1129 lines
59 KiB
Solidity
1129 lines
59 KiB
Solidity
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CURSE OF THE AZURE BONDS
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1 Introduction, Getting Started,
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Best Advice
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2 Tilverton, Dalelands, Hap
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3 Yulash, Zhentil Keep, Myth
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Drannor, Endgame
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4 Side Adventures
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5 Combat Strategies
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CURSE OF THE AZURE BONDS
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Part 1
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Tyranthraxus is back, and is he mad! Those of you who have played S.S.I. and
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TSR's popular POOL OF RADIANCE will remember "Mr. T." (as he is affectionately
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known to fantasy role-players).
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In CURSE OF THE AZURE BONDS, Mr. T. returns, and he has devised a fiendish
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scheme to punish your adventurers for what they did to him the last time they
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met. His revenge involves tattooing magical blue symbols on their arms.
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The five different evil powers that inhabit the Dalelands Area (Tyranthraxus is
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one of them) have each left their marks on your adventurers, stripping them of
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their armor and weapons, leaving them unconscious and suffering from amnesia in
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an Inn in Tilverton.
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Your adventurers shortly discover that the marks that writhe under their skin
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can be used to magically control their actions! And that the reason they are in
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Tilverton is to assassinate the King of Cormyr!
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In order to control their own destiny, your party will have to find each evil
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power in the Dalelands and force it to remove its individual controlling bond.
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They will face Tyranthraxus last, and if they defeat him, you will win the game!
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This walkthru is based on my having played the C-64 1.0 version. The walkthru
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is neither complete, nor even definitive. Because of the random nature of the
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encounters and events in the game, there are many different ways of playing and
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winning. This walkthru covers only some of them. So, take my advice with a grain
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of salt. Sometimes, you may have to take a whole shaker full! <Grin>
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KNOWN BUGS TO WATCH FOR
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You may run across errors in the game -- particularly in the first IBM version.
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For example, the Ioun stones generate too many attribute points, and casting the
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Slow spell will freeze the game. Many of these bugs can be avoided by saving the
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game often, and going back to earlier saves when you run across something that
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doesn't seem right. Hopefully, as later versions are released, the bugs will be
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corrected.
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GETTING STARTED
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In order to boot the game, you have to type a letter from a code wheel, instead
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of typing the whole word you find. The game is not copy-protected. I advise you
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to play from copies of the disks -- not the originals! (Playing from copies is
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_very_ important!)
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As in POOL, you can play and win with different kinds of parties. This walkthru
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is based primarily on the exploits of my first party, consisting of high-level
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characters transferred from POOL: three magic-users (multi-classed elves who
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were also fighters, one of whom was also a thief); a human cleric; a half-elf
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cleric/fighter; and a human fighter.
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I also played part of the game with a low-level party created within CURSE,
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consisting of three magic-users (elf fighters, one of whom was also a thief), a
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human cleric, a paladin, and a ranger. Some comments are based on the exploits
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of that party.
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QUICK START
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There is a party of pre-rolled characters for you to run on the third side of
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disk "B." The party consists of two magic-users, a paladin, a cleric, a ranger,
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and a fighter/thief. If you don't want to take the time to create your own, this
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party will do just fine. You can modify their attributes before playing a game,
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if you like. In the IBM version, there is also a two-paladin party. If you are
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looking for further challenges after having won the game with a party of six,
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see if you can win the game with only two! The Quick Start tactical advice on
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how to play the game and win battles is excellent, by the way.
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DUAL-CLASS CHARACTERS
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Be careful of the dual-class character option. I didn't use it, so I can't give
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you a report from personal experience. But be aware that some gamers have had
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problems in getting both classes to work properly, while others have not had any
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problems. Generally, the reported problems seem to occur when attempting to
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apply a dual-class to high-level characters. Contrary to the manual, you must
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reach a higher level in the character's second class to be able to use all the
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spells, etc., that the character is entitled to use, instead of just those
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belonging to the level achieved within the character's original class.
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TRANSFERRING CHARACTERS
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If you transfer your characters from POOL or HILLSFAR, all their experience
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points transfer with them, and you may train for as many levels as your
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experience points allow. Note that you can only transfer characters from
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HILLSFAR that were either created in that game, or that were created in POOL and
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transferred to HILLSFAR (but only with the C-64 version 1.1 of CURSE!)
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CREATING NEW CHARACTERS
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Characters created within CURSE are given 25,000 XPs. This will put most
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single-class characters into the 5th level of their particular class.
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Multi-class characters will, of course, be at lower levels since they have to
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divide their points.
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You can only modify your characters' attributes right after they're first
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created, not after using the characters to play the game.
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TIPS FOR SAVING THE GAME
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Save the game often on at least two different disks. Also take advantage of the
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Remove Character feature in the boot menu (also found in the Training Halls).
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This saves an individual character's statistics to disk; these saves can be
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used to replace character files that get damaged while playing. Use this feature
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periodically, and you won't lose your favorite characters. When a character is
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damaged, get back to the Training Hall (or to the boot menu), _remove_ the disk
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from the drive, then drop the old character. Replace the disk and select Add
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Character; the last saved version of the character will be restored.
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You can also replace characters this way who are dead or gone, instead of
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resurrecting them at the Temples. (Each time a character is resurrected at a
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Temple, he loses a Stamina point.)
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This feature can also be used to duplicate items. Transfer the items from the
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character you are dropping before you restore him. However, this is not
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necessary or recommended. You will find plenty of magical weapons and armor
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without having to duplicate anything.
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When you save a game on the IBM, a save game file and three save character
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files are generated for each character. The save game file is SAVGAMx.DAT, where
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x is the save letter (A, B, C, etc.). The file names for the first character are
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CHRDATx1.SAV, CHRDATx1.ITM, and CHRDATx1.SPC. The file names for the second
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character are CHRDATx2.SAV, CHRDATx2.ITM, and CHRDATx2.SPC, and so on. Make a
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copy of those files, then copy them back.
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To restore a dead character in the IBM version:
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1. Remove the character and make a copy of the files.
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2. Add the character back and resume play.
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To replace a dead character in the IBM version:
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1. Remove the character.
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2. Copy the save files over the dead files.
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3. Add the character back into the party.
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You lose all the XPs, levels, and items the character received since the last
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save, however.
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GAME SPEED
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In one of the combat sub-menus (press END, ALTER, then SPEED), there is an
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option to change the default game speed (2) to 1 or 0. Zero is very fast and
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speeds up the game considerably, but you will not be able to read messages
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flashing on your screen. I wouldn't recommend using this option until you are
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familiar enough with the game to know what the messages will be.
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MAPPING
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This game does not strictly require mapping. The mazes are relatively few and
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small compared to most other computer role-playing games. But if you don't trust
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your memory and want to find every cache of magical weapons hidden in CURSE's
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dungeons, mapping is highly recommended (use graph paper).
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TRAINING HALLS
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Make sure you check your characters' experience points regularly, and take them
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to the Training Halls to get their levels increased whenever you can. If you
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don't, you may lose the excess experience points that accumulate for each level.
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GOLD
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Be wary of accumulating so much wealth that your characters become unable to
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move 12 squares in a turn. Use your excess gold to buy items in the Magic Shop
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at Zhentil Keep. (Save some for training expenses, of course.)
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COMBAT
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At least half of the game is spent in combat, and much of the fun of the game
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is in determining the tactics necessary to win the many battles. Read the
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"Combat Tips" in Part V of this walkthru for more detailed help. Generally,
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though, either blast enemy magic-users and clerics with spells as quickly as you
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can, or move right next to them and hack away with your weapons. Enemy clerics
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and magic-users do not cast spells very often when being beaten on the head with
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a sword!
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Your clerics' Hold Person spells are effective against most magic-users and
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clerics; one spell can incapacitate several of them! Stinking Cloud is also
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sometimes effective in disabling some of them. (Hold Monsters stops the larger
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creatures.) It's best to have a weapon-bearing character immediately strike the
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immobile enemy. One blow will destroy him.
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OVERALL STRATEGY
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You must find three magical items before you can get into Myth Drannor and meet
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Tyranthraxus, but that's the only major requirement in the scheme of things. You
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will find the three items in Hap, Yulash, and Zhentil Keep.
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If you visit the Standing Stone, you will be advised to go to Hap first, and
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then to Yulash, saving Zhentil Keep as the last bond adventure before Myth
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Drannor.
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If you want to spend some time exploring and building up your characters'
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experience points before attempting the bond adventures, there are a lot of
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shorter adventures in the game. They are found by taking all the different
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travel options between cities. The "Wilderness" option is particularly
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rewarding. The "Patrol the Forest" option at Standing Stone usually leads to a
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battle with dangerous black dragons, but you can win a lot of experience points
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by defeating them.
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After you have completed your second bond adventure, go to a city, and you will
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have an added option: "Search Area." This usually leads to a cave or ruins that
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you can explore. It's another great way to build your experience points, and to
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find weapons, scrolls, and gold. Be warned that some of them are quite involved
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and have several levels. The lower levels are often far more dangerous and
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difficult than one of the bond adventures!
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One of them (The Tower of Oxam outside of Dagger Falls) has a huge battle in a
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meeting room with multiple Beholders, Elf Lords, High Priests, and Rakshasa that
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is seemingly impossible to win. It is possible, however. Read "Part 4" if you
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want to know how.
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BEST ADVICE
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After Tilverton, explore the various travel options, and visit the cities
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briefly so you'll know where the Training Halls are. Talk to the barkeepers.
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(Some you won't be able to talk to until you've completed a nearby Wilderness
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option.)
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Visit Zhentil Keep to buy items in the Magic Shop. While there, fight the
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clerics, fighters, and magic-users who pick fights with you to collect some
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armor and weapons. (Stay at the Inn and save the game there. The random
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encounters, although usually easily won, can often be very dangerous.)
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Next, pick a bond adventure. Hap is perhaps the longest, and involves the most
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battles; Yulash is the shortest, and involves the fewest battles; Zhentil Keep
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involves nearly as many battles as Hap. All of the adventures can be won with
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even the low-level characters created in CURSE, and they are fairly equal in
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difficulty, depending on how lucky you are.
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Whichever bond adventure you choose, or whatever the order you play them in,
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you'll have some very tough battles. But if your tactics are sound, and you're
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persistent, you will eventually prevail and emerge victorious!
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Good luck and happy hunting!
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CURSE OF THE AZURE BONDS
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Part 2
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TILVERTON
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The first evil power can be found in the sewers of Tilverton! But first you'll
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have to leave the Inn and find some armor and weapons. (The blacksmith is to the
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west of the Inn.) Each of your characters has 300 platinum to spend, and that's
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more than enough to buy everyone the best armor in the shop. (Plate has the
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lowest AC, but it restricts movement points to 6; you may prefer the lighter
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banded mail.) Buy a long sword, shield, long bow, and plenty of arrows for each
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of your fighters (thief, ranger, or paladin), a mace or flail and staff-sling
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for your cleric, and a dagger or staff and darts for any single-class
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magic-users in your party.
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If you have transferred your party from POOL, you should go to the Training
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Hall (north of the Inn) and train for the levels to which you are entitled. This
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will use up the remaining platinum pieces you were given. It is now safe to map
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and explore the rest of Tilverton.
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You will find a mage who will talk to you about your "sigels." His price is
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steep, however: half of what you have! If you're curious, check it out.
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There is a shop that sells silver mirrors and flasks of oil. A silver mirror
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may be handy later in the game when you face a Medusa or two or more. I never
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used the flasks of oil, but that doesn't mean they're not useful.
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There is a Temple where a priest will attempt to remove your sigels at no cost:
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The attempt will be futile. There is a bar whose barkeeper will give you
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information if you buy whiskey, and _only_ if you buy whiskey. You can get into
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a brawl at the bar, if you like. In order to do so, just buy anything other than
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whiskey!
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Eventually, you can try to get out of the city. Unfortunately, you'll be
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stopped by Royal Guards who say the way is blocked because a Royal Carriage is
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coming. If you've explored enough places in the city, the Royal Carriage
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arrives, and your bonds compel you to attack the King!
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Fortunately, the man in the carriage is an impostor, but you will have to fight
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off a couple waves of Royal Guards who are protecting him (unless you choose to
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surrender). There will be a brief pause in which you are advised to leave the
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area. If you immediately duck into the alleyway in front of the Inn, you will
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find a thief who will offer to help you escape. Accept his offer. (He'll also
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help you escape from jail, if you choose to surrender to the Guards.)
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He'll escort you underground to the Thieves Guild where you will have the
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chance to rest (and camp). Take the opportunity to heal, memorize spells, and
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save your game: You'll need to be ready to fight some tough battles. Almost
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immediately after the Master Thief gives you some information about the Princess
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Nacacia, who's being held prisoner in a place called The Hideout, these battles
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will begin. (Reach The Hideout by going south through the sewers.)
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If you have been reading the clues you've been getting, you'll know that
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Nacacia is dressed in purple. You'll also notice that fanatical cult members
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dressed in green are hanging around the city. Bits of purple cloth will be found
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along the way, marking a trail for you to follow.
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Carefully map your way to and through the Cellars. There's a treasure room in
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the Thieves Guild area that has some magical weapons. You can also rest here to
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heal and memorize new spells. The treasure room is southeast of where you have
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your first battle. Keep going south, and you'll find the entrance to the Sewers.
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Along the way you'll find a reference to a map in your journal (Entry #4). This
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map is accurate, but incomplete; you'll have to map every room along the way to
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be sure you don't miss anything.
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In the sewers, you'll find a large group of Otyughs that have a shining object
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in their mound. They can be bargained with, so you don't need to fight them
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unless you want to. (Fighting them is difficult, but the reward is 5000 XPs if
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you win.) If you choose to bargain, they will ask you to get them some food from
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The Neighbors. The Neighbors are a group of Otyughs south of this group. Fight
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and destroy the second group, get the food, and return to the first group for
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your reward. (If you kill The Neighbors before you make the bargain, you won't
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be rewarded.)
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Just before you get to The Hideout, you'll find a secret door to a Training
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Hall that will allow you to cash in some of those experience points to possibly
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gain more levels and spells before you tackle The Hideout. Next to the secret
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Training Hall you will find some Trolls. Winning that battle will give you more
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magical weapons. (There are a four more Trolls in the next room, but there are a
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number of Gators with them. In order to win this battle you will need to first
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kill all the gators before the Trolls; otherwise, the Trolls all regenerate!
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Standing in the square where a Troll dies also prevents him from regenerating.)
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A few steps south of the Training Hall you will find a Knight from Myth
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Drannor. He will ask who you serve. Answer "Princess Nacacia," and you will get
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some help from his fellow Knights later in the game. Do not fight him: he's on
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your side!
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The Hideout is a complex of many rooms. One of them is a torture room, where
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Princess Nacacia's cleric is being tortured. Rescue him. (The adventures of the
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princess and her cleric lover are a sub-plot that runs through the game.)
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Princess Nacacia is held prisoner in the corner room to the southwest. Before
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going there, you should stop by the armory. Open the box there and you'll find
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more magical weapons. Save the game here.
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When you enter the southwest corner room, you will have one more battle, then
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your first bond will fade from your arm. (Hold Person and Stinking Cloud spells
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will help get you through this battle. Remember, always kill off enemy clerics
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and magic-users first!)
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Even though you rescued his daughter, the King will banish you from Tilverton:
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You can't be trusted while you bear the other sigels!
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THE DALELANDS
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You will be shown a map of the Dalelands area, and where you are. You'll be
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asked where you want to go and offered various travel options for getting there.
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Explore the Dalelands, and use every travel option. The Wilderness options lead
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to some interesting adventures involving battles with different groups of
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monsters between each town. The Boat option leads to battles with pirates. These
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battles are challenging tactical exercises providing you with experience before
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you undertake the bond adventures. You will find that most of the cities you
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visit only have a bar, a temple, and a general store. Go t the bars to pick up
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information. You will find Training Halls in Ashabenford and Essembra.
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You will run into unfriendly people in some of the towns, like Dagger Falls.
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||
|
Removing the Zhentil bonds makes the innkeeper in Dagger Falls friendly;
|
||
|
rescuing the farmer and his family in a Wilderness battle makes the people in
|
||
|
the Dagger Falls bar friendly. (HILLSFAR had similar requirements.)
|
||
|
|
||
|
Zhentil Keep is a nice place for a beginning party to visit. There are random
|
||
|
encounters with magic-users, clerics, and fighters. All of them have magical
|
||
|
weapons and armor. Get the +1 Crossbows and +1 Quarrels from the fighters, and
|
||
|
the AC-4 Bracers from the clerics and magic-users. You can sell the extra
|
||
|
Bracers for 9,000 gold each, and buy up some very nice magic items in the magic
|
||
|
shop. Arm each of your adventurers with magic missile wands. The extra-healing
|
||
|
potions will come in handy, too. The other magic items are luxuries which are
|
||
|
quickly used up. But if you can afford them, by all means, stock up! Pick up
|
||
|
some magic-scrolls for your magic-users to scribe.
|
||
|
|
||
|
If you find waiting around for encounters a bit too tame for your tastes, bash
|
||
|
in a door. You'll soon have many encounters, as the guard is called out to deal
|
||
|
with you! (Save at the Inn before undertaking any encounters; some of them can
|
||
|
be very difficult.)
|
||
|
|
||
|
If you visit the Standing Stone, you'll be directed to go South. When you feel
|
||
|
that you're ready to undertake your next bond adventure, go to Hap.
|
||
|
|
||
|
On the way to Hap you'll meet some black dragons. Black dragons are
|
||
|
particularly vulnerable to Stinking Cloud spells. If you give them a belly ache
|
||
|
with this spell, they won't be able to use their deadly acid breath against you.
|
||
|
|
||
|
THE VILLAGE OF HAP
|
||
|
|
||
|
The Village of Hap is patrolled by five parties of Dark Elves. Don't avoid
|
||
|
these patrols. There are a set number of Dark Elves in the village. If you take
|
||
|
them piecemeal, patrol by patrol, the number of them in the final confrontation
|
||
|
(in the village barn) is lessened. Strip the first patrol of weapons and armor,
|
||
|
and distribute them among your party. Give the maces to your cleric. The Drow
|
||
|
have magical chain mail, swords, and maces. Equip your whole party with these
|
||
|
while you're in Hap (Village, Cave, and Tower). Unfortunately, these magical
|
||
|
items all disintegrate when you leave Hap.
|
||
|
|
||
|
Drow Elves are almost magic-resistant, but not completely. Your first spells
|
||
|
may not be effective, but some of the next ones will be. Drow elves are most
|
||
|
vulnerable in hand-to-hand combat (particularly when you're using their own
|
||
|
weapons against them), and if you kill their cleric or magic-user first, he
|
||
|
won't be able to cast his spells! Missile wands are usually effective against
|
||
|
the Drow.
|
||
|
|
||
|
If you cast Invisibility spells and avoid attacking for a few rounds, Drow
|
||
|
clerics and magic-users will waste all their spells aborting them because they
|
||
|
can't target your party. When they've used up their spells, you can cut them
|
||
|
down at will.
|
||
|
|
||
|
You will find a general store in the village, and an Inn where you can safely
|
||
|
camp. If you do decide to leave Hap to get more training (and you should train
|
||
|
for new levels as you become eligible for them), don't let the NPC magic-user
|
||
|
whom you find in the village join your party. (He'll just get mad if you decide
|
||
|
to leave Hap without clearing the Tower first, and leave your party anyway.)
|
||
|
|
||
|
After the battle in the barn, you will find a map showing the way to a cave.
|
||
|
When you leave Hap you will have the option to go to the cave.
|
||
|
|
||
|
THE CAVE UNDER HAP
|
||
|
|
||
|
Enter, and go west to the wall. If you turn south and east at the first
|
||
|
opening, then turn south again, and go through an arch, you will eventually find
|
||
|
Silk. (You can surrender to one of the many Drow Patrols you meet, and they will
|
||
|
take you to Silk, but they'll take some of your armor and weapons as
|
||
|
compensation for not killing you.) Silk will help you by applying another tattoo
|
||
|
(non-magical) to one of your party. This tattoo will let you pass some of the
|
||
|
numerous Drow Patrols you will find in the cave. (She does this in return for
|
||
|
your promise to chase the dragons from the tower, and to bring her a dragon's
|
||
|
egg.)
|
||
|
|
||
|
After you enter the cave, go to the wall, turn north, and go to the north wall.
|
||
|
Turn west, go through the arch, and north to the wall. Turn east, north, and
|
||
|
west, and go through another arch. Keep going west to the wall, turn south, turn
|
||
|
the corner toward the west, go to the arch, and turn north. Here, you will find
|
||
|
a large party of Salamanders in their Sauna. Enter this room and battle them.
|
||
|
(They are vulnerable to Stinking Cloud and Missile spells). After the battle you
|
||
|
will find six treasure chests. Some of the chests contain very useful magical
|
||
|
items. One of them protects you from Dragon Breath; another protects you from
|
||
|
paralysis. You can use these scrolls for protection when you fight CrimDrac.
|
||
|
|
||
|
To locate him, go south through an arch and all the way to the wall. Turn east,
|
||
|
go through the arch, turn south, and go through this arch. Now, go east, south,
|
||
|
east, south, and west through an arch. Go west to the wall, then head north to
|
||
|
another wall. Go east then north to the wall, turn west, go through the arch,
|
||
|
and meet CrimDrac. (He's either in this large room, or in the one to the south
|
||
|
of it.) To get to the tower, continue south through the arch, and turn west.
|
||
|
|
||
|
CrimDrac is a Dracolich. He is vulnerable to missile spells and little else.
|
||
|
Spread your troops (watch out for his paralyzing breath), and hit him with all
|
||
|
the missile spells and missile wand blasts you can! Use the protection spell
|
||
|
before you meet him.
|
||
|
|
||
|
You cannot escape battle with CrimDrac by surrendering to him. If you do,
|
||
|
you'll find you have to battle him later when leaving Hap. If you do surrender,
|
||
|
he'll escort your party to the top of the tower, and leave you to the whims of
|
||
|
Dracandos, the Red Wizard.
|
||
|
|
||
|
THE TOWER OF DRACANDOS
|
||
|
|
||
|
There are twelve assorted dragons at the top of the tower with Dracandos! The
|
||
|
dragon leader will parlay with you. If you chose the right option, he'll force
|
||
|
Dracandos to remove your bonds, then fly off with the other dragons leaving
|
||
|
Dracandos to _your_ mercy! (I chose the option of attacking Dracandos -- not the
|
||
|
dragons -- when it was offered to me.) After the dragons leave, pick up the egg.
|
||
|
|
||
|
Dracandos will flee and lead you on a merry chase all the way down the tower
|
||
|
(several levels) before you finally catch up with him in the courtyard. There
|
||
|
will be many battles along the way with his Drow guards. One of these battles
|
||
|
will be with a very powerful Drow Lord with much better armor and weapons than
|
||
|
anything you have! You'll have a hot battle with him before winning. (I foun it
|
||
|
helpful to use a stalking horse and have a thief backstab him.) Also, have those
|
||
|
in your party who aren't hacking at him use ranged weapons.
|
||
|
|
||
|
You'll find a piece of parchment that shows the location of the traps in the
|
||
|
tower. At random times, the parchment is booby-trapped to explode when you try
|
||
|
to pick it up.
|
||
|
|
||
|
Along the way I found a room where we were challenged by a mage to duel with a
|
||
|
floating sphere. The loser will be sucked into infinity. The winner of this
|
||
|
battle seems to be determined randomly. I tried all my high-attribute
|
||
|
magic-users in this battle; all were defeated before the NPC magic-user, Akabar
|
||
|
Bel Akash, won. (Others have reported winning this battle with a mere fighter!)
|
||
|
Just keep trying different members of your party until you win. Save the game
|
||
|
before undertaking the battle.
|
||
|
|
||
|
Most of the other battles are fairly easy until you come to a large group of
|
||
|
Wyverns. They're in the last room you'll come to before you enter the courtyard
|
||
|
(where Dracandos is dragging a bagful of scrolls around).
|
||
|
|
||
|
If you're poisoned by a Wyvern, cast a Neutralize Poison spell, and the
|
||
|
character will survive (have one memorized in advance). Even if you're informed
|
||
|
that the character is dead, don't believe everything you read!
|
||
|
|
||
|
You can defeat Dracandos (and company) with a large variety of tactics. I found
|
||
|
Hold Person spells worked on him, and Fireball spells decimated his friends. You
|
||
|
may wish to experiment with other means. The tactics he and his friends use are
|
||
|
random. Sometimes he damages himself and his party with his own spells!
|
||
|
|
||
|
Dracandos wears AC2 Bracers and a +3 Ring of Protection. Equip one of your
|
||
|
magic-users with these. The robe is cursed: Don't wear it. He also has other
|
||
|
valuable items, including some scrolls. When you win the battle, you will be
|
||
|
notified that you have found The Helm of Dragons. You won't find it in your
|
||
|
inventory, but you do have it. It is the first of three items you need before
|
||
|
you're ready to go to Myth Drannor.
|
||
|
|
||
|
In the courtyard is a door to the Cave. You can return to the cave and give the
|
||
|
dragon's egg to Silk for your reward. You can also leave the courtyard and go to
|
||
|
Essembra. You will have to battle CrimDrac (if you haven't already defeated him)
|
||
|
at the bridge, and that completes the second bond adventure.
|
||
|
|
||
|
Undoubtedly, you will be ready for level increases at this point. Head for the
|
||
|
nearest Training Hall (in Essembra) and get them.
|
||
|
|
||
|
CURSE OF THE AZURE BONDS
|
||
|
Part 3
|
||
|
|
||
|
Now that you have completed two bond adventures, you will be able to take
|
||
|
advantage of the "Search Area" option that now shows up in the menu of the
|
||
|
various towns you visit. There are ruins, caves, and towers to explore outside
|
||
|
every city. (For those who played POOL, there's still a section outside Phlan
|
||
|
that needs clearing!) These alternate adventures are not necessary to win the
|
||
|
game, but they do provide a means for acquiring more experience points, scrolls,
|
||
|
magical armor, and weapons.
|
||
|
|
||
|
If you visit the Standing Stone, you will be advised to seek the "green one"
|
||
|
next. The "green one" is Mogion of Moander, and she can be found in the Pit of
|
||
|
Yulash.
|
||
|
|
||
|
YULASH
|
||
|
|
||
|
Yulash is a city at war. Red Plume and Zhentarim forces battle for its
|
||
|
possession. Your party will be met by Red Plume forces as they enter the city
|
||
|
and taken to Red Plume headquarters in the northwest section of the city. After
|
||
|
an interview, the Commander will mention something about the tattoo that Silk
|
||
|
identified you with. You will be released and given a pass to leave, and a map.
|
||
|
Camp in the barracks for the night. In the morning head immediately for the Pit
|
||
|
(south, east, and north). Along the way, you may meet some Red Plume patrols,
|
||
|
but they'll leave you alone; however, you'll have to battle any Zhentarim terror
|
||
|
forces you encounter.
|
||
|
|
||
|
You meet some Shambling Mounds dragging a body. Fighting them will give you a
|
||
|
magical weapon. Continue north to the Pit and enter. As soon as you do, a
|
||
|
cave-in will block your retreat. Go west and enter the first door to the south.
|
||
|
Go through the south door to another room, then through the door to th east. In
|
||
|
this room you will gain two powerful allies: Alias and Dragonbait. Equip these
|
||
|
two with your extra armor and weapons, and return to where you entered the Pit.
|
||
|
|
||
|
This time, go west, pass the south door, and turn the corner going to the
|
||
|
south. Here you'll see a door to the east. Enter that door, continue east
|
||
|
through the next door, turn south, and continue south through the next door.
|
||
|
Eventually, you'll find a stairway to the next level.
|
||
|
|
||
|
Go south through the door, turn west, and go as far as the first door that's
|
||
|
blocking your way. Instead of entering, turn north, and continue north through
|
||
|
the door to Mogian's Temple. You'll be met by Mogian -- the "green one" herself!
|
||
|
She'll unleash the Shards of Moander. Hold Person spells are effective against
|
||
|
Mogian, her priestesses, and the shards of her God. Stinking Cloud, Fireball,
|
||
|
and Magic Missile spells worked on the Shambling Mounds.
|
||
|
|
||
|
Mogian has a Cloak of Displacement which will lower AC by two. Grab it! The
|
||
|
battle will also yield other treasures.
|
||
|
|
||
|
After winning the series of battles, being released from another bond, and
|
||
|
finding the Gauntlets of Moandar (like the Dragon Helm, invisible to you),
|
||
|
search the Altar. You'll find a cache of precious jewels, and another map. This
|
||
|
is a map of level one (Entry #52), with the indicated stairway the one you used
|
||
|
to get to level two. Make your way back to level one and find your way out to
|
||
|
the Wilderness. Alias and Dragonbait will leave your party at this point.
|
||
|
|
||
|
Since Yulash seems to be a much simpler, easier, and shorter adventure than the
|
||
|
others, you may decide that it, rather than Hap, should follow Tilverton. I
|
||
|
would agree except for several things: The advice given you at the Standing Rock
|
||
|
(go to Hap first), and the battles you do have in Yulash, are as difficult as
|
||
|
any you will find in the other adventures. And if you choose to explore all of
|
||
|
Yulash, you could have as many encounters.
|
||
|
|
||
|
ADDITIONAL YULASH ENCOUNTERS
|
||
|
|
||
|
Yulash has a large number of random encounters with two mages, one cleric, and
|
||
|
a differing number of fighters. They have fourth level spells and always come
|
||
|
into the fray already protected against Normal Missiles and Minor Globe of
|
||
|
Invulnerability. They cast Fire Shield at the first opportunity. Since the Minor
|
||
|
Globe of Invulnerability nullifies Fireball, Lightning Bolt, and Stinking Cloud
|
||
|
spells, and the Fire Shield halves or nullifies the damage from Ice Storm
|
||
|
spells, they're hard to beat. I have been using lots of Hold Person spells.
|
||
|
|
||
|
Most opponents have magic weapons and armor. The mages have AC4 Bracers, and
|
||
|
sometimes a Dart of Hornet Swarm. Also, there are a lot of +2 maces, +1 swords
|
||
|
(not 2-handed) weapons, +1 banded and +2 splint armor, and +1 Rings of
|
||
|
Protection in use.
|
||
|
|
||
|
OLIVE RUSKETTLE
|
||
|
|
||
|
After a brief stop in Ashabenford for training, return to Zhentil Keep to find
|
||
|
Olive Ruskettle, and to be released from the next to the last bond.
|
||
|
|
||
|
Olive Ruskettle is a halfling thief who claims she is a bard. She is another
|
||
|
one of the interesting characters you will find in the novel (along with Alias
|
||
|
and Dragonbait).
|
||
|
|
||
|
She makes a brief -- but key -- appearance in the game. She will guide you to
|
||
|
the beginning of the next bond adventure. You finally get her help by travelling
|
||
|
beyond the point where you are warned to save the game. She will take you to the
|
||
|
Temple of Bane where you can find and release Dimswart.
|
||
|
|
||
|
Dimswart will clear up many things for you (Entry #12). After you have found
|
||
|
him, explore the rest of the temple. You will eventually find an altar. Search
|
||
|
it to locate the weapons which are hidden under a trapdoor. Among the weapons
|
||
|
are some +2 arrows. While you're searching, the Clerics of the Temple will
|
||
|
interrupt you many times. You will have as many battles as it takes to arm each
|
||
|
of your adventurers with High Cleric armor. Refuse the invitation to follow the
|
||
|
cloaked, hooded figure until you've finished searching the altar and arming your
|
||
|
troops. The figure (Medusa) will keep coming back until she's enticed you to the
|
||
|
altar of Dexam. Since there are no exits from the Temple (they will be sealed by
|
||
|
fanatical priests), there is nothing else to do but follow Medusa when you are
|
||
|
ready.
|
||
|
|
||
|
THE ALTAR OF DEXAM
|
||
|
|
||
|
Dexam is a Beholder. Beholders are very difficult to kill. Fortunately, it's
|
||
|
not necessary during this first meeting. In fact, he will do you a favor. He
|
||
|
will kill Fzoul (the evil lord responsible for your bond), and inadvertently
|
||
|
release your adventurers from their bond. During the following civil war between
|
||
|
the factions of Dexam and Fzoul, get out of the altar room as quickly as you
|
||
|
can, and head for the north exit. Unfortunately, you will have to fight a couple
|
||
|
of very tough battles with Minotaurs, Clerics, Zhentillian forces, etc., but
|
||
|
eventually you'll be able to either bash through the door, or use a Knock spell.
|
||
|
Camp and rest there. Do not move one step further.
|
||
|
|
||
|
If you had chosen to exit through the east door, you would've eventually found
|
||
|
a dead elf (there is also a teleport square that will take you to him). This elf
|
||
|
has a rough map of the area (Entry #59).
|
||
|
|
||
|
What you want your party to do after healing, memorizing new spells, and saving
|
||
|
their position is to work your way east, north, west, and finally south to the
|
||
|
exit into the Wilderness.
|
||
|
|
||
|
Your party will have many battles on the way, including a large, difficult one
|
||
|
with Dexam and his troops. You'll also have several battles with Drow Lords and
|
||
|
other monsters. Use these battles to arm each of your characters with Drow Lord
|
||
|
armor and weapons. Drow Lord chain mail and shields will lower a characters' AC
|
||
|
to -7, and leave them with 12 movement points. Drow Lords also carry +5 swords!
|
||
|
|
||
|
Camp, heal, memorize spells, and save your position after every battle. You may
|
||
|
have to move back to a safe place to do so. It isn't safe to rest in very many
|
||
|
places, but try moving a square or two away from wherever you last fought before
|
||
|
camping.
|
||
|
|
||
|
The tactics you can use to defeat a Drow Lord are generally the same as before.
|
||
|
Protect yourself by using the terrain. Use Fireball spells on his companions,
|
||
|
then pick him apart with ranged weapons, and backstabs. Heal those who are
|
||
|
wounded. As you gain more +5 weapons and Drow Lord armor, use those weapons and
|
||
|
armor against the other Drow Lords. It will become easier to kill a Drow Lord as
|
||
|
you battle your way to your meeting with Dexam.
|
||
|
|
||
|
When you meet Dexam, you might want to try using the Haste spell on a fighter
|
||
|
or paladin. He will be able to walk through Dexam's forces and destroy this
|
||
|
dangerous monster all by himself. (If Dexam isn't destroyed or engaged in
|
||
|
hand-to-hand combat immediately, he can cast devastating spells, including one
|
||
|
which will erase a character's statistics. He will not be dead; he'll be
|
||
|
_gone_!)
|
||
|
|
||
|
Several Fireball spells will destroy Dexam's forces, including the dangerous
|
||
|
Medusa with him. You can also use a mirror against her so that her gaze will
|
||
|
reflect back and stone her! Other gamers have used Lightning Bolts and Ice Storm
|
||
|
spells to win this battle.
|
||
|
|
||
|
After you win the battle you will get the final object (The Amulet of
|
||
|
Lathander). Again, it will be invisible in your inventory. Now that you possess
|
||
|
all three objects, when you return to the Standing Stone, you will discover that
|
||
|
the advice came from Tyranthraxus in disguise. He will reveal himself, tell you
|
||
|
to meet him in Myth Drannor, throw off his cloak, and vanish. Myth Drannor will
|
||
|
now appear as one of the options.
|
||
|
|
||
|
MYTH DRANNOR
|
||
|
|
||
|
There are two sections to Myth Drannor. Tyranthraxus is not in the first
|
||
|
section that you enter; he is in the section to the northeast of that section.
|
||
|
|
||
|
The first section has many random encounters with Thri-Keen patrols; however,
|
||
|
if you give them the password (Tyranthraxus), they will leave you alone. There
|
||
|
is a ghostly meeting with an elf queen to the northwest. This meeting will get
|
||
|
you with a +5 bow and some blessed quarrels if you don't take the armor offered
|
||
|
as an option. If you do take the armor, all items you receive from the queen
|
||
|
will be cursed. You will also meet a Knight of Myth Drannor. He tells you they
|
||
|
will provide a diversion as you enter the Temple of Tyranthraxus.
|
||
|
|
||
|
When you enter Myth Drannor, don't enter the building immediately to your right
|
||
|
(if you are facing north). Especially, do not enter the web to use a password
|
||
|
(KRRKKKK). It is a Rahshasa trick to trap you in a Giant Spider's sticky web.
|
||
|
(The clue for the password is given in one of the Search Area ruins.)
|
||
|
|
||
|
You will find a path to the east in the northeast section. Take the path
|
||
|
through the woods to get into the second section, then immediately head north.
|
||
|
|
||
|
You will have a chance to rescue a man from hell hounds. The man will tell you
|
||
|
of his cache. In the cache is a +5 Sword and The Girdle of Giant Strength. If
|
||
|
you take the other path to the second section you will meet a Rakshasa who will
|
||
|
become a member of your party if you help him fight his thieving uncle. This
|
||
|
leads into many encounters with Rakshasa patrols, however.
|
||
|
|
||
|
The first door you find to the north is the door to the Temple of Tyranthraxus.
|
||
|
The next sequence is beyond your control. It runs like a movie script. You will
|
||
|
lose your final bond, and Tyranthraxus will leave his clerics behind to fight
|
||
|
you in his altar room.
|
||
|
|
||
|
When you have a chance to leave, head out the door to the east, turn north, and
|
||
|
enter the middle door. Hug the wall to the left, and head north until you come
|
||
|
to a stairway to level two.
|
||
|
|
||
|
On level two go north through a door, and turn to your right. Tyranthraxus is
|
||
|
in the second room to your right. Camp, save the game, and cast your spells. If
|
||
|
you want an easy battle, use the Dust of Disappearance in camp.
|
||
|
|
||
|
If you want to save the Dust for the mass meeting of Beholders in the Tower of
|
||
|
Oxam, cast Minor Globe of Invulnerability spells on your mages, and anything
|
||
|
else that may be useful such as Enlarge, Prayer, and Invisibility. Get rid of
|
||
|
the enemy clerics and magic-users with Fireball spells. The blessed
|
||
|
quarrels/arrows can kill Rakshasa. Use Hold Person, Ice Storm, and everything
|
||
|
you can. Heal those who are wounded with the extra healing potions. It's a tough
|
||
|
battle, but the Knights of Myth Drannor will arrive at the end to heal your
|
||
|
wounded.
|
||
|
|
||
|
The game then ends in fireworks and celebration. Congratulations!
|
||
|
|
||
|
|
||
|
CURSE OF THE AZURE BONDS
|
||
|
Part 4
|
||
|
|
||
|
THE SIDE ADVENTURES
|
||
|
|
||
|
After you have completed the second bond adventure, you will have the choice of
|
||
|
using the Search Area option when you reach a city. Some of the Search Area
|
||
|
options lead you to the same place that selecting Enter the City does. For
|
||
|
example, Zhentil Keep and Myth Drannor have no separate places to explore, but
|
||
|
the Search Area option is on the menu.
|
||
|
|
||
|
These side adventures can be used to gain experience points and levels, and to
|
||
|
find gold, magic weapons, scrolls, and armor. They all involve exploring mazes
|
||
|
-- some more difficult than others. Charles Miles commented: "The small-time
|
||
|
caves are a bear to map because they're made up of combinations of a small
|
||
|
number of different shaped areas. This gives the impression that: a) you were in
|
||
|
a room before when you really weren't; and, b) the caves were built by Drow
|
||
|
Elves Prefab Caves Inc."
|
||
|
|
||
|
Shadowdale, Ashabenford, and Essembra caves have several levels. The next lower
|
||
|
level is filled with more difficult monsters than the previous.
|
||
|
|
||
|
If you're lucky, you may find some +2 Long Bows and Composite Bows. What you
|
||
|
find is randomly selected, however, and your discoveries will vary greatly.
|
||
|
|
||
|
You reach another level when you cross through a tunnel in a cave. There is a
|
||
|
walled city on the third level of the cave near Shadowdale, where you can find
|
||
|
someone who will transport you to the surface if you wish; Dracolich, Black
|
||
|
Dragons and Elf Lords abound here. You can find the Magistrate's kidnapped
|
||
|
daughter on the first level. Report back to him in the city of Shadowdale, and
|
||
|
he'll reward you for your efforts.
|
||
|
|
||
|
The "Search Area" at Phlan leads you to an unconquered section of the city,
|
||
|
filled with "green one" priestesses and monsters: Shambling Mounds and
|
||
|
Vegepygmies. You can sometimes watch a ritual being performed in front of the
|
||
|
temple's altar.
|
||
|
|
||
|
The ruins outside of Hillsfar features Phase Spiders, Margoyle, and Thri-Keen.
|
||
|
The ruins outside of Teshwave contain pirate treasure.
|
||
|
|
||
|
Danny Low writes: "The difficulty of the side adventures is highly variable
|
||
|
Hillsfar and Teshwave are quite easy for fifth level characters; Phlan and
|
||
|
Voonlar are intermediate. Even the hard ones, like Shadowdale, are easy as long
|
||
|
as you don't go below the first level. They are clearly designed to allow the
|
||
|
characters to earn more XPs as they rise in levels. That is, the higher they
|
||
|
rise in level, the larger the XP rewards become, which helps them rise to the
|
||
|
next level.
|
||
|
|
||
|
"The harder side adventures randomly give you MU scrolls. This is very nice for
|
||
|
Scribing. The training fights you encounter on the roads and wilderness are also
|
||
|
easy, but these don't give much loot.
|
||
|
|
||
|
"I also had numerous confrontations with Dracolich, Black Dragons and Elf Lords
|
||
|
in Shadowdale, but there appears to be a limit to how many Elf Lords and
|
||
|
Dracolich you have to fight. Once they're dead, there are no more; just wimpy
|
||
|
Black Dragons, Efreets, et al."
|
||
|
|
||
|
The Tower of Oxam is at Dagger Falls and is the best (and most rewarding) of
|
||
|
the side adventures. When you select Search Area at Dagger Falls, you find
|
||
|
yourself in a second Magic Shop. This is a nice surprise since Zhentil Keep i
|
||
|
barred to you once you finish the bond adventure there. If you choose to explore
|
||
|
the Tower, you begin in the foyer. You can go up in the tower (and sometimes see
|
||
|
the shade of Cadorna wandering the tower), or down below, where you will
|
||
|
eventually find the mass meeting of the Beholder Corps.
|
||
|
|
||
|
THE MASS MEETING OF THE BEHOLDERS
|
||
|
|
||
|
If you want to go to the mass meeting, go west into the sitting room. Then, go
|
||
|
south (where you will find the stairs up), go east through the door, and south
|
||
|
through a door (where you will battle a group of minotaurs). Go through the east
|
||
|
door and you will be in the cave. Keep going east until you can turn south. Go
|
||
|
through the third door from the left (facing south). There is a door to the
|
||
|
west. Go through it and follow a path west (past several rooms to the north).
|
||
|
Then go north, west, north, west, south, east, south, east (through an archway)
|
||
|
down a long hallway, and through the door (you'll be in a large cavern). Turn
|
||
|
south and hug the wall until you come across a door to the west. Through that
|
||
|
door lies several rooms. One of them will be the room where the mass meeting of
|
||
|
the Mulmaster Beholder Corps is being held. You are invited!
|
||
|
|
||
|
When you enter the room, your computer screen will read, "You enter a room
|
||
|
dominated by a large conference table. On each side is an assemblage of
|
||
|
Rakshasa, Drow, Priests, and Beholders. They are discussing the fate of
|
||
|
adventurers." Your options are "Flee in Panic," and "Throw Caution to the
|
||
|
Winds." There are 8 Rakshasa, 10 High Priests, 10 Drow Lords, and 15 Beholders
|
||
|
in the room.
|
||
|
|
||
|
The battle is very easy if you camp and use the "Dust of Disappearance" before
|
||
|
entering.
|
||
|
|
||
|
If you choose not to use the dust, here is the way Mark E. Loenichen did it,
|
||
|
playing the IBM-PC version 1.0:
|
||
|
|
||
|
Assumptions going in (e.g., untested): Cast Enlarge and Haste on everyone. Make
|
||
|
sure they're all at maximum movement points on entry. Ready their armor only at
|
||
|
the moment of conflict. (This is a general rule, not to be taken literally.)
|
||
|
|
||
|
The Blink spell seemed to work better than Invisibility for avoiding undesired
|
||
|
magic spells and physical hits. If you can't Blink, use regular invisibility.
|
||
|
This provides only minimal protection during initial contact when you are trying
|
||
|
to gain better tactical ground.
|
||
|
|
||
|
Party make-up: All my characters had been through POOL and HILLSFAR, so they
|
||
|
had quite a few hit points (two had 100+, one 99, the others in the 60's). Have
|
||
|
two eleventh level mages, two tenth level clerics, and one twelfth level thief
|
||
|
(very important for Drow Lord fighting) in your party.
|
||
|
|
||
|
Working Spells/Potions (all purchased): Extra Healing and Potions of Speed. I
|
||
|
spent everything I had to purchase every Javelin of Piercing in the store!
|
||
|
|
||
|
Essential Observations: Drow Lords run faster than anyone else. Cold spells
|
||
|
work on Drow Lords better than anything else. The -2 AC loss for Stink Cloud
|
||
|
victims can be essential. Curse works only on clerics and isn't worth it.
|
||
|
Nothing bothers Beholders or the Rakshasa magicians except force. A well-placed
|
||
|
backstab to a Drow Lord from a Hastened, Enlarged party member can do wonders
|
||
|
for the party's morale.
|
||
|
|
||
|
Specific Strategy: Clumped-up groups of people are "easy" pickings, especially
|
||
|
if the ones trapped are the nastiest. Survive at the cost of an easy kill: In
|
||
|
other words, when a Beholder approaches within lethal distance, run! Try to get
|
||
|
the enemy to use up all his spells.
|
||
|
|
||
|
Tactics: Hit the Drow Lords and priests with Confuse. Not many will be
|
||
|
affected, but it's enough to eventually drain most of their combat spells. Your
|
||
|
first maneuver should be to escape from the room. Run up and all the way to the
|
||
|
back of the room (behind walls, of course). Eventually, all the enemies will
|
||
|
congregate in the back of the room. Drow Lords and Rakshasa will be the most
|
||
|
prominent in the crowd. I positioned my party around the walls to hold some of
|
||
|
the monsters in, and set up a "sucker play" wherein I enticed others to come out
|
||
|
of the room (one or two at a time only). Drow Lords were definitely more
|
||
|
desirable one at a time, but I managed three once -- with great difficult and at
|
||
|
the expense of using a lot of my Heal Potions. If the going got rough or looked
|
||
|
hairy, I would run to the back of the room to recluster the enemy, then I would
|
||
|
cast Healing spells and drink Healing Potions.
|
||
|
|
||
|
There was a "YOU HAVE WON" message awarding 22,000+ experience points at th end
|
||
|
of the battle. The loot from the room (as far as equipment and scrolls were
|
||
|
concerned) was not impressive, but I did get enough money to make up for the
|
||
|
expense of the Javelins.
|
||
|
|
||
|
The back door led to a 2-square (I think) room with another door. Behind, the
|
||
|
second door was _great_ treasure. I received another 10,000 experience points
|
||
|
and a bunch of magic weapons. The weapons were not impressive; mostly +1's with
|
||
|
one or two +2's.
|
||
|
|
||
|
The room farthest to the back was a single-square sort of room. I was using the
|
||
|
Search Area option when I entered. Rakshasa are not immune to stink clouds. Once
|
||
|
they're coughing, they can be paralyzed with the Wand of Paralysis. I was not
|
||
|
able to paralyze them at any other time, though I only tried two or three times
|
||
|
when they weren't "stinking." The Drow Lords are affected by paralysis, too, but
|
||
|
I think they have to be hacked up pretty bad; again, I believe my only success
|
||
|
in this was when they were under the influence of Stinking Cloud.
|
||
|
|
||
|
|
||
|
CURSE OF THE AZURE BONDS
|
||
|
Part 5
|
||
|
|
||
|
COMBAT
|
||
|
|
||
|
Winning the battles is the hardest part of playing the game. Tactics are the
|
||
|
key to victory. This section will attempt to introduce you to various tactics
|
||
|
with which I have had some success.
|
||
|
|
||
|
Generally, give the highest priority to targeting enemy magic-users to keep
|
||
|
them from casting spells each round. Eliminate helpless monsters before they
|
||
|
become active again, and concentrate your attacks on one enemy at a time.
|
||
|
|
||
|
MANEUVERABILITY
|
||
|
|
||
|
It is much easier to fight battles when your characters all have 12 movement
|
||
|
points (or as close to it as your armor will allow in the beginning of the
|
||
|
game). Do not overload your characters; don't get greedy by picking up all the
|
||
|
treasure you find. When you find that your characters are overloaded, lighten
|
||
|
their loads!
|
||
|
|
||
|
IF YOU OUTNUMBER THE ENEMY
|
||
|
|
||
|
If you don't have sufficient spells to kill all the enemies, mass your attacks
|
||
|
against one of them at a time. Follow the Quick Start advice: "It's better to
|
||
|
kill one than to wound two."
|
||
|
|
||
|
Experiment with your thief's backstab abilities. Use the delay command when
|
||
|
each character's chance to move comes up. This allows the monster to move first
|
||
|
so that the direction in which it's facing won't change. Then, have a fighter or
|
||
|
cleric attack the enemy from one direction, and have your thief attack from
|
||
|
directly opposite your fighter.)
|
||
|
|
||
|
The backstab is one of the most effective weapons in the game. The damage
|
||
|
increases as your thief gains levels. Contrary to the manual, a multi-classed
|
||
|
thief can wear heavy armor while using the backstab, and he can use it against
|
||
|
large monsters.
|
||
|
|
||
|
IF THE ENEMY OUTNUMBERS YOU
|
||
|
|
||
|
Find good, defensive positions that won't allow the enemy to find a way around
|
||
|
your flanks. Use the terrain; force the enemy to come at you through doorways
|
||
|
and narrow openings in walls. Set your party up next to trees to protect them
|
||
|
from being surrounded. Mass as many of your attacks against as many single
|
||
|
targets as possible.
|
||
|
|
||
|
RANGED WEAPONS
|
||
|
|
||
|
If only your party has ranged weapons (bows, crossbows, slings, and attack
|
||
|
spells, such as Fireball, etc.), try to begin the attack at the longest possible
|
||
|
range. Keep a front line of fighters and clerics to protect your archers and
|
||
|
magic users.
|
||
|
|
||
|
If both sides have ranged weapons, make the enemy spellcasters your primary
|
||
|
targets.
|
||
|
|
||
|
If only the enemy has ranged weapons, attack at close range. It's much harder
|
||
|
for the enemy to use his bow or magic against you when you're beating on his
|
||
|
head with a sword! Offensive spells act very much like bows or weapons. Using
|
||
|
them on an enemy magic-user prevents them from casting for the rest of the turn.
|
||
|
The magical "+" bows are, of course, the best ranged weapons to have, as well as
|
||
|
"+" arrows and quarrels.
|
||
|
|
||
|
SINGLE TARGET SPELLS
|
||
|
|
||
|
Magic Missile is the single best target spell. It has the longest range and
|
||
|
causes the most consistent damage.
|
||
|
|
||
|
Spiritual Hammer is only effective at close range, and even then, it doesn't
|
||
|
cause much damage.
|
||
|
|
||
|
Cloudkill, Flame Strike, and Slay Living are short range offensive spells that
|
||
|
vary greatly in effectiveness. Experiment with them.
|
||
|
|
||
|
Charm Person can turn an enemy into a friend. It only works on one human-shaped
|
||
|
creature.
|
||
|
|
||
|
MASS ATTACK SPELLS
|
||
|
|
||
|
Fireballs are the spell of choice, if you have them available.
|
||
|
|
||
|
Ice Storm and Cone of Cold cause less damage, and can only be used at shorter
|
||
|
distances. They are effective against monsters resistant to fire.
|
||
|
|
||
|
Fear causes all enemies within a rather large area to flee; however, if they
|
||
|
are nearby, you can very easily affect your own troops.
|
||
|
|
||
|
Confusion will interrupt between 2 and 16 monsters from doing whatever they
|
||
|
were doing.
|
||
|
|
||
|
Lightning Bolt is the enemy magic-users' favorite spell. It can be effective
|
||
|
against up to eight targets; however, it is usually only effective against two
|
||
|
or three.
|
||
|
|
||
|
Sleep, Hold Person, Hold Monster, and Stinking Cloud can make the enemy
|
||
|
helpless sitting ducks for a fighter's or archer's single blow.
|
||
|
|
||
|
If the enemy has the ability to use mass attack magic against you, spread your
|
||
|
party out. Most mass attack spells have limited range.
|
||
|
|
||
|
Charm Monster works on all living creatures but is only effective on one
|
||
|
monster at a time, and the monster must be fourth level or higher.
|
||
|
|
||
|
DEFENSIVE SPELLS
|
||
|
|
||
|
Prayer, Bless, Protection from Evil, and Protection from Evil 10' Radius are
|
||
|
protection spells you can cast in camp before a battle. I preferred to use
|
||
|
Prayer since it affected the saving throws and THACO of the whole party, and not
|
||
|
just a single target.
|
||
|
|
||
|
Bestow Curse reduces the target's THACO and saving throw by four.
|
||
|
|
||
|
Invisibility 10' Radius is very useful to cast in camp before a battle. It
|
||
|
makes your entire party invisible until they attack. Do not attack right away.
|
||
|
Use your enemies' confusion (magic-users will waste spells by trying to cast
|
||
|
them, and aborting the spells when they can't find a target) to get all your
|
||
|
characters in position for backstabs, Lightning Bolts, etc. Have all your
|
||
|
characters choose delay, let the enemy take his turn, then attack all at once.
|
||
|
(Your THACO in melee is reduced by 4.)
|
||
|
|
||
|
The Minor Globe of Invulnerability (protects the caster from incoming first,
|
||
|
second, or third level spells) is perhaps the most valuable protective spell you
|
||
|
can have your magic-users cast in camp before a major battle.
|
||
|
|
||
|
OTHER SPELLS
|
||
|
|
||
|
Enlarge makes the recipient larger and stronger. The higher the level of the
|
||
|
caster, the stronger the character. It should be cast in camp.
|
||
|
|
||
|
Haste doubles the character's movement and number of melee attacks per round.
|
||
|
However, it also ages them by one year.
|
||
|
|
||
|
Slow can be used against targets using Haste to negate the spell. (WARNING: IBM
|
||
|
version 1.0 has a bug that causes the game to freeze when Slow is cast.)
|
||
|
|
||
|
Neutralize Poison is valuable in restoring a poisoned character to life. Cast
|
||
|
it either during the battle when the character is poisoned, or in camp before
|
||
|
resting. Do not be fooled by the message saying that the character is dead. They
|
||
|
can be brought back to life with the spell.
|
||
|
|
||
|
Slow Poison will only revive a person for the duration of the spell (one hour
|
||
|
per caster's level).
|
||
|
|
||
|
Feeblemind and Fumble are not always effective because the target is allowed
|
||
|
saving throws.
|
||
|
|
||
|
SPECIAL MAGIC ITEMS
|
||
|
|
||
|
The Necklace of Missiles casts a series of fireball spells. It is found in the
|
||
|
sewers of Tilverton.
|
||
|
|
||
|
The Wand of Missiles casts low-level missile spells. This is the best of the
|
||
|
items you can buy at the Magic Shop. The other offensive spells sold there are
|
||
|
Hornets Nest Darts (excellent weapon for a single classed magic-user -- get
|
||
|
several), and Lance of Piercing (highly recommended for use at the Mass Meeting
|
||
|
of the Beholder Corps).
|
||
|
|
||
|
The Dust of Disappearance is the most powerful weapon in the game! With it, you
|
||
|
can win any battle. Unfortunately, it can only be used once. It is an
|
||
|
invisibility spell that keeps working even while you're attacking! Ready it and
|
||
|
use it in camp before either the battle with Tyranthraxus to win the gam or to
|
||
|
win the battle against the mass meeting of beholders in the Tower of Oxam. It is
|
||
|
found in the thieves' treasure room in the Thieves Guild below Tilverton.
|
||
|
|
||
|
The Dwarfs Girdle is beneficial primarily to Dwarves in raising strength
|
||
|
attributes. Experiment with it, however, to see what it will do to each of your
|
||
|
troops when readied. (WARNING: In IBM version 1.0, using it may cause the
|
||
|
attribute to change to an unrealistic number beyond the maximum allowed. You're
|
||
|
better advised to sell the Girdle.)
|
||
|
|
||
|
The Ioun Stones do various things to attributes only if the characters aren'
|
||
|
already at their maximum attribute allowed. See the list below.
|
||
|
|
||
|
(WARNING: Using Ioun Stones in IBM version 1.0 may cause the attributes to
|
||
|
change to unrealistic numbers way beyond maximum. You're better off selling the
|
||
|
stones.)
|
||
|
|
||
|
Pale blue rhomboid -- +1 Strength
|
||
|
Scarlet and blue sphere -- +1 Intelligence
|
||
|
Incandescent blue sphere -- +1 Wisdom
|
||
|
Deep red sphere -- +1 Dexterity
|
||
|
Pink rhomboid -- +1 Constitution
|
||
|
Pink and green sphere -- +1 Charisma
|
||
|
Pale green prism -- +1 experience level
|
||
|
Clear spindle -- character needs no food or water
|
||
|
Iridescent spindle -- character can survive without air
|
||
|
Pearly white spindle -- character regenerates 1 hit point per turn
|
||
|
Pale lavender ellipsoid -- absorbs spells up to 4th level
|
||
|
Lavender and green ellipsoid -- absorbs spells up to 8th level
|
||
|
Vibrant purple prism -- stores 2-12 levels of spells
|
||
|
Dusty rose prism -- +1 protection
|
||
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Any Ioun Stone described as "dull gray" is burned-out and useless.
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You will not find all of the stones listed above. The list is from the AD&D
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manual.
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MY FAVORITE MONSTERS
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Some of the monsters are difficult to kill simply because they resist magic.
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Beholder: Use Haste on your strong, fast fighters and quickly eliminate a
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single beholder (or even a small party of them) with magical weapons. Don't
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waste time casting magic spells. They will block most (if not all) of them. You
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can also hide behind walls to stay out of range of their spells. Protection
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spells may protect you from some of their spells. They have a Disappearing ray
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that will not only kill your character, but wipe out his stats! (His condition
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will be GONE, which is deader than dead.)
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Black Dragon: I have had the most success with Fireballs, and quickly
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eliminated the Black Dragons before they could use their breath weapons. Don't
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let your party bunch together. One 45-point hit of acid breath can almost
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decimate your whole party! Missile spells are also effective. Stinking Cloud
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prevents them from using their acid breath, as well as making them helpless at
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times.
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Dracolich: In defeating Crimdrac, spreading out, and casting multiple missil
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spells from a distance was very effective. (Each of my adventurers used a
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missile wand if they didn't have a regular (and more powerful) missile spell.
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Medusa: I never had any problems with Medusas. Burn them to a crisp with
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fireball spells from a distance before they can get close and use their Gaze
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that turns you into stone. I have heard reports that using a Mirror against them
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when they cast the gaze turns them into stone! (They also can't use their gaze
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if you are invisible!)
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their favorite spell: the Lightning Bolt. (The Minor Globe of Invulnerability
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will protect your magic-users.)
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Thri-Keen: You won't meet many of them until you get to Myth Drannor, and then
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they will respond to Tyranthraxus (the password), and leave you alone.
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Tyranthraxus (the Storm Giant): Protect your three magic-users with the Minor
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Globe of Invulnerability, and the Lightning Bolts he throws will be harmless.
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You can cast Invisibility 10' Radius, which should protect the others, as long
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as they don't attack anyone. Of course, The Dust of Disappearance will keep
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everyone safe from being targeted by spells, and Potions of Extra-Healing will
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help restore the HPs you will lose when you bump into his various bodyguards in
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the final confrontation.
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CURSE OF THE AZURE BONDS is published by Strategic Simulations, Inc., and
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distributed by Electronic Arts.
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