Games PC MENZOBERRANZAN User Manual 2

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TABLE OF CONTENTS
A MESSAGE FROM DRIZZT...............................................................2
HOW TO PLAY.............................................................................................4
Basic Training for Combat..............................................................4
Apprentice Instructions for Spellcasting...................................5
Adventuring.............................................................................................8
Movement.................................................................................................8
NPC Encounters..................................................................................11
Save, Load, Pause, and Quit........................................................19
PLAYING IN-DEPTH..............................................................................20
Inventory Screen................................................................................20
Automapping......................................................................................23
The Menzoberranzan City Interface.........................................27
Adventuring Strategy......................................................................28
Game Options.....................................................................................30
CREATING YOUR PARTY OF CHARACTERS.....................32
Generating Characters....................................................................32
Character Basics................................................................................33
Races..............................................................................................33
Classes...........................................................................................36
Single-Class vs. Multi-Class................................................39
Alignments..................................................................................40
Ability Scores.............................................................................41
Other Characteristics.............................................................42
SPELLS AND POWERS.......................................................................44
Legend.....................................................................................................44
Character Powers..............................................................................45
Cleric Spells...........................................................................................49
Mage Spells..........................................................................................57
Strategies for Using Spells............................................................68
BESTIARY.....................................................................................................71
TABLES...........................................................................................................86
Level Advancement Tables...........................................................86
Ability Scores.......................................................................................88
INDEX OF SPELLS AND POWERS.............................................91
1
WELCOME TO THE UNDERDARK . . .
As darkness falls, the dark elves rise
to serve their Spider Queen.
The world below is the Underdark –
a blinding darkness to behold.
If you dare upon the drow elves’ lair,
their dark hearts and swords will fly.
Like spiders in their webs they wait,
for you, alas, are simply bait.
here is a world beneath the world humans know — a vast, lawless land under the realms that see the sun. It is a perilous land of dark
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caverns, crevices, and labyrinths: the realm below, the vast and mysteri­ous Underdark. No surface dweller has seen all its depths and corners. Beasts that no surface dweller yet knows of lurk in its shadowy depths. Surviving explorers say the known dangers are bad enough.
What Comes with This Game?
Your game box should contain this rule book, a CD-ROM or game disks, and a data card. The rule book explains game com­mands and contains handy references on characters, mon­sters, and spells. To play, install your disks according to the instructions on the data card, which also shows how to start quickly with a pre-saved game.
Using the Mouse
In this book, the term “click” means move the cursor to the desired area on the screen and press either the left or right mouse buttons. “Left-click” means move the cursor to the desired area and press the left mouse but­ton. “Right-click” means move the cursor to the desired area and
press the right mouse button. “Double-click” means move the cursor to the desired area and press the right mouse button two times in quick succession.
Getting Started Quickly
This game includes a character generator that allows you to indi­vidually design and name the characters for your adventure. However, to start right away, you may begin with a party of charac­ters already included in a pre-saved game.
Because your success depends on the skills and talents of these characters, you may wish to read on, even when starting with the party included in the game. The sections “How to Play,” starting on page 4, and “Creating Your Party of Characters,” starting on page 32, can be very helpful.
To the unwary traveler in the Underdark, a city may seem a refuge from the creeping doom in the darkness. It is, after all, bustling with life — with food, tools, and perhaps aid. Or, perhaps not.
Menzoberranzan is a place of evil within a infinite night. A city of carved and spired stone castles, their smooth, unjointed, unbroken expanses are lit with the soft, tinted flows of permanent faerie fires. There live the dark elves, drow as they name themselves, who plot against each other to praise Lolth, the Spider Queen.
Do you dare enter their realm? If so, danger and excitement beyond your wildest nightmares are yours as your characters delve into the murky Underdark. Riches and glory await, as well as horrible creatures and danger. You know your party can face them and, perhaps, even beat them in the light of day, but how will they fare in the darkness?
A MESSAGE FROM DRIZZT
repeated so often and demonstrated so well that they ring true in the minds of all my
On the Recent Danger from the Underdark
You will never believe these words and, indeed, I may never find the opportunity to deliver them. Nevertheless I commit them to parchment in an effort to ease the troubled turnings of my own spirit. The raid upon your village was not my doing. Or perhaps it was, but not in the way you think. I led no drow warriors out of the Underdark to burn your homes and take your people hostage. Oh, no, I was not their leader, nor was I among them. But cause rests with me, I am certain. Place the blame upon my shoulders if you will, for
kind. All, that is, except me. I do not know how I survived these falsehoods, nor how I overcame the rage and deceit my family sought to plant within me. Yet survive I did, and in doing so, I became a traitor to the dark elves, and a traitor to Lolth, their Spider Queen.
Such treachery is unforgivable. I was lucky to have escaped the Underdark, to have found my way to a new lif e in the world of light. Still, the memories of my evil homeland, located so far beneath the earth, haunt me even now. And other drow remember too. Thus they have come for vengeance, come to find Drizzt the merciful, Drizzt the weak, Drizzt the fool. Your village merely got in their way.
the drow may have come in search of me as much as for any other gain. Yes, they searched for me. And, not finding me, they turned their frustration upon you.
Compassion has no place in the city of my birth. Menzoberranzan lives in the belief that anything is acceptable if you can get away with it. These laws bind drow society together,
Now I must descend once again into a world I thought to have left behind. Innocents shall not suffer because of me. Those who took your villagers prisoner will feel the sting of my scimitars. Finally, I t ell you this: if it is within my power to do so, I shall return your friends and family members to you, unharmed.
i
zzt
r
D
D
o
rden
U
4
5
HOW TO PLAY
Basic Training for Combat
The village burns, innocent men, women, and children have been taken hostage, and those respon­sible still lurk among the ruins of the village. “Dark elves!” someone shouts, and suddenly the nature of the raid is all too clear. Rising up out of the Underdark, the drow have struck! Among the first creatures your party is likely to encounter are the drow, the merciless dark elves. Wielding both swords and magic, they are formidable enemies.
To attack, your characters must have their weapons “in-hand” and “ready.” To accomplish this, place the mouse cursor over one of the character portraits at the bottom of the screen and left-click with
the mouse. The inventory screen is displayed and the game pauses. Items owned by your characters, including weapons and armor are displayed on this screen. Do the standing figures hold weapons in their hands, swords, axes, slings, etc.? If so, those weapons are “in hand.” If your characters are barehanded, look for weapons in the inventory slots at the bottom of the screen. By left-clicking on an object in an inventory slot you can move it up to your character’s hand. Left­click again and it is “in hand.”
By “ready,” we mean the weapon is in a usable condition. If it is not, the weapon is shaded out on the Adventure Screen.
A right-click returns you to the Adventure Screen, and your char­acters are ready to do battle.
To attack, start at the Adventure Screen. Place the mouse cursor over the weapon you wish to use and left-click with the mouse. Place the cursor over the image of the opponent. If your charac­ters are close enough to engage their enemy, the cursor changes into a sword icon. Each time you left-click, a character attacks with a weapon. Note that this option does not affect potions or books a character may be carrying; it acti­vates weapons only. Available weapons appear above the char­acter portraits at the bottom of the screen, while the image of a bare hand means the character holds no weapon.
While it seems easy, keep some common sense rules in mind:
Both ranged and thrown
weapons have to be retrieved after a fight and made “ready” again.
Ranged weapons, such as bows
and slings, require ammuni­tion. Arrows are conveniently carried in your character’s quiver, while rocks for slings are carried in a sling pouch.
To fire ranged weapons, left-click on the readied weapon on the Adventure Screen. More informa­tion on ranged and thrown weapons can be found in the “Adventuring” section starting on page 8.
Note: it is possible to have an item “in hand” but not “ready.” Two-handed weapons, such as bows, battle-axes, and two-handed swords, demand the attention of both of your character’s hands. On the inventory screen, the weapon appears in one hand, and the sec­ond hand needs to be free before the weapon is “ready.”
Drow warriors receive a life­time of battle training. For young nobles like Drizzt, what begins at the hands of a House Weapon Master continues in Melee-Magthere, where the exhausting disciplines of the Academy hone the students’ fighting skills to a razor’s edge. After graduation come the patrols, excursions into the Underdark to protect the city from marauding monsters or to raid the mines of the deep gnomes. Occasionally a raid on the surface world is arranged. Above all others, the drow hate elves, their distant cousins who live in the world of light.
Apprentice Instructions for Spellcasting
You know your party is about to encounter more dangers, another drow raider, verbeeg giant, or per­haps a cloaker lord flying out of the darkness, intent upon shred­ding your party to pieces with its lashing tail. If the area is safe and
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fate has given you time enough to prepare, spells can be prayed for or memorized.
To spellcast, first determine if a mage or a cleric accompanies your party. A mage has a golden spell­book displayed above his or her portrait on the Adventure Screen. For a cleric, a golden holy symbol appears in the same location. (An icon comprised of both a book and a holy symbol is displayed for a character with both skills.)
Bring up the Main Menu by mov­ing the cursor to the upper left or right corner of the Adventure Screen, and left-clicking on the button in either corner. The Main Menu will appear in the center of the Adventure Screen. When you bring up the Main Menu, some of the choices are: REST, PRAY, and MEMORIZE. To choose cleric spells, left-click on PRAY. To choose mage spells, left-click on MEMORIZE.
When you click on MEMORIZE, a spell screen appears; it contains a list of mage spells. It also indicates the number of spells available for each level of your mage’s experi­ence. To decide which spells are readied for use, place the cursor over the – or + signs next to your choice and left-click. For example, if three Level 1 spells are avail­able, you may decide to use three chill touch spells, or you may have two of one sort and one of another, or you could choose three separate Level 1 spells.
If more than one mage is with the party, icons bearing the names of the mages appear at the top of the spell screen. Simply click on the name of the mage you wish to memorize spells. Click on DONE when you are finished.
When a cleric prays for spells, it is done in a similar fashion. Simply choose PRA Y instead of MEMORIZE and follow the same pattern.
In order to use the spells chosen, your character(s) must now rest . REST is one of the choices on the Main Menu. It is available only if there are no monsters nearby and if your party has the time to stop and prepare its spells. Select the REST option and your magic-users prepare their mystical spells. If characters with healing abilities are in your party when this option is chosen, a window appears and asks if the healers wish to heal the wounded members of the party. Select YES and the healing takes place while the screen informs you of passing time. You should note that a party’s rest may be disturbed at any time if intruders enter the area.
After praying for or memorizing spells and then resting, the mages and clerics in your party are ready for battle. Point the cursor to the mage’s golden spellbook or the cleric’s holy symbol and left-click to display a menu of Level 1 spells ready for immediate use.
Left-clicking on the buttons labeled 2, 3, 4, etc. displays readied spells from those levels, if any. Pointing the cursor to the name of the spell itself and left-clicking activates that spell. Spells which project an object or an effect over distance require a second step: pointing the cursor to the intended target and left-clicking again. Spells requiring the charac­ter to touch an opponent are shown as a change in the hand symbol above the character’s por­trait. Left-click on the altered hand image to use the spell.
Once used, spells must be regained by praying for or memorizing them, then resting once again. Mages pick up more spells as they journey through the various caverns and labyrinths of this for­saken world. These spells are found in the form of scrolls which can then be added to the mage’s spellbook. A character who is both a cleric and a mage has his or her spell lists displayed in two dif­ferent colors, allowing you to differentiate between the types of spells. For more information on scrolls and spellbooks, see the sec­tion, “Adding Spells to a Mage’s Spellbook,” on page 13.
Drow Powers: In addition to spells, special drow powers are available to the party when they are magically disguised as dark elves. A ribbon appears when powers are present, displayed in
the same location as a cleric’s holy symbol or a mage’s spell­book. The ribbon appears in combination with these icons if the character is a cleric, mage, or multi-classed magic-user. Left­clicking on the ribbon icon brings up a standard spell list. To display the characters’ powers, left-click again on the A which appears to the left of the 1st- level spell button.
Drow magic: faerie fire and levitation are two inherent
abilities of the drow. More devi­ous and deadly than its name implies, faerie fire is often used to outline a target in magical light, making it all the more dif­ficult to escape a drow attack in the Underdark. Levitation is common in everyday life for the drow; their cities and great houses are built in a manner which practically requires levi- tation. Another common trick of drow warriors is to throw a globe of darkness which envelops their opponent in a black sphere within which even the infrared vision of the drow cannot operate. Beyond these basic abilities, the priestesses and wizards of the drow train for long years to acquire more deadly and potent spells. They can be as formidable as the most dreaded practitioners of magic in the surface world.
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The Adventure Screen
MAIN MENU BUTTON MAIN MENU BUTTON
GAME OPTIONS QUICK SAVE
HOLY
SYMBOL
A HIT
POINT
BAR
REAR RANK
CHARACTER
QUICK RESTORE
FRONT RANK
CHARACTER
MAP
MESSAGE AREA
Adventuring
Movement
All movement takes place on the Adventure Screen. You can even customize basic movement to your taste.
Arrow Movement
Place the mouse cursor over one of the directional arrows centered at the bottom of the screen and left-click to move in that direc­tion. The arrows displayed are:
COMPASS
LEVITATION BAR
FRONT RANK
CHARACTER
REAR RANK
CHARACTER
forward and “double time” for­ward, move forward and turn to the right, and move forward and turn to the left. Also available are: backward, side-step to the right, side-step to the left, and turn right and turn left. The movement con­tinues as long as the left mouse button is held down and stops when the button is released. Walking your party into a wall or other obstacle also effectively stops their progress.
THE MOUSE POINTER AS IT APPEARS IN COMBAT
AN IN-HAND ITEM
A CHARACTER PORTRAIT
MOVE FORWARD
MOVE
FORWARD
AND TURN
LEFT
TURN LEFT
MOVE LEFT
MOVE
BACKWARD
SPELL MENU
DOUBLE-TIME FORWARD
On Screen Movement
While holding the left mouse but­ton down, move the cursor into the top third of the screen. The cursor becomes an arrow and your characters move in the direc­tion it is pointing. Try moving the cursor to various areas on the screen and watch how the screen responds to that movement. Pushing the arrow to the very top of the screen results in a “double time” forward march. Movement continues as long as the left mouse button is held down. As long as the left mouse button is held down, no other function is available. You cannot move and simultaneously click to pick up
MOVE FORWARD AND TURN RIGHT
TURN RIGHT
MOVE RIGHT
DIRECTIONAL ARROWS: with the exception of DOUBLE-TIME FORWARD,
all the arrows refer to the same movements as those on the game screen
objects, or move and simultane­ously use the cursor to bring up menus, etc. Once the left mouse button is released and movement ceases, the mouse cursor can be used for other available functions.
Free Mouse Movement
For free mouse movement, press the space bar on your computer’s keyboard. Next, move the mouse without pressing either the right or left mouse button. The party moves in the direction the mouse is moved. Push the mouse for­ward and the party moves forward. Push it to the side and the party moves to the side.
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Press the right mouse button and the party moves forward without the mouse having to be moved. The party starts slowly and then accelerates to a “double time” march.
When you leave this mode, the cursor reappears in the position it occupied when you began free mouse movement. Try working with this method for a while and see if it is right for you. If not, press the space bar again to return to the previous movement options.
Step Movement
Step movement is possible for players who find the smooth scrolling interface difficult to con­trol. It allows the party to move “one square at a time.” To activate this option, move the cursor over the compass located above the movement arrows and left-click. Please note, however, that “step movement” is not available simultaneously with “free mouse movement” as described in the previous paragraphs. Step move­ment is possible only when the directional arrows are used. In addition to clicking on the Adventure Screen compass, step movement may be activated from the game options screen.
Levitation and Flying
At certain points in the game, your party gains the abilities to levitate and to fly. When these abilities are present, a levitation control bar appears to the right of the movement arrows on the bot­tom of the Adventure Screen. This control allows your party to levi­tate from one level to the next. You should note that this ability exists only when your party is disguised as drow, or when the ability is activated by a special scroll or potion. Once levitation is activated, you may use the bar in the following fashion: place the mouse cursor over the bar and move it up or down along its “slot.” On the Adventure Screen, the viewpoint of your party rises or falls as you move the levitation bar up or down.
Levitation results in movement up and down only. It is the ability to change levels and not the abil­ity to fly. Other spells, however, may add flying to the party’s abil­ities for short periods of time. When your party is flying, you may not only change their level, but may also use the other move­ment options as well. For example, you could raise the levi­tation bar to its top position, then click on the forward movement arrows to send your party flying forward through the cavernous reaches of the Underdark.
NON-PLAYER CHARACTER
QUESTION
PRINT OPTION
NPC Encounters
Blasting monsters with fireballs and having your characters wield two-handed swords against bug­bears is but half the fun. Much care has been taken to design this game as an interactive adventure, one in which the story­telling and combat are effectively balanced. When your party comes across an NPC, or Non-Player Character, you are given the opportunity to ask several ques­tions and learn more about the dangers and difficulties of life in the Underdark.
RESPONSE
NPC Dialogue
Your party is close enough to con­verse with an NPC if placing the mouse cursor over the NPC results in a “talk bubble.” Left­click and a close-up of the NPC appears along with one or more questions your party may ask this inhabitant of the Underdark. Move the cursor to highlight the question of your choice, then left­click to set the response in motion. Several levels of continu­ing questions may follow the response. When you have learned all you need to know, one or more right-clicks takes you back to the Adventure Screen.
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In addition to the main encoun­ters, your party has the opportunity to talk with a number of minor NPCs. In these cases a left-click on the “talk bubble” results in a single question from the party. The face of the party member asking the question is displayed, along with his or her question, in the center of the Adventure Screen. The response of the NPC may push your party in the right direction, or offer you valuable information about the level you are exploring.
Many interesting quests and sub­plots await your party on its way to the Underdark, and in the houses, taverns, and temples of Menzoberranzan. The dialogue makes communication as inter­esting as exploration.
Talk or Fight
Occasionally, when your party comes across a sentient creature by itself, a talk bubble appears over the creature where you
normally expect the sword icon to appear. Intelligent and cunning, this beast may have information of interest to your party, or it may be preparing to strike. Whether or not to take the chance is your decision. Clicking on the talk bubble with the mouse causes two selection buttons to appear, one for “talk” and one for “fight.”
If “fight” is chosen, the creature responds with a challenging com­ment, something along the lines of, “I have no need to talk to the likes of you. Prepare to die!” After this, the response window van­ishes. The creature pauses for a second or two before attacking, and the first-strike advantage remains with the party.
If “talk” is chosen, one of the party members asks a question relating to the level being explored, whereupon one of two things happens:
1. The creature imparts helpful but non-critical information.
2. The creature chooses to fight, even though the party wishes to talk. In this case, the party loses the first-strike advantage. Shouting an appropriate battle cry, some­thing like, “Death to you, surface dweller!”, the creature lunges to the attack. The Underdark can be a place both dangerous and treach­erous, so be careful who, and what, you talk to!
Add an NPC to Your Party
When the game begins, your party starts with a maximum of two characters. While these char­acters can never be dropped from the party, many NPCs (Non-Player Characters) eagerly await their arrival, hoping to join the loyal and dedicated characters on their sworn quest. Should you decide to allow another character into the party, their portrait is placed in one of the empty character slots at the bottom of the Adventure Screen. From then on, the new character is handled in the same way as the original characters.
Should you accept an NPC into the party when all the character slots on the Adventure Screen are filled, a prompt appears asking which NPC currently with the party is to be dropped. Characters dropped from the party may announce a location where they can be found by the party at a later time, or they may go their own way, never to be seen again.
When you drop an NPC from the party to pick up a different NPC, any objects in the departing char­acter’s inventory are swapped into the new character’s inventory. All twelve slots are filled if necessary. Objects from the departing char­acter’s “mannequin” are the last items swapped, and any object for which there is no room in inven­tory is dropped to the ground.
The swapping of inventory described in the last paragraph has one important limitation. Objects specific to a particular character are never swapped. A good example are Drizzt’s scimi­tars. Although Drizzt allows other party members to use his famous blades while he is with the party, he takes his scimitars with him when he leaves their company. Items of this nature are described in inventory by having the charac­ter’s name appear before the object. For example: Drizzt’s scimitar .
Things You Can Do from the Adventure Screen
All combat, spellcasting, and exploration takes place from the Adventure Screen. When other screens are activated, they overlay the Adventure Screen. Option selections such as REST, PRAY,
MEMORIZE, AUTOMAP, LOAD, SAVE, QUIT, and OPTIONS are available by
left-clicking on the Main Menu buttons in the upper left or right corner of the Adventure Screen. When the Main Menu appears, left-click on a selection in order to choose it. You can access the inventory screen by left-clicking over any character’s portrait.
Add Spells to a Mage’s Spellbook
When the party comes across hidden scrolls, you can add these to your mage’s spell list by scrib­ing the scrolls into the mage’s
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spellbook. To scribe a scroll, the scroll must be selected and moved on top of the spellbook icon. Pick up the scroll and move it to the inventory screen. Left­click to place the scroll (and thus the spell) into the mage’s spell­book. In this game the spellbook is an icon displayed in the mage’s inventory. If the spell already exists in the spellbook, the scroll does not scribe; however, the scroll can still be used by placing it in a mage’s hand and left-click­ing to activate. See “Cast Spells from Mage and Cleric Scrolls” on page 15. (A side note: the spell­book cannot be picked up or moved. It is a permanent fixture, as it should be, for the spellbook is a mage’s link to his art and spellcasting ability.)
Attack Opponents
As previously mentioned, launch your character’s attack by left­clicking on a weapon which is “in-hand” and “ready.” Once used, a weapon is shaded out until it is ready again. Fighters, paladins, and rangers can carry and fight with a second weapon, but they may suffer a penalty to their com­bat ability for doing so. As a ranger, Drizzt is renowned in both the Underdark and the surface world for his ability to wield two scimitars at once. Drizzt’s father (and teacher) was fond of calling the young drow “two-hands.”
Perhaps Drizzt’s greatest friend, Guenhwyvar, is a black pan­ther from another plane of existence. Using the power of a polished onyx figurine, Drizzt calls Guenhwyvar to his side in times of need. To use the power of Guenhwyvar in combat, place the onyx figurine in Drizzt’s hand. From the Adventure Screen, left-click on the panther figurine in the same way you activate any weapon held by a character. Guenhwyvar’s paws lash out into the adventure window, taking their toll on any oppo­nent within range. When Drizzt is holding the image of Guenhwyvar, he can only wield one of his scimitars. After a period of time at Drizzt’s side, Guenhwyvar must return to the home plane from which it comes. Therefore, Guenhwyvar may not be available during every combat encounter .
Cast Mage and Cleric Spells
After praying for or memorizing spells and then resting, all of your magic-users’ spells are ready for use. Left-click on the mage’s golden spellbook or the cleric’s holy symbol to display a menu of Level 1 spells ready for immedi­ate use. Left-clicking on the buttons labeled 2, 3, 4, etc. dis­plays readied spells from those levels. Activate the spell by click-
ing on the name of the spell, then following the instructions as they appear. Spells requiring the char­acter to touch an opponent are shown as a change in the hand symbol above the character’s por­trait. Left-click on the altered hand image to use the spell.
Cast Spells from Mage and Cleric Scrolls
Left-click on the in-hand scroll. The scroll is consumed when the spell is cast.
Check Character Status
The golden bar to the right of each character’s portrait is a graphic representation of the character’s health. It diminishes if your char­acter is wounded or harmed by any magic means. Once the bar is empty, your character is dead; avoid this at all costs!
Left-click on the white skull icon to display a list of afflictions affecting a character. Poison, paralysis, and rotting disease are but a few of the unwelcome examples. This icon only appears if a character is afflicted.
Drink a Potion
Left-click on an in-hand potion or select the potion and move it over the character’s portrait, then right or left-click. From the Inventory Screen, this can be done by mov­ing the potion over the head of the mannequin figure and left­clicking to have the character drink the potion.
Fire a Ranged Weapon (Bow, Sling, or Hand Crossbow)
Left-click on any in-hand bow, sling, or hand crossbow. To pre­pare a ranged weapon, place the weapon in the character’s primary hand. As you fire the weapon, ammunition is expended from either the quiver (arrows), or belt pouch and backpack (sling stones). You must have ammuni­tion to fire ranged weapons.
Look at Sign or Writing
When the party is near a
sign or other writing (such as on a tomb or wall), the writing can be dis­played for easy reading by placing the mouse cursor over the sign or writing and left-clicking.
Memorize Spells
With this option, mage charac­ters select the spells they wish to memorize. A menu including the selection MEMORIZE appears when you left-click on one of the Main Menu buttons. Left-click on MEMORIZE to display a list of available mage spells. If more than one mage is in the party, the mages’ names appear on icons at the top of the screen. You can then choose which mage is to memorize spells by clicking on the appropriate icon.
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Left-click on the – and + signs on the spell screen to select spells. Only the number and type of spells available to a character of your mage’s level and experience are allowed; however, you have much to look forward to as the mage(s) in your party advance in levels, becoming ever more mas­terful spellcasters. Remember, a mage must REST before his or her spells can be cast. For a detailed look at spellcasting, see the “Spellcasting” section beginning on page 5.
Navigate
W atch the compass to maintain your orientation and use the AUTOMAP selection to view your progress throughout the game. Choose AUTOMAP from the menu which appears in the center of the screen. More information on automap is available in the section on “Automapping,” on page 23.
Open or Close a Container
To open a container, such as a sack or a chest, place it in a character’s left hand on the character mannequin. To close the container, left-click on the character’s left hand.
Open a Gate
To open a gate, click on the release lever or button near the gate. Some gates are locked or guarded by hidden traps and can only be opened with keys or special actions. See the section “Unlock a Door or Gate” on page 19.
Open Doors
Open most doors by having your characters walk through them. Open other unlocked doors by pointing the cursor to the center of the door and left-clicking with the mouse — assuming of course, that your party is close enough to open it. Other doors may require a key, a spell, or the activation of a hidden pressure plate to open them. If the door is locked, see the section “Unlock a Door or Gate” on page 19.
Pick a Lock
To pick a lock, left-click on the thief’s lock pick, move it over the lock and click. Sometimes locks are booby-trapped; thieves auto­matically attempt to disarm these traps. However, a thief’s skill level determines his or her success in disarming such traps.
Pick Up and Drop Objects/ Add Items to Inventory
In the vast, unearthly reaches of the Underdark many treasures exist: gold, supplies, armor, weapons, and keys to help the party on its way. When you move the cursor over an object which can be picked up, the cursor changes into a golden hand icon. Right-click when the golden hand icon is over the object to pick the object up. Another right-click drops it. To keep the object and add it to one of your character’s inventories, pick up the object
and move it to the character’s portrait. Left-click to bring up the inventory screen, and click again over an inventory slot to place the item in that slot. After picking up the object, you may also double right-click when the object is over the character’s portrait. This auto­matically adds the item to that character’s inventory. In the case of an arrow, a double right-click over the character’s portrait auto­matically adds the arrow to the character’s quiver. In the case of a sling stone, a double right-click over a character’s in-hand sling pouch automatically adds the stone to the sling pouch.
In this game world, some objects can be picked up from
tables. Impor­tant scrolls, books, and items, those generally of critical impor­tance to the game, can be found resting on tables of similar design. Pick up an object from a table just as you would pick up any other object.
On the Adventure Screen, right- click to pick up, drop, use, and throw objects, and left-click to move, activate buttons and levers, and operate character interactions. This allows the party to continue to move while “holding” an object in the Adventure Screen.
Place an Object in a Character’s Hand
After picking up an object on the Adventure Screen, double right­click over the character’s hand in which you wish to place it. If an object is already in the hand you’ve chosen, the new object is swapped with it and you can drop the previous object by moving it onto the adventure window and right-clicking with the mouse. Any object in a character’s hand can be dropped or swapped in this way.
Pray for Spells
With this option, clerics (also called priests) select the spells for which they wish to pray. A menu, including the selection PRAY, appears when you move the cur­sor into the upper left or right hand corners of the Adventure Screen, and left-click on the button in either corner. When you left­click on PRAY, a screen of available cleric spells appears. If more than one cleric is in the party, their names appear on icons at the top of the screen. You can then choose which cleric is to pray for spells by clicking on the appropriate icon.
Left-click the cursor over the – and + signs on the pray-for-spells screen to select spells. Only the number and type of spells avail­able to a character of your cleric’s level and experience are allowed. With experience, the clerics in your party will advance levels, becoming ever more masterful
18 19
spellcasters. Clicking on DONE returns you to the Adventure Screen. Remember, a cleric must REST before his or her spells can be cast. For a detailed look at spellcasting, see the “Spellcasting” section beginning on page 5.
Read Books or Scrolls
To read books or scrolls, left-click
on the docu­ment. Some books or parchment may be written in a language your characters do not understand. In this case, use a character who has the comprehend languages ability or spell. Or, perhaps your party needs to find an NPC who can read the text.
Rest
Click on either Main Menu button in the top corners; choose REST. This option allows characters to rest, heal, and memorize spells. How long they rest depends on the number and level of spells being memorized (or prayed for). The party cannot rest with crea­tures nearby. Even if there are no monsters in the vicinity, there is always a chance of a random encounter while the party sleeps.
Resurrect Dead Characters
When a character dies, his or her portrait turns to a shade of gray and all of the objects in their inventory drop to the ground. A cleric in the party may bring the character back to life with a
raise dead spell. Unfortunately, unlike other races, elves cannot be resurrected.
Note: Dead characters can be replaced when new NPCs join the party; however, when a dead char­acter is replaced with another character, the dead character is lost forever and cannot be returned to life with a raise dead spell.
Throw an Item
After selecting an item from your character’s inventory, or double right-clicking to select the object in a character’s hand on the Adventure Screen (as described in “Place Object in Character’s Hand”), move the object onto the Adventure Screen. Right-click again when it is over the center line of the screen to throw the object. To drop an item, right­click below the center line of the Adventure Screen. This type of throwing is not the same as throwing a dart or dagger, which is described next.
Throw a Ranged Weapon (Dagger or Throwing Knife)
To throw a ranged weapon, left­click on any in-hand dagger or throwing knife. These weapons are automatically replenished with like items (if available) from the character’s inventory. They are not available for quick replace­ment if enclosed in a chest or other container.
Unlock a Door or Gate
To unlock a door or gate, place the appropriate key over a key­hole on the adventure window and left-click. Keys on a key ring need not be removed from the ring; simply place the key ring over the keyhole and left-click.
Use a Drow Power
To use a drow power, first look for a ribbon placed near a cleric’s holy symbol or a mage’s spellbook. Then left-click on the ribbon icon to bring up a standard spell list. To display the characters’ powers, left­click again on the A which appears to the left of the 1st-level spell button.
Use an Object in a Character’s Hand
To use an object that is in a char­acter’s hand, left-click on the object or weapon where it appears above the character’s portrait.
Save, Load, Pause, and Quit
Save
To save your game, left-click on one of the Main Menu buttons, and then left-click over the SAVE option. This displays a list of named, saved games. Click on an available slot, type in a name for the game you are saving, and press Enter to save it. Saving your game from time to time is a very good idea.
You can Quick Save by pressing S on your keyboard, or by left­clicking on the QUICK SAVE button on the Adventure Screen. These methods allow you to save the game without going through the Main Menu.
To restore the game from the quick save position you can either click on the QUICK RESTORE button, or you can press Shift + R on your keyboard.
If your party dies, you have the option to restore the game from a previously saved position. This saves you the trouble of going through the menus to reestablish your adventure.
Load
To restore a previously saved game, left-click on one of the Main Menu buttons, and left-click over the LOAD option. This displays a list of named, saved games. Click on the button to the left of the game you wish to play to load it.
Pause
Press P on the keyboard to pause your game; press P again to resume. The game also pauses if you open the Main Menu, or open a character’s inventory screen.
Quit
To quit the game, go to the Main Menu and left-click on QUIT to end your game.
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CHARACTER PORTRAIT
MOUSE
POINTER WITH
AN OBJECT
HEAD
NECK
SHOULDER
HAND
WRIST
BODY
RING
HIT POINT BAR
ARMOR CLASS
CHARACTER STATISTICS
PLAYING IN-DEPTH
Inventory Screen
To display the inventory screen, move the cursor over one of the character portraits at the bottom of the Adventure Screen and left-click.
The inventory screen is divided into four sections, one for each of four possible characters, and con­tains slots for storing various pieces of equipment in inventory. Names and character portraits appear at the top of each section.
DISPLAY INVENTORY
WHITE SKULL
WHITE SPELLBOOK
INVENTORY SLOTSINVENTORY SLOTSINVENTORY SLOTS
ENCUMBRANCE
DISPLAY STATISTICS
OBJECT INFORMATION
CONTAINER SLOTS
A MAGE’S SPELLBOOK
Character Positions in Party
Characters whose portraits appear on the left and right sides of the screen are considered to be in the rear rank of the party. Characters whose portraits appear near the center of the screen are consid­ered to be in the front rank. This front and rear ranking applies only to interior locations. Characters outside are considered to have formed a less-ordered group and all react as if they have positions in the front rank.
To change the rank positions of your characters, left-click with the cursor over the character’s name at the top of the screen. The char­acter’s slot becomes outlined in white. Click on a blank slot to move the character to that slot. Click on another character’s name to switch their positions.
Hit Point Bar
Hit points for each character are represented by a yellow bar at the right of the character’s portrait. As a character takes damage, the hit point bar descends to the bot­tom of the portrait square. When hit points are dangerously low, the bar turns red. When the bar is empty, the character is dead and his or her portrait turns gray.
Armor Class Symbol
The golden shield to the right of the character portrait represents his or her Armor Class (AC). The number displayed on the shield is the current AC value.
Scale Symbol/ Encumbrance
To the right of the Armor Class symbol is the scale symbol. Left­click on this icon and a window appears displaying how much weight the character is carrying, how much he or she is capable of carrying, and an encumbrance rating from the “Encumbrance Table” found on page 90. The inside of the scale changes color
as encumbrance increases and turns red when a character is severely encumbered.
A moderately encumbered char­acter receives a –1 penalty when attacking; a heavily encumbered character receives a –2 penalty when attacking and a +1 penalty to Armor Class; a severely encumbered character receives a –4 penalty and a +3 Armor Class penalty when attacking.
White Skull Symbol
Left-click on this icon to display a menu of afflictions currently affect­ing a character. Poison, paralysis, and rotting disease are but a few of the unwelcome examples. Note: this icon does not appear unless a character is afflicted in one form or another.
White Spellbook
Left-click on the white spellbook and a menu of magic spells cur­rently influencing a character is displayed. As with the white skull symbol, this icon does not appear until an active spell begins to influence the character.
Statistics Display
Next to the character’s portrait on the inventory screen is a small red box with a curved arrow inside. Left-clicking on this icon displays statistical information pertaining to the character. Information displayed includes
22 23
the character’s class and align­ment, as well as total experience points gained and the number of experience points necessary to reach the next level. Right-click­ing on the red box icon displays statistical information for all of the characters in the party.
When a character ‘s statistics are displayed, the red box appears as a black grid with a curved arrow inside. Left-clicking on the changed icon returns the view to the charac­ter’s inventory information. A right-click on the black grid returns the inventory information for every character in the party.
Character Mannequins
Below the character portraits on the inventory screen stand char­acter mannequins. These represent the characters’ bodies, upon which can be placed cloth­ing, armor, various weapons, and items such as key rings, helmets, etc. Items may be placed on the following areas:
Head: helmets.Neck: amulets and medallions.Hands: weapons, shields,
sacks, key rings, potions, or any similar objects you wish the character to use.
Wrists: bracers and gloves.Shoulder: a quiver to
hold arrows.
Body: Armor, cloaks, robes.
Though male, female, short, and tall figurines are displayed, most clothing fits any character. Two exceptions to this rule exist. A centaur wears only centaur armor and a kenku wears only kenku armor. Any other character can wear centaur armor, but no other character can wear kenku armor.
Rings
To the right and left of each char­acter mannequin is a white line sketch representing the character’s hands. Rings can be placed on these representations by left-click­ing when a ring is over the hand icon. Each character may wear up to two rings at any one time.
Inventory Slots
Twelve inventory slots exist beneath each character man­nequin. An exception to this is the centaur, who has only eight inventory slots. Although the cen­taur has fewer inventory slots, he has twice the weight-carrying­capacity of a fighter. Objects you wish your characters to carry with them on the adventure may be placed in each character’s inven­tory slots. To do this, use the object manipulation techniques described in “Pick Up and Drop Objects/Add Items to Inventory,” in the section “Things You Can Do from the Adventure Screen,” start­ing on page 13.
To Open a Container
To open a container, such as a sack or a chest, place it in a char­acter’s left hand on the character mannequin. When this is done, the container opens up and dis­plays its contents. Objects within the container may now be put into inventory or swapped with items already in inventory, or the charac­ter may simply place the entire container in inventory. To close the container, left-click on the charac ­ter’s left hand.
SCROLL
MAP NORTH
MAPPING
AREA
SCROLL
MAP
WEST
SCROLL MAP SOUTH
Automapping
As your party explores the many lairs and labyrinths of the Underdark, the last thing you want to do is map each step of the way with pencil and paper. We’ve made it easy by including a versa-
Object Information
When you select an object, it is superimposed over the mouse pointer. When you select the object on the inventory screen, a message bar appears centered on the screen below the character portraits. The message bar gives a short description of the object.
To return to the Adventure Screen, right-click anywhere on the inven­tory screen except over the icon used to switch between the inven­tory area and the statistical display.
SCROLL MAP EAST
QUILL MAP TEXT
ON/OFF PRINT ERASE
SAVE MAP TO DISK
VIEW CUTAWAY MAP
RETURN
TO GAME
tile automapping feature. The map is displayed from the Adventure Screen. To the left of the move­ment arrows at the bottom of the screen are four icon buttons, the third of which is a parchment map icon. Left-clicking on this
GLOBAL SAVE AND RESTORE
24 25
button displays the automap. You can also choose the feature from the Main Menu. To do this, choose AUTOMAP from the Main Menu.
Features
You have a map area, scrolling buttons, a legend, and various function buttons. The legend and buttons appear on the right side of the screen. They represent the abilities to: scroll through several maps, display text, save to disk, return to the game, display the cut-away map, and global save and restore. These buttons add a number of versatile features to the mapping process.
Line of Sight
The map area is based on your character’s line-of-sight, so only parts of a dungeon that have been explored are shown. Everything on the map reflects the current status of the items shown. Doors are displayed open or closed. This makes automap­ping a very useful tool. Walls, insets, doors, floors, trap doors, rugs, pressure plates, illusionary walls, your party, trees, creatures, NPCs, and furniture are all dis­played on the map. Note, however, that items and creatures of which your characters are not yet aware are not shown.
Scroll Map – North, South, East, West
At the top, bottom, and sides of the automapping window are small pyramids or triangles, icons which can be used to scroll to the north, south, east, and west of the map. This becomes useful when the map grows larger than can be displayed in one window.
Scroll through Maps
The first icon below the legend appears as a number of parch­ments between a right and a left button. By clicking on the buttons to either side, you scroll through the maps you have made from the levels you already explored.
Add Text
The second icon is a quill. Left­clicking on the quill allows you to type notes anywhere on the map window. Simply move the cursor to the desired position and left­click to begin your text line. Hitting the Enter key allows you to continue your text on the next line. Up to four lines of text are avail­able for each entry. Press the Esc key to return the cursor to the screen. Click on the quill again to exit this mode.
Map Text On/Off
The third button has a capital letter A. Clicking on this button hides or displays the text which you have entered on the map. You can tem­porarily hide text to allow better viewing of the map. Restore text by clicking on the button again. Note that when the text button is off, text will not be printed on any maps.
Erase
The fourth icon is a pencil eraser. Left-click on the eraser and you move the cursor over any line of text on the map, then left-click again to erase the line you have chosen. Click on the eraser again to exit this mode.
Print
The fifth icon is a computer printer; click this button to print the current map. Note that text printed looks different from the way it appears on your computer screen. Text is printed below the map, and letters at various loca­tions on the map correspond to text notes beside the same letters printed beneath the map.
Special Note: Please be certain your printer is On and set up to print out a map. In order for the print function to work, the printer must be set to print the IBM char­acter set. Refer to your printer instructions for information on how to set up your printer, and if you are using a laser printer, be aware you may have to change the printer font to the IBM character set.
Save Map to Disk
The sixth icon is a save button. It represents information being saved to a computer disk. By selecting this option you save the currently viewed map into a file in the “Automaps” subdirectory. They can be viewed in any text editor and are in the format AUTOXXX.MAP (where XXX is replaced by numbers).
Exit
The seventh icon is an exit button. It looks like a miniature version of the Adventure Screen. Left-click on this button to return to the Adventure Screen.
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Cut-Away Map
The eighth icon, located to the right of the exit icon, represents a cut-away map. This map is not available at first, but is given to your characters by one of the NPCs they meet along the way. Once the map is in your party’s possession, left-clicking on this icon displays a cut-away view of your party’s descent into the Underdark. This serves two functions. First, it gives a sense of how far beneath the surface your party has ventured and how much distance yet remains to Menzoberranzan. Second, it allows you to access the automaps of levels your party has already explored in a quick and easy fashion. Using the mouse cur­sor, simply highlight the level containing the automaps you wish to review, then left-click to display those maps in the regular
automap mode. The first map of the selected level appears automat­ically. This saves the time of scrolling through a long list of maps, a helpful feature if the infor­mation you want is several levels above the current position of your party. Information on the cut-away map appears in two stages. Areas which appear in outline have not been explored by the party, and automaps for these levels are not yet available. Detailed areas have been explored and can be high­lighted by moving the cursor over them as previously described. You can simultaneously highlight all explored levels by left-clicking on the draftsman’s tool displayed in the upper right hand corner of the cut-away map. To the right of the cut-away map are two icons, one to return to the game and one to return to the regular automap.
Global Save and Restore
The ninth icon shows two disks, one on either side of a global map. The disk to the left is “global save” and the disk to the right is “global restore.” Using this feature saves all of the maps, text, and information you have acquired, even if your party dies. Ordinarily mapping information is lost when the last party member falls; how­ever, if global save has been used, your party’s hard won information
MANTLE CAVERN ONE
MANTLE CAVERN ONE
GOLLVELIUS’
GOLLVELIUS’
TAVERN
TAVERN
HOUSE
HOUSE
DO’URDEN
DO’URDEN
HOUSE FEY
HOUSE FEY
BRANCHE
BRANCHE
The Menzoberranzan City Interface
Your party exits the mouth of a tunnel, deep in the Underdark, and before them stretches the city of Menzoberranzan. The Menzoberranzan City Interface is a single screen displaying a map of the city. Move the mouse cursor
can be made available to the next set of characters sent into the Underdark. Global save saves all of the areas explored by the party at the time of the save. Global restore restores the maps and information available at the time of the last global save. Map areas explored only in a previous game are shaded out. In this way you can see which areas are newly explored and which have been restored from a previous adventure.
TOWER OF
TOWER OF
SORCERE
SORCERE
MANTLE CAVERN TWO
MANTLE CAVERN TWO
MERCHANT’S
MERCHANT’S
BAZAAR
BAZAAR
HOUSE BAENRE
CARPATHIAN’S
CARPATHIAN’S
TOWER
TOWER
APPROACH TO MENZOBERRANZAN
APPROACH TO MENZOBERRANZAN
HOUSE BAENRE
over the screen, and the names of the various drow houses and other areas appear . To enter a specific house or other area, left­click when the area’s name is displayed. Your party moves into the chosen map and continues its journey on the Adventure Screen. Doors which leave any map in the city and return you to the
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