric/ 
Ranger, Cleric/Mage, Thief/Mage, 
Fightor/Mage/Cleric, Fighter/ 
Mage/Thtef 
None 







rKe 3e^>t»Ldcr- 

HALFUNGS 

Ha [flings are a diminutive people famous for their congenial tty and 
love of comfort. Their facial features are round and broad and they 
typically have curly hair, Halflingsare fairly short, a little shorter 
than dwarves, and quite plump. They are sturdy, industrious, and 
generally quiet and peaceful. Their burrow homes are well fur¬ 
nished, and their larders are always woJJ stocked. 

Ha If lings are well liked by nearly aJJ other races. Gnomes espe^ 
dally like the ha If lings, whom they feel are kindred spirits, 

Ha If lings have innate magic resistance and have a +1 bonus 
with slings. 

* Ab i I i ty Score Mod if Ee rs Strength -1, Dex teri ly +1 

* Allowable Classes Cleric, Fighter, Thief, Fighter/Thief 

* Level Restriction Cleric eighth-level. Fighter 

ninth-level. 



HUMANS 

Humans are the most adaptable and, hence, most prevalent race. 
Humans vary more than any other race in size, skin color, and hair 
color. Typically they live around 70 years. 

Human societies are more diversified than any of the other races, 
and also more aggressive and acquisitive. Where the longer-lived 
races wait patiently and take a long-range view of the world, 
humans lend to muster ill cl r efforts for immediate gain, 

* Ability Score Modifiers None 

* Allowable Classes Cleric, Fighter, Mage, Paladin, 

Ranger, Thief 

* level Restrictions None 





CLASSES 


St'Cj a CD 



Each class has its own unique strengths, and each offers valuable 
talents and skills to a party. Fighter-types — fighters, rangers, and 
paladins — are needed to battle past the creatures that stand In the 
way of victory and glory. Thieves are very handy when the party- 
runs across traps. Mages offer powerful spells, anti clerics can both 
fight and heal the wounded. 

Each class has one or more prime requisites, or ability scores that 
are important to ihe class, A character with prime requisite score(s) 
of 16 or greater advances somewhat faster in levels. 


CLERICS 

Clerics are warrior priests, men and women who carry their faith in 
ihcir weapon-arms as well as in their hearts. Cleric training 
includes the use of divine magic and a limited selection of 
weapons. They can use any type of armor, but their selection of 
arms is limited to blunt, impact-type weapons such as maces. 

Cleric magic differs from mage spells in that cleric magic is of 
divine origin. Clerics do not carry tomes of spells and rituals. They 
receive power directly from the gods and cast spells through their 
holy symbols. While mages study and pour over their spells to 
imprint the rituals in their minds, clerics enter a meditative trance 
where they are receptive to the divine magic. 

Clerics also have powers against undead monsters such as skel¬ 
etons and zombies. Clerics automatically attempt to turn undead, 
driving them away, or possibly even destroying lhem. As clerics 
advance in level they gain more spells and greater power against 
undead. Clerics with wisdom of 13 or higher gain extra spells, 

* Prime Requisite Wisdom 

* Races Allowed Human, Dwarf, Elf, Gnome, Half-Elf, 

HaJfling 

* Weapons Allowed Mace, Flail, Staff, Sling 









r1>c l3eKoldot~ 

Fighters 

Fighters are warriors, experts in weapon-skills and battle tactics, 
fighter training includes use and maintenance of all manner of 
weapons and armor Fighters can use any type of armor or weapon 
without restriction. Whether for glory or profit, fighters can be 
found in the thickest parts of battles, where only skill and bravery 
triumph. 

Fighters cannot cast any type of magical spell, nor would they as 
a rule want to, preferring to rely on a strong sword-arm. They can 
use any type of magical weapon or armor and magic items such 
as rings and gauntlets. Fighters gain speed as well as skill when 
they go up in levels. High level fighter-types including fighters, 
paladins and rangers, are able to attack more often with melee 
weapons such as swords than other types of characters. 

* Prime Requisite Strength 

* R Eices A11 owed A11 

* Weapons Allowed All 

Mages 

Mages are individuals trained In the arcane and mysterious secrets 
of magic and spellcasting gestures. Mages tend to be poor fighters, 
preferring to rely on their intellect and magical abilities. While 
warriors and clerics may charge to the fore of a battle, mages tend 
to hang back and pummel foes with mystic attacks. Mages tend to 
he reclusive and spend most of their time researching new spells 
and ancient magical lore. 

Mages cannot wear any type of armor. This is because they have 
no training or aptitude for martial skills, and armor is restrictive 
and interferes with some spellcasting. Also because of their lack of 
martial inclination, mages are severely limited in the weapons they 
can use. Mages become very powerful as they Increase in level, 

* Prime Requisite Intelligence 

* Races Allowed Human, Elf, Half-Elf 

* Weapons Allowed Dagger, Staff, Dart 




Sctjcv C "D 

PALADINS 

Paladins are elite warriors who battle in the name of Truth and 
Justice. Lawfulness and good deeds are their meat and drink, 
and they lead lives of chaste piety. Paladins will not join a party 
that includes evil char,it tors. Like other high level fighter-types, 
paladins are able to attack more often with melee weapons, such 
as swords, than other types of characters. 

In addition to skill in all types or arms and armor, paladins have 
divine magic <il ubililies conferred for their piety. Paladins have 
extra resistance to magical attacks and poison and are immune 
to disease. Paladins can heal once per day (two hit points per level 

of ad vane They are always surrounded by a Protection 

Versus I vil aura that encompasses the entire party. All evil attack¬ 
ers suffer a penally to their attacks if a paladin is in the party. 

At third-level paladins can turn undead as a cleric two levels 
lx'low their own. At ninth-level, paladins gain the ability to cast 
certain cleric spells, although they can never use cleric scrolls, 
Paladins pray for their spells and cast them exactly as clerics. 
Paladins can use the following cleric spells: Bless, Cure Light 
Wounds, Detect Magic, Protection From Evil, Slow Poison, 

■ Prime Requisites Strength, Charisma 

* Races Allowed Only Human 

* Weapons Allowed All 

RANGERS 

Rangers arc trained hunters, trackers, and woodsmen. They are 
I aught to live as much by Iheir wits and skills as by their swords 
and bows. Like fighters, rangers can use any type of weapon or 
armor, although heavy armor interferes with their special abilities. 

When wearing studded leather or lighter armor, rangers can tight 
with weapons i n both hands without any penalties. Like other high 
level fighter-types, rangers are able to attack more often with melee 
weapons, such as swords, than other types of characters, 

* Prime Requisites Strength, Dexterity, Wisdom 

* Races Allowed Human, Elf, Half-Elf 

* Weapons Allowed All 








tryxr op die BcKoLdcr 
THIEVES 

Thieves are hard lo classify as a group. Some are malcontents, who 
prey on the unsuspecting. Others are basically good, but area little 
wanting in strength of character. Adventurers long ago learned that 
a skilled thief in (he parly increases overall party survival —- 
especially when dealing with trapped locks. As thieves gain levels 
they become more proficient at picking locks, and avoiding any 
attached (raps. 

Because (hey need lo move freely and quietly thieves'abilities are 
restricted when they wear anything except leather-type armor. 
Thieves have a greater choice of weapons than clerics or mages, 
but less ihan fighter-types, 

* Prime Requisites Dexterity 

* Races Allowed Ail 

* Weapons Allowed Any 

ALIGNMENT 

Alignment describes a character's outlook and liovv he deals with 
life. The possibilities encompass a range of views from believing 
strongly in society and altruism (Lawful Good) to completely 
selfish and without any regard for others (Chaotic Evil). Alignment 
is presented in two parts: the character's world view and personal 
ethics. 



WORLD VtEW 

Lawful indicates that the character understands himself to work 
within the frameworks and rules of a society. 

Neutral indicates that the character moves between valuing society 
and its rules, and the value of the individual. 

Chaotic indicates that the character values the individual (himself) 
above society and others. 


Scijcv L 'D 

ETHICS 

Good indicates (he character tries to act hi a moral and upstanding 
manner. Neutral indicates (lie character leans towards "situational 
ethics/ evaluating each sel of circumstances. Evil indicates the 
character acts either with no regard for others, or In an overtJy 
malignant man nee 

ABILITY SCORES 

The base for na< h attribute score is a number between 3 and 1 ft. 

i.il modihms am automatically factored into the base number 
by iIhm ompuier when any value is shown. The maximum value 
loi \t ores is 19, except fighters' strength, which may have a 
ponvrilile value 1 added to indicate exceptional prowess. Higher 
values always offer greater advantages, 

STRENGTH 

Strength measures physical power, muscle, and stamina. Figbter- 
lype characters (fighters, rangers, and paladins) can have excep¬ 
tional strengths greater than 18, Exceptional strengih is indicated 
by a percent value (Ql, 02, 03 T ., 98, 99, 00) following the base 
sirenglh {for example (8/23). High strength allows characters to 
light better With hand weapons such as swords or maces they hit 
more often and gel damage bonuses, Halfllngs, even ha I fling- 
llghtcrs, annul have exceptional strengths, 

DEXTERIT Y 

I )exleri[y mr.isures agility, eye-hand coordination, and reflex 
speed. ( hara< tors with high dexterities have bonuses to armor 
class, which indicates how difficult they art? to hit. Good dexterity 
a iso gives bonuses when using missile weapons such as bows or 
slings. Dexterity of 16 or higher counters some of the minuses 
fighters suffer when using weapons in both hands. 

CONSTITUTION 

Constitution measures fitness, health, and physical toughness. 

High constitution increases the number of ids points a character 
gets. Hit points measure how difficult a character h to incapacitate 
or kill. 






feryc rlie iBcKpLdet- 
INTELLIGENCE 


Intelligence measures memory, reasoning and learning ability, it is 
the prime requisite lor mages, where their skill anti very survival 
hinges on learning and using the knowledge of magic. 


WISDOM 

Wisdom measures a composite of judgment, enlightenment, will 
power, and intuition. Characters with wisdom of 7 or less are more 
susceptible to magical spells, while wisdom of 15 or greater lends 
some resistance. Clerics with wisdom of 13 or more get extra 
spells. 

CHARISMA 

Charisma measures personal magnetism, persuasiveness, and 
ability to assume command. Characters with high charisma arc 
useful as spokespersons when dealing with non-player characters, 
(See page 10.) 


OTHER CHARACTERISTICS 


ARMOR CLASS 

Armor Class (AC) measures how difficult a target is to hit and 
damage — the lower the AC value, the harder the target is to hit. 
Good AC can indicate different things. A character might be 
difficult to hit because he is outfitted with magical armor, while 
a monster might have the same AC because it is small and fast. 

AC changes only when characters find and use new armor or 
shields. High dexterity improves a character's AC. 

HIT POINTS 

Hit Points measure how difficult a character or opponent is to 
incapacitate or kill — higher values are better. Every time an attack 
gets past armor and defenses, it does damage that is subtracted 
from the target's hit points. If the target takes too much damage, 
he will die or become unconscious. 

EXPERIENCE POINTS 

Experience Points (EXP) measure how much a character has 
accomplished. 


H^tekdeeP 



HISCTORy 

rue e/^iiLy yeA.p.s 

A i houv.ilid years ago ihr <. ily ot Walerdeep was merely a stopover for 
men haul ships trading in llu- northern lands. The scattered human 
IiiIh-s would come to the coast and trade furs for the traders' baubles, 
nurlal weapons and tools. If trading was poor, the merchant ships would 
hole up in the deep bay and fill their holds with lumber to cut their 
losses. Several local tribes came to settle and farm the clear cut lands, 
A year-round trading settlement soon grew along the shores. 

Soon the new wealth spawned a battleground. Warrior tribes ra ided the 
farms. Warlords waged battles (or domination of the coveted trading 
base and fertile fields. Finally a chieftain named Njmoar seized the 
farms and the ramshackle docks and buildings of the trad ing enclave, 
Nimoar ordered a log palisade and earthen embankments built around 
the trading enclave. The following spring the newly fortified commu¬ 
nity repelled several pirate and tribal raids and began to prosper. 








e T c of cl^e (3ct’u?L<Tct v 

r:p.OLL W\RS 

Under Nimoan's rule Waterdeep grew from a trading enclave to a 
small fortified city. While the city grew, further to the north ore tribes 
too were expanding their territories. The ores had outgrown their 
mountain strong ho ids and were streaming into the lands below. 

Dwarves and elves took the worst of the onslaught, with 
only occasional ore raids troubling the scattered h Li¬ 
man tribes or the new city of Waterdeep. 

The real threat was the tribes that the ore push had 
displaced and driven south, most notably the "cvcr- 
lasling ones/ as trolls were then called. Nlmoar 
d ied of ol d a ge a t the begi nni ng of th i s war. The you n g 
warlords who followed the old leader led tine men of 
Waterdeep in valiant defense. The city swelled with 
refugees seeking the high walls of safety. The struggles 
continued in stalemate fora decade, until a youthful northern mage 
named Ahghairon helped lip the balance. The "everlasting ones'' 
were destroyed or scattered, 

Feari ng further attacks, the men of the city raised a small keep on the 
slopes of Mount Waterdeep. The keep commanded all land ap¬ 
proaches to the city. Any troll attackers would be met with a deadly 
ra in of fire arrows. Many who had moved io the city for safety during 
the Troll Wars stayed on and expanded the walls several times to 
encompass the new farms. 

pp.SC LOR-t>S op 

WAtrep.t3eep 

After the Troll Wars, the free city of Waterdeep was ruled by War 
Lords. The young mage, Ahghairon, gained knowledge and power 
until he became a great mage. Somewhere in his studies or travels, 
he discovered a supply of Potions of Longevity. The never aging 
wizard offered his wisdom and experience and became a fixture in 
Waterdeep politics. 

In his 112th year, Ahghairon had a falling out with Raurlor the 
Warlord of Water deep. Raurlor wanted to use the city's great wealth 
and force-of-arms to wage a war of conquest Ahghairon defied the 
Warlord in public, before a large gathering of citizens and officials. 





G Td 

When Raurlor ordered the wizard hound and imprisoned, Ahghairon 
mse into the air, out of rein hot the guards and the angered Warlord. 
When Kaurlor drew his weu[x>n and attacked the wizard. Ahghairon 
answered the affront by i hanging the sword into a venomous viper. 
Ih<< Warlord was bitten and died in writhing agony. 

A! ij‘l lain hi galhei < ■< I .ill the captains of Waterdeep and all of the great 
i.nnilies. Wl life runners were sent to bn ng them to the pa I a ce, f la mes 
round anth ra< kind around the Warlord's empty throne. When the 
last of the attendants arrived, Ahghairon gestured and the flames 
disappeared, leaving the scat unharmed. 

The wizard sat on the throne and declared himself the first Lord of 
Waterdeep, proclaiming that henceforth wisdom and not armed 
fint e would rule in the city. Ahghairon assembled the first Lords. 
I ,n 1 1 had an equal vote, even the powerful wizard. When they 
ap|ii"iin“tI in iiLiblit the Lords went hooded, and their Identities were kept 
sin n'i I hr I nivk went' to I jc above petty politicking and influence, arid 
lugHhei ilirii word was supreme law. 



guiLtrmxsceRS wxr 

Aiip.ii,nun i .ind the nthei loids ruled well and wisely for two 
bum lird \ i’.u . the I * ^ih dinx led (ha I io.kIs lie built. Guilds were 

..-if hi nviil.it- i he huigroning hades arid crafts for which the 

, iiy was I in inning lan urns, |hei iiy grew fivefold and walls were 
expanded twit o more during this time. 

Alter many years of peace and wise rule, AhghairoiTs vitality failed. 
I he magic that had kepi him young was no longer sufficient to keep 
ihe years at bay and the venerated wizard died. 

The whole city grieved, and he was interned with the greatest honors 
ever known before or since. Several who had tutored under the old 
mage placed potent magical wards and protective spells around his 
resting-place—which is believed to remain inviolate to this day. 

During. Ahghairon's waning days, several powerful Guildmastera 
qLiietiy learned the identities of nearly all of the Lords of Waterdeep, 
When the old mage was interred, the Lords were assassinated and 
the Guildmasters vied for control. 







e T C of d tSefwLdet* 

The Guildmasters ruled for six short, bloody years. All but two of the 
original masters were slain. Only Lhorar Gildeggh Master of the 
Shipwrights, and Ehlemm Zoar of the G erne utters ruled. These two 
ruthless manipulators were evenly matched foes and the city 
suffered under their incessant maneuvering and conflict. 

Open warfare between Ihe factional forces was comm on. At length 
they both sickened of the bloodshed and formed a truce. Two 
thrones were set in Casile Water deep, and from them Ihe two Lords 
M agister, as they were called, argued and issued decrees. 

RerruRN op rrr>e lort^s 



One flay two people came to the Court of the Lords Magister. They 
wore the black robes and hoods as had the old Lords of Waterdeep. 
No one knew where the masked pair had come from. If they were 
legitimate, why they had stayed silent so tong? 

When they came before ihe Magisters they commanded the two 
guild masters to leave the city forthwith. The Lords Magistcr refused, 
I a ugh i n g at the i m pu do nee of the pa i r, The s horter of th e 
robed pa i r gestu red, a nd the erstwh i te ru I ers a rrd their 
twin thrones disappeared in a fiery blast of fire and 
(ightning. 

The two robed ones had indeed been Lords of 
Water deep. The shorter was the Lady Shilarn, once 
apprentice to A hgh a iron himself and his undeclared 
heir as f i rst Lo rd of the C i ly. T he other was a c arpen ter 
named Baeron. The two were the junior-most of the 
old Lords, and their identities had not yet been 
discovered by the greedy guild masters. 

Baeron called for the city leaders and the heads of 
the noble house to gather, or to leave the city forever. 
Speaking as Ahghairon had so many years before, Baeron declared 
to the nobles and an assembly of citizens that the fratricide of the 
Guild Wars "must not happen again/ If the city was to be safe, he 
to Id them, ai J must su ppo rt h i s pi an as t hey h ad s u p ported A hgh ai ron 
before. 



Seep ld 


The two remaining Lords, he lolcl the assembly, would gather more 
.is in the past. To dramatize Ivis faith, ihe man removed his hood and 
declared, "I am Baeron. 1 would be Lord as Ahghairon was before.. 
I w* mid be safe in my t ily again." And so the present reign of the 
I olds of Wntordocp began. 

New ReiqN op xzne lortjs 

Peace returned to Ihe city when the new Lords were formed. To 
better protect the identities of the new members, Baeron selected 
certain citizens of character and appointed them Magisters, or 
"Black Robes" as they were soon called, after their robes of office. 
I he Magisters were below the Lords in power, hut could judge and 
apply the laws in daily affairs, 

I hr 1 1 ml\ themselves now meet in very secure privacy and seldom 
drai Min 11 1 m iaJc apac ily with any other than the Magisters, Slowly the 
I n ■« i| sb ■ i j| W. ill t< le ■* i | 11 a rue it»fuJ ly accept that the new reign won Id 
hi' a km}; lasting .iihI jus! rule. Waterdeep has grown to unrivaled 
might .mid t r truly deserving the Lille "Crown of the North," 


erne uoRt>s *ronAy 


Altei ihe tradition ol Ahghairon and Baeron, one Lord always 
remains unmasked—to give the Lords a public voice and 
fac e. I he c urrent chief Lord is Piergeiron, also known as 
"Palad in son* for his famous paladin father, Athar" the 
Shining Knight/ 

Paladinson is also both the Commander of the City 
Watch and Warden of the Guard. He speaks slowly 
and carefully, hiding a keen mind behind a taciturn 
exterior. As always, rumors abound about the other 
Lords' identities. 

Some say Paladinson's wizard friend and confi¬ 
dant Khefben Aronson is surely a Lord. Of course, 
the number of names bandied about is much 
greater than the actual number of Lords. 







rl^c ScKoLdet- 


ees^cixRy 


BenoLt?ep. 



Also known as Eye Tyrant or Sphere of 
Many Eyes, this solitary horror is most 
often found underground. Beholders 
have a globular body and move with an 
innate levitation. 


Atop the beholder's spherical body are 
ten eye-stalks, and in the center is a single 
large eye and a gaping maw adorned with 
several rows of razor-sharp teeth. 


Each of I he eye-stalks has a unique 
magical ability — the beholder can cast a 
different spell with each, Fortunately, not all of the eyes 
can be brought to hear on a given target. Beholders are 
covered with hard, chitinous armor, making them relatively 
tough to hit in combat. 


t>ispL^ceR eexsD 

The displacer beast resembles a blue-black 
puma with two powerful tentacles growing 
from its shoulders. The tentacles are tipped 
with sharp, horny protuberances that can 
punch through even steel armor. 

fhe beasts range in size from 8 to 12 feet in 
length and can reach upwards of 500 pounds. 
The beast's name describes Its most dangerous 
feature — an ability to "displace" ils image up 
to three feet from its actual location. This 
makes the displacer beast very difficult to hit in 
combat. 



r>pjr>eR 



CD 



I his strange* mature lias the head and 
U mi a draw (sue lu-low) and the 
lowc'i body ml a giant spider. 

Win a i dmw t>l r\i optional ability 
Hsu 1 1 tltm sixth level, they are 
siibfiK ted Ha a lest by the drow's 
dark goddess. Those who pass 
the lest are elevated to special 
services. Those who fail are 
transformed into driders and cast 
out of drow society. 


I triders ran generally cast spells as well as 
fight with weapons. 


DROW 



In their long past history, the 
f laow wem part of the elf 
* nrnmunity that still roams the 
world's- forests. Something 
turned these elves evil, and 
drove them from the sunlight 
into their present subterra¬ 
nean caves and cities. 


Draw are shorter and more 
lightly built than men. They 
have black skin and pale, usually 
white hair. All drow can cast some 
magic spells, and they often carry 
swords of adumite alloy. 











tryc c*!"* tKe tAcbobil.c'r 



pLfNt> 

This humanoid creature vaguely re¬ 
sembles a heavily muscled human with 
a canine head. Flind are of average 
intelligence/ and can be found both 
above-ground and in caverns. 


qoiem 

A golem is an artificial creature ani¬ 
mated by an elemental spirit. The 
process of creating a golem begins 
with the creation of a body made of 
stone., iron, clay, or even flesh. 

After the body has been assembled, 
the creator must undergo a lengthy 
ritual to bind the elemental to the 
body/ and subordinate its will to the 
new master. 

The ritual is a closely guarded secret 
of a handful of powerful 
wizards. Golems are 
utterly tearless, and 
battle with single- 
minded determination, 

r>eix nouNTD 

The hell hound is a very large, rust-red or 
brown beast with burning red eyes. The beast's mark¬ 
ings., teeth, and tongue are soot-black. The baying of a hell 
hound has been described as "eerie/ "hollow," and "disturb¬ 
ing/'' The beast attacks with flaming breath and piercing teeth. 




Scijct k_ O 



KeMKAJ 

I hose beings resemble humanoid hawks, 
with both arms and wings. Their height 
ranges from five to seven feet/ their 
feathers are predominantly brown with 
white under-feathers, and their eyes arc 
brilliant yellow. 

Kenku all have natural thieving abilities, 
and lake perverse pleasure in annoying 
and inconveniencing human and demi- 


human races. 


K.OGOL'D 

Wi ll kuriwn Nm { ow,mlice and a wide 
■.-h JKiu stieak, kobold 1 . arc 1 usually 
only d.iiigoioii 1 , in large groups. 

il h ill Is 'll.Hid about three 1 lee I 
Tail, ,n id I heir dank m My hides 
.ne somewhat sc aly. I lie 
smell of .1 kobnld has been 
dose rilxxi as "a < rnss 

between a wet dog and a 
swamp." They have an 
ancestral hatred for gnomes, 
and attack them on sight. 

Kobo Ids generally prefer to attack oilier 
opponents en masse, or from a distance. 














tryc cj 7 rlx Oicl^oLcici' 






This h an ancient race of fish-men that now 
dwell in subterranean caverns. The kuotoa 
harbor an age-old hatred for surface dwellers 
and their sun-[it world. 


These creatures have a vaguely human body, 
topped with a wide-mouthed fish head. They 
have short legs and long, three-fingered hands. 
Kuo-loa wear no clothing., only a leather 
harness for their weapons and few bdongings. 


ueech 

The giant leech is a slimy, slugdike 
parasite that feeds on its victim's 
bodily fluids. Leeches wait 
in the mud, sludge, and 
slime of swamps and 
sewers for unsuspecting 
prey. The giant leech rears 
up from the oo^e when it 
detects the presence of a 
living creature, and attempts 
to subdue its prey. 






CDANttris wm^- 
[11 o\i 


Sctjo. CT) 


Also t■,illod I Ini Krnt’iij this i:s a 
£ ■ ii uiv« n oils iii L ,ri [ riMii. A 
ii uni is w.iM it ii lOMinhles a 
nun si/riI preying mantis. 

M, i n 11 s wu li it >rs , i re often a r mod 
v\ illi .1 jus uiiar, viciously bladed 
pr tlrurni. the name for this 
wcsipori has never been irans- 
l.iied into ihrcommon tongue, 

I hue dir l< ti h ions reputation of 
liir i frudly thing, and Ihe 
\\ ,ijiii ns who wield il. hiis 
■,pie.iil Mr, 




misro pLxyepi 

Alsot ailed lllitilid, this is one of 
I hr iiiiis! kuusl of I he subterranean 
dwellers. Mind flayers feed on the 
ny minds of sentient brings. Mind 
ayers are a slime mauve color, stand 
about six feel tall, and adorn 
themselves with flowing robes 
decorated with images of suffering, 
death, and despair. Their faces 
resemble octopi with two large, 
white, pupil-less eyes. 









tr-j-c etKc* GcKotder 

rus^t motsisceR 

This is a subterranean creature with an appe¬ 
tite for rnetafsofall kinds. Rust monsters are 
about five feet in length,, and have a long, 
armored tail and two prehensile antennae. 
The tail is tipped with a strange paddle* 
I ike appendage. 

The creature h normally placid and 
inoffensive— until it smells metal. 
Whenever the creature detects the scent 
of food (armor, weapons, and the like} it 
charges. Whenever the monster hits metal with its 
antennae, the metal corrodes and "feeds'" the 
creature. Even magical weapons can he susceptible 
to the rust monster's attack. 



siceuerroN 

This is a magically animated body, 
created and controlled by a powerful 
evil wizard or priest. Skeletons are one 
of the lessor undead monsters, though 
powerful skeletons have been crated 
from the bodies of powerful warriors. 

Because they have no intelligence or will, 
skeletons are immune to spells such as 
Sleep, Charm, and Hold. They are also utterly 
fearless, and never retreat from a fight. 



44 


spmeR 


I his giant predak h haunts ... 

! i ']' b H ms anil helps In keep down 
I In 1 level i A | irsls sir* Ii as kobolds 
,unl .idvimtubec*. {ikml spiders 
H iMvc webs lor unwary victims, and 
.ni,it k with poisonous bites. 




KORN 

l his croaliire is a native to the elemental 
plane ul I arlh and feeds on precious 
mci.iJ deep underground. The wide body 
<A a scorn is made of a pebbly material, 
liner l.ilon-dawed arms are positioned 
syiuriu'ti in ally around its body. In the few 
trfHHU^I cases of xorn attacks, the crea¬ 
tures seem to have been attracted by jewels 
m precious metals, rather 



dun malice* 


ZOCDBie 

Zombies ,n'r undead creatures that are 
aimnalisi and i ontrolled by powerful wizards 
in |ii insts. the animation ritual does not alter 
El i4 • i tan lit ion of I he zombie's body, so most are 
in severe states of decay, often missing whole 
limbs. Zombies are slow and clumsy, but they 
light with determinalion and persistence. 







trye cIto l3c L 1 , H.iLt’lci- 


trxBLes 


cLep.ic expeiiieNce LeveLS 

LEVEL EXP TO REACH LEVELHIT POINTS 


1 

0 

1-8 

2 

1,500 

+ 0-8) 

3 

3,000 

+ (1-8) 

4 

6,000 

+ (1-8) 

5 

13,000 

+ (1 -8.) 

6 

27,500 

+ {1 -0) 

7 

55,000 

+ 0-0) 

8 

110,000 

+ U-8) 

9 

225,000 

HI-8) 

10 

450,000 

+ 2 


pgnrreR expepjeNce Leveus 

LEVEL EXP TO REACH LEVELHIT POINTS 


1 

0 

1-10 

2 

2,000 

+0-10) 

3 

4,000 

+(1-10) 

4 

8,000 

+(1-10) 

5 

16,000 

+(1-10) 

6 

32,000 

+(1-10) 

7 

64,000 

+(1-10) 

8 

125,000 

+(1-10) 

9 

250,000 

+(1-10) 

10 

500,000 

+ 3 

11 

750,000 

+ 3 

12 

1,000,000 

+ 3 


ScLj ft CD 


mxqe expe RieNce LeveLS 

11 VII I \P l( > I'I At 11 I I VELIIIT POINTS 


I 

0 

[-4 

} 

2,500 

+(1-4) 

\ 

5,000 

+(1-4) 

1 

1 0,000 

+(1-4) 

► 

20,000 

+C1 ”4) 

(l 

40,000 

+(1-4) 

7 

60,000 

+(1-4) 

8 

90,000 

+11-4) 

E ) 

135,000 

+(1-4) 

10 

280,000 

+(1-4) 

1 i 

175,000 

+ 1 


PM.XDIN expep-iesice LeveLS 


1 VI 1 1 

\1 ■ l< ) 10 A< 1 HI VI1 

1 ill POINTS 

1 

0 

1-10 

J 

2,250 

+E1-10) 


4,500 

+(1-10) 

1 

9,000 

+(1-10) 

5 

18,000 

+(1-10) 

6 

36,000 

+(1-10) 

7 

75,000 

+(1-10) 

8 

1 soooo 

+(1-10) 

9 

300,000 

1 (1-10) 

10 

600,000 

+ 3 

11 

900,000 

+ 3 









ye Htc OcKoLd cr 


P-AMQep. expep.ieNce ueveus 


LEVEL 

EXP TO REACH LEVELHIT POINTS 

1 

G 

1-10 

2 

2,250 

4(1-10) 

3 

4,500 

+(1-10) 

4 

9,000 

+0-10) 

5 

16,000 

+(140) 

6 

36,000 

+(140) 

7 

75,000 

+(140) 

8 

150000 

+(140) 

9 

300,000 

+(140) 

10 

600,000 

+ 3 

n 

900,000 

+ 3 

12 

1,200,000 

+ 3 


cmep expep-iesice LeveLS 

LEVEL EXP TO REACH LEVELHIT POINTS 


1 

0 

1-6 

2 

1,250 

+{1-6} 

3 

2,500 

+0-6) 

4 

5,000 

+(1-6) 

5 

10,000 

+(1-6) 

6 

20,000 

+(1-6) 

7 

40,000 

+(1-6) 

8 

70,000 

+0-6) 

9 

110,000 

+(1-6) 

10 

160,000 

+(1-6) 

11 

220,000 

+ 2 

12 

440,000 

+ 2 


LIMITED WARRANTY 


■if ja of Arnerica, Inc., warrants to the orig inal consumer purchaser that the Sega C D 
• iimpact disc shall be iree from defects in material and workmanship for a period 
ol 90 days (form the dale of purchase If a defect covered by this limited warranty 
occurs during lhis9G-day warranty period. Sega will repair or replace the detective 
compact disc at its option, free of charge. This linuted warranty does not apply if the 
defects have been caused by negligence, accident* unreasonable use, modification, 
tampering or any other causes not related to defective materials or workmanship. 

To receive U.$. warranty service, call the Sega Consumer Service Department 
at this number: 

1-9O0-USA-SEGA 


To receive Canadian warranty service, call the Sega Canadian Consumer Service 
Department at ihis number: 

1-&Q0 972-7342 

DO N OT RETU RN YOUR 3E G A C D COMPACT DISC TO YOU R R ETAIL $E LLE R. 
Return the compact disc to Sega Consumer Service. Please call first tor further 
i nlormation. If the Sega tech nidan is u nable to solve th e probte m by phone, he or she 
will provide you with instructions on returning your defective compact disc to Sega. 
The cost of returning the compacl disc to Sega's Service Center shall be paid by the 
purchaser. 


Repairs after fc-at pi ration of Warranty 

It your Sega CD compact disc requires repairs alter termination ot the 90-day limited 
warranty period, you may contact lha Sega Consumer Service Department at the 
number listed above, if the technician is unable to solve the problem by phone, he 
or she will advise you ol the estimaled cos! of repair. If you elect to have the repair 
done, you wilt need to return The defective merchandise, freight prepaid and insured 
against loss □ r damage, to Sega's Service C enter with an enclosed check or money 
order payable to Sega of America. Inc., lor the amount of Ihe cos! eslimaie provided 
to you by Ihe lechnicrgn. II. after inspection, it is defermined lhat your compacl disc 
cannot be regained, it will be returned to you and your payment will be refunded. 


1 imitations On Warranty 

Any applicable implied warranties* including warranties of merchantability and 
litness for a padicular purpose, are hereby limited to 90 days from the date of 
purchase and are subject to the conditions set forth herein. In no event shall Sega 
ol America. Inc.* be liable for consequential or incidental damages resulting from the 
breach ol any express or implied warranties. 

The provisions ol this limited warranty are valid in the United States and 
Canada only. Some slates do not allow limitations on how long an implied 
warranty lasts* or exclusion of con sequential or incidental damages, so the 
ji trove limitation or exclusion may not apply to you. This warranty provides you 
wuh specific legal righls. You may have other rights which vary from state to 
tilnle. 












PLEASE: 

COMPLETE THESE 
QUESTIONS AND 
MAIL THIS POSTAGE- 
PAID CARD TO SEGA. 
THANK YOU. 


1* Who wilt use this SEGA product the most (primary user)? 

Ill II I J J I I I I I U UJJJJJJJ LLLU I 


First name 

Mil 

1 1 1 1 1 1 1 1 II 

1st none 

i i i i i i i i i i i ii i ii i 

Uiha 

II 1 1 1 1 II 1 M 1 I I 1 1 E 1 Ml II I 1 

atj 

l 1 1 

1 1 1 1 IE 

i i i i ii i i i i i 11 

Slate 

m 

Pti ode number 

a Male 

2 Female 

BMh Pale f t 


nrt / 4*j / Hr 


2. Describe the other game players in your home: 

PLAYER 1 : Age □ i Male z Female 

PLAYER 2: Age_ 3 Ntale L * Female 

3. Who bought this product? 

L. I Printary U«r □ J Paremt/thinrdian l Friend 

i (Idatm 5 An nth di Hob;* he III Men-her 

When was it bought?_ f _ 

IT» / JT 

4. What is the name of the game you purchased? 

LLUJ .I I I II M I I I I I I .1 I M II I I II I I I 


S- What other electronics or computers do you have in your 
home? PLEASE CHECK EVERYTHING YOU HAVE. 


For Game Playing: 

□ l Atari Lynn I Game Bay 

i Game Gear □ * MES (S bet] 

Hi Philips CD-I e Super NES {36 bit) 

? TiiiboCrafi: CD e Other 


Other: 

11 CD Mariner FI? Laser Disc Flayer 
a Mactitwli Cl A PC iic^wiBicjuattn 
Cnmpiiter 
□ s VCR 


6. What hinds of games do you play most often? 

i Fanlasy Action ? Fastasy Hole Playing 3 filling Hattioes 

C r ngtttirg Adrrmtifre s Futuristic CIt SwwHarfles-S GartiMiB 


□ l Puzzles/Strategy i Sports 


SBSM' 


CD?W9fl 












REDWOOD CITY, CA 940G3-9771 




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\ 

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i 

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Why start back at the 

BEGINNING EVERY TIME YOU PLAY? 



WITH THE CD BACKUP 
RAM CART YOU HAVE 
EXTERNAL BACKUP 
MEMORY FOR SEGA CD 
GAMES, SO YOU CAN 
STOP A GAME AT ANY 
LEVEL* SAVE IT* AND 
COME BACK FOR MORE 

- RIGHT WHERE YOU 

LEFT OFF. 


YOU CAN SAVE MANY 
GAMES AND ACCESS 
THEM AT ANY TIME’ 


* Provides IS times 

MORE STORAGE SPACE 
THAN THE SEGA CD 
INTERNAL MEMORY. 

* GREAT FOR LARGE 

GAMES or when 

INTERNAL CD BACKUP 
RAM IS FULL. 

* Easy to use* just 
INSERT THE CD BACKUP 
RAM CART IN THE 
Genesis cartridge 
slot and select 
“SAVE 1 *. 


FOR USE WITH SEGA CD GAMES WITH A “SAVE" OPTION 

including: 

Advanced dungeons & dragons*, eye of the beholder, 
DARK WIZARD™* DOUBLE SWITCH™, DR ACULA UNLEASHED™, 

joe Montana's nfl football Jurassic park™, prince 
of Persia™, Frits Fighter™* Racing aces™, shadow of 
Atlantis"'"* Sherlock Holmes™ consulting detective™, 
shewlock Holmes 11 ' VolII, Some CD™, tomcat alley™. 




S-iij.i CD. Dirk rt'jjrU. Dim. !w Slnllth, S*i:i:i CD, feint II Allay Mill Yioltonit 10 tt’e Nftkl Le*ul jtt ri-JOanur- J Gi SEGA. PtC*K it* 
ml v - i' i-in:.' Initr'. Ini : I •• !•.■:!• -ill'k d»!n . 11140, IflSI-t TEft PIHA, 1*M StlftlOfllC SlmulhPic .. IflC •• ’ d 9* PC.P*0Y 

Canyon Inc Jill r*W* wrwji: ADVAnCHCI IIIIMIIIrON!; A ftiWIQNS, 4010, FOI1C.DTTEH REALMS mJ TSR kM|U If* Uddamofk* OnfMd typ 
TSU |IK. **d UMd JPdar Ac*fl« |rnm SI r-1 login Simijlnllijn*. Inc 1 Inn pijir II. Iiennwd by Sego I*r homo piny-sn 1 H 0 CD *y±sim ertf 
Un,Mi|hor ltd fopyirifl, r*p^0dilC5lmi. r**-r|ai. »G porHjrmjncG W br|W)r»M nl !■■:> g.iiiH’ l*.i vinlirtinn cd n:-nl>-.ih-:i’ In, Tlw Virtr-3-ni-rr- 
Rmlnfl Caunc 1 urnlinn lYClam. svTitrali ami u>di[ a nr« t'atJemorHn nr Sega nl Annyic’. inc.inwi St.fi* P.t>. ttgi wgi Irtrfwaad City. C* 
440G3. Ail riqhrs rcufved Salrwua pronr*c"‘-'>ed in lha U S A. Made and p'ln'im •" fvp iJ.i.A.