Unlimited Adventures User Manual
--Index--

TABLE OF CONTENTS

INTRODUCTION                                                            1
        Your Game Box Should Contain                                    1
        Before You Begin                                                1
        Getting Started Quickly                                         1
        Using Menus                                                     2
        Starting Options                                                2

BEGINNING TO PLAY                                                       2
        Modifying Characters and Parties                                3
        Non-Player Characters                                           4
        Viewing Characters                                              5

ADVENTURING                                                             7
        Display Screens and Points of View                              7
        Adventuring Options                                             7
        Encamping                                                       4
        Magic                                                           9

CIVILIZATION                                                            10
        Shop Menu                                                       10
        Temple Menu                                                     11

ENCOUNTERS                                                              12
        Sample Encounter Menu                                           12
        Combat                                                          12
        After Combat                                                    13

CHARACTERS AND PARTIES                                                  14
        Player Races                                                    14
        Ability Scores                                                  15
        Character Classes                                               16
        Alignment                                                       17
        Other Attributes                                                18
        Building a Successful Party                                     19

COMBAT                                                                  19
        Combat Map                                                      19
        Initiative                                                      19
        Computer Control                                                19
        Combat Ability                                                  20
        Attacking                                                       20
        Combat Movement                                                 21
        Combat Strategies                                               21
        After Combat                                                    22

MAGIC                                                                   23
        Magic-Users                                                     23
        Clerics                                                         23
        Paladins                                                        23
        Rangers                                                         23
        Tips on Magic                                                   24

MAGICAL TREASURIES                                                      24


CREATURES OF THE FORGOTTEN REALMS' WORLD                                26

        BasiIisk (6 HD)                                                 20
        Beholder ( 17 HD)                                               20
        Boring Beetle (5 HD)                                            26
        Bugbear (3 HD)                                                  20
        Bulette (9 HD)                                                  20
        Carrion Crawler (3 HD)                                          20
        Cockatrice (5 HD)                                               20
        Crocodile, Giant (7HD)                                          20
        Displacer Beast (6 HD)                                          27
        Dracolich (10 HD)                                               27
        Dracolisk (7 HD)                                                27
        Dragons                                                         27
        Drider (6 HD)                                                   28
        Drow                                                            28
        Efreet ( 10 HD)                                                 28
        Elementals                                                      29
        Ettin (10 HD)                                                   29
        Ghast (4 HD)                                                    29
        Ghoul (2 HD)                                                    29
        Giants                                                          30
        Iron Golem (18 HD)                                              31
        Gnoll (2 HD)                                                    31
        Goblin ( 1 HD)                                                  31
        Gorgon (8 HD)                                                   31
        Griffon (7 HD)                                                  31
        Hell Hound (7 HD)                                               31
        Hobgoblin (1 HD)                                                31
        Hydra ( 16 HD)                                                  32
        Kobold (1/2 HD)                                                 32
        Lich (23 HD)                                                    32
        Lizard Man (2 HD)                                               32
        Margoyle (6 HD)                                                 32
        Medusa (6 HD)                                                   32
        Minotaur(6 HD)                                                  32
        Mobat (5 HD)                                                    33
        Shambling Mound ( 1 I HD)                                       33
        Mummy (6 HD)                                                    33
        Ogre (4 HD)                                                     33
        Orc ( 1 HD)                                                     33
        Otyugh (8 HD)                                                   33
        Neo-Otyugh ( 12 HD)                                             33
        Owl Bear (5 HD)                                                 34
        Black Pudding ( 10 HD)                                          34
        Rakshasa (7 HD)                                                 34
        Rat, Giant (1/2 HD)                                             34
        Salamander (7 HD)                                               34
        Skeleton ( 1 HD)                                                34
        Snake, Poisonous (4 HD)                                         35
        Spectre (7 HD)                                                  35
        Spider, Enormous (9 HD)                                         35
        Spider, Giant (4 HD)                                            35
        Spider, Phase (5 HD)                                            35
        Troll (6 HD)                                                    35
        Lumber Hulk (8 HD)                                              35
        Vampire (8 HD)                                                  36
        Wight (4 HD)                                                    30
        Purple Worm (15 HD)                                             36
        Wraith (5 HD)                                                   30
        Wyvern (7 HD)                                                   30
        Zombie (2 HD)                                                   30

HUMAN ADVERSARIES                                                       37

FRIENDLY HUMANS                                                         39

NON-PLAYER CHARACTERS                                                   39

SPELL DESCRIPTIONS                                                      41

TABLES                                                                  48
        Maximum Level Limits by Race, Class, and Prime Requisite        48
        Range of Ability
        Scores by Race                                                  48
        Ability Score
        Modifiers by Race                                               49
        Strength Table                                                  49
        Dexterity Table                                                 49
        Constitution Table                                              49
        Armor Permitted by Character Class                              49
        Multiple Attacks for Fighter-Type Characters                    49
        Weapons Table                                                   50
        Armor Table                                                     50
        Spell Parameters List                                           51
        Level Advancement Tables                                        54

DESIGNER'S GUlDE

A WORD TO THE GAME DESIGNER                                             59
        Overview                                                        59
        Designing an Adventure                                          60
        New Interface Features                                          61

CONSTRUCTING PLACES: THE MAP EDITOR                                     64
        Features of the Map Editor                                      64
        Tutorial: Editing a Map                                         67

PLANNING ACTIONS: THE EVENT EDITOR                                      75
        Event Questionnaires                                            75
        Tutorial: Designing a
        Combat Event                                                    76

SELECTING IMAGES: THE ART GALLERY                                       79
        Art Types                                                       79
        Tutorial: Selecting a Sprite and a Combat Icon                  79

TESTING A DESIGN: THE ADVENTURE INTERFACE                               84
        The Starting Location                                           84
        Tutorial: Testing tile
        Combat Event                                                    85

FIXING A DESIGN: THE CHAIN-OF-EVENTS EDITOR                             90
     Tutorial: Building a Chain of Events                               90

EXTENDING A DESIGN: THE GLOBAL INFORMATION EDITOR                       95
        Tutorial Changing the Map Global Information                    95

CONNECTING ROOMS: LINKING SQUARES IN A MAP                              100
        Stairs vs. Teleporters                                          100
        Tutorial: Placing Stair and Teleporter Events                   100

CONNECTING DUNGEONS: LINKING MODULES IN A DESIGN                        104
        Features of Overland Regions                                    104
        Tutorial: Editing an
        Overland Map                                                    104

CUSTOMIZING CHARACTERS: THE MONSTER EDITOR                              109
Tutorial: Creating a Kobold Guard                                       109

CUSTOMIZING ART: IMPORTING YOUR OWN DRAWINGS                            112
        Features of Art Template Files                                  112
        Tutorial: Preparing Art to be Imported                          114
        Tutorial: Importing and Restoring Images                        116

PLAYING AN ADVENTURE: THE FINISHED PRODUCT                              118
        Testing vs. Normal Game Play                                    118
        Tutorial: Playing the Tutorial Design                           119

APPENDIX: SHARING ADVENTURES                                            120

--Index--
--Page 1--

INTRODUCTION

Welcome to the official ADVANCED
DUNGEONS & DRAGONS' computer
product, UNLIMITED ADVENTURES, a
FORGOTTEN REALMS' fantasy role-
playing adventure design system. This
adventure design system is based on
the rules and background created by
TSR, Inc. A sample adventure, The
Heirs to Skull Crag, designed by
MicroMagic, is included.


Your Game Box Should
Contain

   Disks

   Designer's Journal

   Data Card

This Designer's Journal is divided into
two parts: the Rule Book and the
Designer's Guide. The Rule Book
contains instructions for playing
ADVANCED DUNGEONS &
DRAGONS' computer role-playing
adventures. It also contains reference
information about the AD&D: game
system, including details about character
classes. magic, combat, and monsters.
The Designer's Guide contains
instructions for designing your own
adventures. It includes a comprehensive
tutorial and reference material to aid
adventure designers.

The data card explains how to start the
game and how to select items and menu
commands with your specific computer.
it also shows how to get right into
playing the The Heirs to Skull Crag
without having to read through the rules.


Before You Begin

There is no copy protection on your
UNLIMITED ADVENTURES disks, so please
make backup copies and put the
originals away for safekeeping. When
you start the game, you will be asked to
answer a verification question from the
Designer's Journal before you can play.
Turn to the page indicated in the
Designer's Journal, find the indicated
word, type it in, and press Return or
Enter. Remember: Do NOT count section
headings when looking up the word.


Getting Started Quickly

The Heirs to Skull Crag comes with a
ready-made party that allows you to
begin adventuring immediately. Use the
instructions on the data card to load the
saved game that has been provided and
begin playing. Use this Rule Book to
answer any questions during play. To
begin creating your own adventures,
read the Designer's Guide which starts
on page 58.


Using Menus
All commands are menu based, and
game menus are displayed either
vertically or horizontally.

Vertical menus indicate a character,
item, or spell to be acted upon. If there
are more choices than fit on the screen at
one time, use the arrow keys, or the
PageUp and PageDown keys to view the
additional selections.

Example: When purchasing items, they
are highlighted on a vertical list, then
purchased with the BUY command.

--Page 1--
--Page 2--

Horizontal menus list available actions
as one or two rows of buttons along
the bottom of the screen. In this Rule
Book, menus are shown with all of
their options, although in some cases
commands are not available every time
a menu appears.

Example:
Treasure Menu
VIEW TAKE POOL SHARE DETECT EXIT
The commands TAKE and SHARE only
appear if there is treasure to take. The
command DETECT only appears if there is
treasure and the active character Inns a
detect magic spell available.

The Designer's Journal only shows
the general menus. Special menus
appear at various times, to give you
all available options.

The concept of the active character is
central to the game. Outside of combat
the active character's name is highlighted
on the vertical menu. During combat the
active character begins his combat
segment surrounded by a cursor.

If a command affects the whole party,
just select the command. If the command
affects a single character, first make
that character active and then choose
the command.

Example: To look at a character's items:
highlight the character, then select the
VIEW then ITEMS commands. However, to
have the entire party camp, simply select
the ENCAMP command.


BEGINNING TO PLAY

When you start running UNLIMITED
ADVENTURES, you will find yourself in the
design menu. Most of the functions of
this menu are described in the Designer's
Guide. To begin playing an adventure,
you must select the design to play, and
then press the PLAY THE GAME button. If
you do not select a design, The Heirs to
Skull Crag will be loaded by default. in
order to play the adventure, you must
load a saved game or generate characters
and band them together into a party.


Starting Options

This menu gives you the initial game
play options.

Starting Menu

  ADD CHARACTER

  CREATE CHARACTER

  LOAD SAVED GAME

  EXIT FROM GAME

ADD CHARACTER allows you to add
characters to the party from the saved
game disk. A party is a group of
characters composed of up to six player
characters (called PCs) and tip to two
iron-player characters (called NPCs). A
party should have a balanced mix of
characters with different classes. For
more information about building parties,
see the Characters and Parties section of
the Rule Book.

--Page 2--
--Page 3--

CREATE CHARACTER is used to build a
new character. Detailed information
about characters, races, classes, and so
on is available in the Characters and
Parties section of the Rule Book, and in
various tables and appendices. This
command displays a menu to define the
following character attributes. DONE is
used D proceed to the next menu.

*PICK RACE lists the six races a player-
 character can be in an AD&D ....
 FORGOTTEN REALMS computer role-
 playing adventure.

*ALIGNMENT lists all the possible
 alignments for the character based on
 character class.

*GENDER lists which sex the character
 can be. Gender affects the character's
 maximum strength.

*CLASS lists the class or classes the
 character is qualified for based on race.

Once all of the attributes have been
selected, the computer randomly
generates the character's ability scores.
If you are not happy with the character's
scores, you may REROLL STATS to roll
them again. Remember that you can use
the MODIFY command to change the
character's ability scores and hit points.

Next, you must choose a name for the
character. CHARACTER NAME provides a
15-letter space to type in the character's
name. This name is automatically saved
D disk.

After naming a character, you must
select an icon which will represent that
character in combat from the 49 combat
icons provided. The standard icon for the
character's race, class, and sex is
highlighted; the arrow keys or mouse

may be used to change the highlighted
icon. DONE confirms the selection of the
highlighted icon.

*EXIT at any time during character
creation aborts the creation of the
current character and returns you to the
Party Creation/Training Hall Menu.

LOAD SAVED GAME permits you to resume a
game that was saved previously. You
may also load the saved game provided
with The Heirs to Skull Crag.

 EXIT FROM GAME ends play without saving
 the game.


Modifying Characters
and Parties

The Party Creation/Training Hall Menu
shows the characters currently in your
party and lists the commands for
creating, modifying, and training line
party. Not all of the options are available
at all times.


Party Creation/Training
Hall Menu

 ADD CHARACTER

 REMOVE CHARACTER

 MODIFY CHARACTER

 TRAIN CHARACTER (Training Hall only)

 HUMAN CHANGE CLASS (Training Hall only)

 VIEW CHARACTER

 CREATE CHARACTER

 DELETE CHARACTER

 LOAD SAVED GAME

 SAVE CURRENT GAME

 BEGIN ADVENTURING

 EXIT FROM GAME

--Page 3--
--Page 4--

REMOVE CHARACTER transfers a character
from the party to the saved game disk.

MODIFY CHARACTER changes the
character's randomly-generated ability
scores and hit points. Use MODIFY
CHARACTER to change a character
generated in UNLIMITED ADVENTURES SO it
matches a favorite AD&D' game
character. A character cannot be
modified once the adventure has begun.

TRAIN CHARACTER (from Training Hall
Menu only) increases a character's level
when he has gained enough experience
points (EXP). Choose the character to
train and, if he has sufficient EXP, he will
be able to advance one level. Even if a
character has gained enough experience
to advance more than one level, he will
still advance only one level and then lose
all experience points in excess of one
point below that required for
advancement to the next level. See the
Experience Points section on page 18
for an example.

Advancing in levels takes no game time.
When magic-users advance, they may
add a spell to their spell book. See the
Maximum Level Limits by Race, Class,
and Prime Requisite chart for lever limits.

HUMAN CHANGE CLASS (from Training Hall
Menu only) allows human characters to
become dual class. A dual class
character loses the advantages of his first
class until his level in his second class
exceeds his level in his first class. See the
section on Character Classes for more
information.

VIEW CHARACTER displays a character's
ability scores, readied weapon and
armor, and other details. See the Viewing
Characters section for more information.

DELETE CHARACTER erases a character from
the saved game directory. A deleted
character may not be recovered.

SAVE CURRENT GAME stores the current
game in the saved game subdirectory, of
the adventure being played.

BEGIN ADVENTURING starts the current
adventure.


Non-Player Characters

During the game the party encounters
non-player characters (NPCs). There are
three kinds of NPCs: those who
volunteer to loin the party. those who
give information, and those who will only
fight. NPCs that join the party are treated
like player characters, with a few
differences. The computer ordinarily
commands these NPCs in battle,
although a paladin in the party may be
able to command them. They also have
variable morale; if things are going badly
for the party, NPCs may run. items can
be traded to some NPCs, but items
cannot be traded from conscious NPCs
to other characters. If an NPC dies,
however, you can use the TRADE
command on the Items Menu to take his
items. Only two NPCs at a time may join
the party, and they may take a share of
any treasures found.

--Page 4--
--Page 5--

<<G:ULM005A.PCX:"[GRAPHIC : Character Summary Screen]">>

CHARACTER SUMMARY SCREEN

Viewing Characters
The Character Summary Screen is
displayed any time you select the VIEW
command. This screen displays
important information about a character,
such as ability scores, current and
maximum hit points, readied weapons
and armor, and wealth.

As they travel, characters accumulate
wealth in the form of gems, jewelry,, and
platinum coins. The value of gems and
jewelry varies, and can only be
determined by having tile items
appraised in a shop.

Encumbrance is the total weight the
character is carrying

Combat Movement is how many squares
a character can move during a combat
segment. This is based on his readied
armor, strength, and total encumbrance.


Character Status

OKAY status means that the character has
positive hit points and can move and
fight normally.

UNCONSCIOUS status means that the
character has exactly 0 hit points (HP).
He cannot move or fight, but is in no
danger of dying.

DYING (combat only) status indicates the
character has between -1 and -9 HP, and
is bleeding to death. Use the BANDAGE
command to have another character stop
tire bleeding before the wounded
character dies.

DEAD status means that the character has
died. Non-elf characters have a chance
of being resurrected with a raise dead or
resurrection spell. The character's chance
of being resurrected is influenced by his
constitution. See the Constitution Chart
for details.

FLED status means that the character has
fled from a battle. After the battle, he
rejoins the party.

--Page 5--
--Page 6--

STONE status means that the character
has been turned to stone. The character
can be returned to normal with a Stone to
Flesh spell.

GONE status means that the character has
been totally destroyed. Nothing can
bring the character back to life.

From the View Menu, several options are
available to inspect the active character.
Not all of these commands are available
at all times.

View Menu
items spells trade drop hands cure exit

ITEMS displays all the equipment the
character is carrying, as well as the Items
Menu. Items preceded by a YES are ready
for use. Not all commands in the Items
Menu are always available.

Items Menu
ready use trade drop halve join exit

READY changes the status of a weapon,
armor, or other item. Only readied items
can be used in combat. A character
cannot ready more than two hand-held
items at once. Arrows and crossbow bolts
are assumed to be in a quiver; they can
be readied at all times. Some items
require the rise of both hands when
readied (bows, quarter staffs, etc.), some
take only one (long swords, wands, etc.),
and others take no hands (rings, armor,
etc.). READY is sometimes abbreviated RDY.

USE activates an item. In combat the
Aim Menu appears if the item can be
targeted. See the Combat section for
details about the Aim Menu.

TRADE from the Items Menu transfers an
item from one character to another.
Highlight an item to trade, select TRADE,
and then select a character to receive the
item. Remember: A conscious NPC will
not give up items.

DROP permanently removes items from
a character. Dropped items may not be
recovered.

HALVE divides a bundle of like items
into two bundles. For example, HALVE
would turn one bundle of 42 Arrows into
two bundles of 21 each. This is handy for
dividing items to distribute among party
members.

JOIN combines all like items into one
group. No more than 255 similar items
may be joined. Some items, such as
potions, may not be joined.

SPELLS is a listing of the spells a character
has memorized and can cast.

TRADE from the View Menu transfers coins,
gems, and jewelry from one character to
another. Select TRADE, then choose a type
of money and how much of it to trade,
then select the receiving character.

DROP permanently removes money from
a character. Dropped money cannot
be recovered.

HANDS is a healing ability of paladins.
Paladins may lay on hands and heal two
hit points per level of damage each day.
Select the HANDS command, then select
the character to be healed. This
command is only displayed if the paladin
has not already used it that day.

CURE is another healing ability of
paladins -- they may perform one cure
disease per week for every five levels. For
example, at 1st through 5th levels, a
paladin may perform one cure, at 6th
through 10th levels two cures, etc. This
command is only displayed if the paladin
has a cure available.

--Page 6--
--Page 7--

ADVENTURING

After setting up your party, you are ready
to head for adventure and glory. During
your adventures, the party will engage in
fierce battles, find treasures, and
sometimes have to stop, recuperate, and
memorize spells for future use.

Display Screens and
Points of View
UNLIMITED ADVENTURES uses four
different points of view: 3-D. Area,
Wilderness, and Combat.

3-D appears in areas such as towns or
underground. This view appears in the
top left view window, depicting the
surroundings from the party's
perspective. Rotate the party's facing and
move using the directional controls that
are described in your data card.

Area provides an overhead view of the
party's surroundings, replacing the 3-D
view. Choose the AREA command from
line Adventure Menu. This view is not
available in many regions.

A cursor in the area display shows the
party's position and facing. Simply move
the party around the area map using the
direction controls.

To the right of the point of view window
is a list of the party members, showing
their armor classes and current hit
points. Below this list is a compass
showing which direction the party is
currently facing and a status window
which displays the party's current
location (if known), its current activity
(searching, camping, etc.), and the
current time.

Wilderness view displays a map in a
large view window with a cursor
indicating the party's current location.

You get to this view when you leave a
town or other developed area. Use the
direction controls to move around from
location to location on the map.

Combat view occurs automatically
whenever the party engages in battle.
The combat screen is a detailed view of
the area the party was in when the
encounter began.

Adventuring Options
The following menu controls basic
adventuring, moving, encamping, and
casting spells.

Adventure Menu
area cast view encamp search look inv

The party can use the arrow keys or
mouse to turn right or left, turn around,
or move forward. Normal movement in
3-D or Area mode takes one minute of
game lime per square. If the party has
Search on, each move takes ten minutes.

 Refer to the data card for computer-
specific movement information.

AREA toggles between the Area (overhead)
view and 3-D view. This command may
not be available in some regions.

CAST displays the Cast Menu if the active
character is a spellcaster. See the Magic
section for more information. Remember:
some spells only work in combat, others
only while encamped.

VIEW displays the Character Summary
Screen and the View Menu.

ENCAMP displays the Encamp Menu. See
the Encamp section for a description of
the available commands.

SEARCH toggles searching on and off.
With Search Off, the party takes one
minute per move. With Search On, the
party takes 10 minutes per move,
because it is checking for secret doors,

--Page 7--
--Page 8--

traps, etc. When a party has Search On,
SEARCH is displayed on the screen to the
right of the point of view window.
Because the party is moving very slowly
with Search On, the chance of a random
encounter is greatly increased.

LOOK is used to search an individual
square. A LOOK command acts as if the
party has just moved into the current
square with SEARCH On.

INV displays a list of the special items and
artifacts which have been acquired by
the party.

Encamping
The Encamp Menu includes options
such as saving the game, resting to heal
and to memorize spells, and changing
items such as game speed or party order.

Encamp Menu
VIEW MAGIC REST ALT FIX LOAD SAVE EXIT

VIEW displays the View Menu and the
character screen of the active character.

 MAGIC is a very important part of
 UNLIMITED ADVENTURES and is described
 under its own heading on page 23.

REST allows characters to memorize spells
and to heal naturally. When spells are
being memorized, the initial rest time is
established by the time necessary to
memorize any spells selected with the
MEMORIZE command in the Magic Menu.
For every 24 uninterrupted hours of rest
in camp, each wounded character
regains one hit point, Rest may be
interrupted by encounters or other
events. If possible, find safe places to
take long rests -- an inn, or a place that
you are told is safe during the game.

Characters automatically rememorize the
spells they have used when you select
REST -- this saves having to make
selections from the Memorize Menu.

Rest Menu
REST DAYS HOURS MINUTES ADD SUBTRACT EXIT

REST begins the resting process. Unless
interrutpted, the party rests for the
indicated time.

DAYS/HOURS/MINUTES selects the unit of
time to be changed by the ADD and
SUBTRACT commands.

ADD/SUBTRACT increases or decreases
the time that the party attempts to
rest. Decreasing the time may not
allow spellcasters to memorize all of
their spells.

ALT displays the Alter Menu. This menu
is used to change the characters in the
party and the parameters of the game.

Alter Menu
ORDER DROP SPEED ICON LEVEL EXIT

ORDER changes how the characters are
listed on the screen and how they are
deployed in combat. Characters at the
top of the list tend to be at the front
during combat.

 DROP eliminates a character from
the party and erases him from the saved
game directory. A dropped character is
gone forever and may not be recovered.

SPEED controls the rate at which mes-
sages are printed on the screen. If the
game is running too slowly, use the FASTER
command to speed up the displays.

ICON is used to change a character's
combat icon.

LEVEL displays the Level Menu, which
permits you to adjust combat difficulty.

--Page 8--
--Page 9--

Level Menu
NOVICE SQUIRE VETERAN ADEPT CHAMPION

The game is preset at the VETERAN level,
This is the level at which we consider the
game to be balanced. To make the
combat encounters easier, choose either
the NOVICE (easiest) or the SQUIRE level.
To make the combat more difficult,
choose either the ADEPT or the CHAMPION
(hardest) level.

 When you choose to make the game
 more difficult, you are rewarded by
 receiving more experience points from
 each combat event. When you choose to
 make the game easier, you are penalized
 by receiving fewer experience points from
 each combat event.

 FIX is used to heal many wounded
 characters with a single command. All
 characters with at least first-level clerical
 spells memorize as many healing spells
 as they can. Then they cast them on the
 party, and finally rememorize their
 previous spells automatically. FIX takes
 game time and may be interrupted by an
 encounter. If the party is severely
 damaged, you may need to select FIX
 more than once.

 LOAD allows you to load a saved game to
 replace your current game, without first
 exiting from UNLIMITED ADVENTURES. This
 may be desirable if your current game is
 in an untenable position, or if you have
 accidentally loaded the wrong game.

 SAVE stores the characters and current
 game to the saved game directory. Saved
 games may be loaded either from the
 Starting Menu, when you start the game,
 or from the Party Creation/Training Hall
 Menu. Save often -- especially after
 surviving really tough encounters.

 EXIT returns to the Adventuring Menu.

Magic
To get the Magic Menu options, the
active character must be able to cast
spells. Spellcasters can get a list of their
memorized spells either from the CAST
command of the Magic Menu, or from
the SPELLS command of the View Menu.
Magic-users can get a list of their spells
on scrolls from the SCRIBE command in
the Magic Menu.

 Spells are defined by who can cast them,
 when they can be cast, and their range,
 duration, area of effect, and, of course,
 their actual effect. The Spell Parameters
 List summarizes all of the available spells.
 When using spells from the Encamp Menu
 or the Adventure Menu (such as find traps
 or haste), remember that one round equals
 one minute of game time (one normal
 move) and one turn equals ten minutes of
 game time (ten normal moves).

 Magic Menu
 CAST MEMORIZE SCRIBE DISPLAY REST EXIT

 CAST displays the Cast Menu and the
 character's list of memorized spells.
 Select the spell to cast and then indicate
 the target of the spell. Once a spell is
 cast, it is gone from memory until it is
 memorized again. Some spells only have
 an effect when cast during combat and
 others may only be cast while encamped.

 MEMORIZE displays the Memorize Menu,
 the character's spell book or clerical spell
 list, and how many spells of each level
 the spellcaster may memorize. Once all
 characters have selected the spells they
 want to memorize, choose the REST
 command to memorize these spells.

 Remember that spellcasters can have
 the same spell memorized multiple
 times, and they can automatically
 rememorize used spells simply by
 selecting the REST command.

--Page 9--
--Page 10--

Memorize Menu
CHOOSE SPELL: MEMORIZE EXIT

MEMORIZE selects a spell to be
memorized. A spell is not actually
memorized until it has been chosen from
the Memorize Menu and the character
has rested long enough to imprint the
spell on his or her mind. After you select
the spells to memorize, the computer
verifies your choices.

SCRIBE displays the Scribe Menu and a
list of all of the spells on magic-user
scrolls. Before spells can be scribed, they
must either be identified at a shop or else
the magic-user must cast read magic. To
scribe, select any spells to be scribed into
the character's spell book and then select
REST to actually scribe the spells. Scribing
a spell lakes the same amount of time as
memorizing it.

Scribe Menu
CROOSE SPELL SCRIBE EXIT

SCRIBE selects a spell to transfer from a
magic-user scroll into a spell book.

DISPLAY lists the magic that currently
affects the party. This includes spells like
bless or invisibility, as well as effects such
as diseases. This is all important
command, because diseased characters
cannot regain hit points until a cure
disease spell has been cast on them.

REST is identical to the Encamp Menu
command. Remember: A character's
spells are not memorized until he has
rested the necessary time.

CIVILIZATION

Towns provide many valuable services
and supplies for the adventurer. In these
places you find inns, shops, training halls,
temples, and taverns. Go to town not only
to adventure, but also to purchase new
equipment and magic items, and to rest
and regain spells and hit points.

Inns are safe resting places where party
members can recuperate and regain
spells and hit points.

Shops are places to buy and sell
equipment using the Shop Menu.

 Shop Menu
BUY VIEW TAKE POOL SHARE APPRAISE EXIT

BUY displays the items available in the
shop. First, highlight an item that the
active character will buy, and then
select BUY.

VIEW displays the shop version of the
character screen. The SELL and ID corn-
mands are available in the Items Menu.

SELL causes the shopkeeper to make an
offer on the highlighted item. Sold, items
may not be repurchased.

ID is used to identify an item. The shop
charges 20 platinum pieces for this service.

TAKE is used to take money out of the
party's wealth pool. Select TAKE and
choose the amount of platinum, gems, or
jewelry to take.

POOL places all of the party members'
platinum, gems, and jewel into a pool,
which any member may rise to make
purchases. Use the TAKE or SHARE
commands to pick up platinum, gems,
and jewelry from the money pool.

SHARE picks up all the platinurn, gems,
and iewelry front the pool and distributes
even shares among the party.

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--Page 11--

APPRAISE is used to determine the
monetary value of any gems or iewelry
the selected character has. Select
Appraise, then choose a gem or item of
jewelry, and an appraisal and purchase
offer is made. Accept the offer, and this
item is sold. Reject the offer, and the gem
or piece of jewelry becomes an item on
the character's item list. Gems and
jewelry cannot be used directly for
purchases; they must be appraised and
sold first.

Temples offer healing spells and perform
other clerical services. Temple services
may be free, or a fee may be assessed for
each spell cast.

 Temple Menu
 HEAL DONATE VIEW REPAIR POOL TAKE SHARE LEAVE

HEAL displays a list of the temple's
healing spells. Select HEAL, choose the
character on whom to cast the spell, and
then the spell to be cast.

DONATE allows you to donate platinum to
the temple. Some temples may reward
you if you donate enough platinum.

VIEW is identical to the Adventure
Menu command.

REPAIR has the clerics cast all of the
healing and restorative spells needed to
return your party to full strength and
health. This option is only available if
the temple does not charge for healing.

POOL, FAKE, and SHARE are identical to the
Shop Menu commands.

LEAVE returns you to the entrance to
the temple.

Taverns are rowdy places full of gossip,
stories, and information. Buy a round of
drinks and listen to the stories, but don't
try to pick a fight unless you're ready to
win it.

Vaults are used to store items and money
for you. The following menu appears
when you select this command.

 Vault Menu
 VIEW TAKE POOL MONEY ITEMS EXIT

 VIEW is identical to the Adventure Menu
 command except that in the Items Menu.
 DROP is rcplaced by DEPOSIT, which places
 items in storage. To store, select ITEMS,
 highlight an item, then select DEPOSIT.

 TAKE allows you to retrieve items and
 money from storage. Select TAKE, then
 select the item to retrieve.

 POOL places all of the party members'
 coins, gems, and iewelry into storage.

 MONEY is used to deposit money in
 storage.

 ITEMS takes you directly to the Items
 Menu of the active character where you
 can store items.

EXIT returns you to the entrance to the
vault.

--Page 11--
--Page 12--

ENCOUNTERS

When a party comes across monsters or
NPCs, all encounter may occur. If the
party attacks immediately, it may receive
a bonus to its combat initiative. If the
monsters surprise the party, the monsters
call a Hack immediately and get a bonus
to their combat initiative. If the monsters
do not attack immediately, the party can
react by choosing from an Encounter
Menu. Encounter menus vary, listing
options for each situation.

Sample Encounter Menu
COMBAT WAIT FLEE ADVANCE

In this sample menu, you have
opportunities to fight immediately, wait
and see what happens, run away, or
move forward.

Combat
In combat, the computer chooses the
active character. Characters with higher
dexterity tend to go before characters
with lower dexterity. A character may
hold his action until later with the DELAY
command. A more detailed description of
combat appears below, in the Combat
section on page 19.

The active character is centered on fine
screen at the start of his combat
segment. The active character's name, hit
points, AC, and current weapon are
displayed. The Combat Menu lists the
character's options.

Combat Menu
AIM USE TURN GUARD QUICK
DELAY BANDAGE VIEW SPEED END

The arrow keys or mouse may be used to
move a character to adjacent squares.
While moving, the number of squares of
available movement remaining is
displayed, as are the options UNDO and

DONE. UNDO returns the character to his
original square, but leaves intact any
damage suffered by the character during
the canceled move. DONE concludes the
character's movement and allows the
selection of another option. The
character may subsequently continue
moving with any remaining movement
allowance if no other option is selected.

AIM allows weapons or spells to be
targeted. When aiming a ranged weapon,
the range to the target is displayed above
the menu bar. If a character moves
adjacent to an enemy, and has no more
movement remaining, the AIM command
can be used to attack with a melee
weapon (sword, mace, etc.). The AIM
command can also be used to survey the
condition of your party and enemies. As
you move the aim cursor over a
character or monster, information about
that opponent is displayed on the right of
your screen. Use this technique to survey
the battlefield.

Aim Menu
NEXT PREV MANUAL TARGET CENTER EXIT

NEXT is used to look at all possible
targets, starting with the closest target
and then going to the next farthest, and
so on. NEXT and PREV only indicate targets
in the character's line of sight.

PREV (Previous) is the opposite of the
NEXT command. Use this command to
look at the possible targets starting with
the farthest target and working back
toward the character. This command is
most often used to select a target for a
missile or magical attack.

MANUAL permits the player to aim
anywhere on the map. However, only
targets in the character's line of sight can
actually be fired upon.

--Page 12--
--Page 13--

TARGET is used to fire a missile or spell
at the enemy where the cursor is
currently located. This command call
also be used to attack art adjacent enemy
with a melee weapon (sword, mace, etc.).
if this command is not displayed, the
target is out of range, not in line of sight,
or invisible.

 CENTER centers the screen around the
 cursor. This is helpful when targeting
 manually.

 EXIT returns to the Combat Menu.

 USE allows a character to activate an item
 without having to go through the View
 Menu. Items such as scrolls and wands
 are then targeted with the Aim Menu.

CAST is only available to spellcasters
when they have spells available. The
spellcaster selects from the list of
available spells and then targets with the
Aim Menu. If the character has been hit
recently, his concentration may be
broken, in which case the CAST command
does not appear.

TURN is a clerical power that attempts to
destroy undead monsters or drive them
away from the party. This may not
affect the more powerful undead types,
and has no effect on any other kind
of monster.

GUARD sets a character to stand and attack
the first enemy that moves into an adja-
cent square. GUARD is an option only if a
character is armed with a melee weapon.

QUICK turns control of the character over
to the computer. Under computer
control, a fighting character with a
readied missile weapon tends to hang
back and attack from a distance. If a
character has no readied missile weapon,
he readies a melee weapon and charges.
Single class magic-users fire missile
weapons and cast spells if magic is
turned on (see your data card for
details). They never rush into close
combat, even if all of their missile attacks
are expended.

Consult your data card for instructions
on regaining manual control and toggling
magic on and off for your computer.

DELAY causes the character to hold his
turn until after the other characters and
monsters have acted.

BANDAGE gives first aid to a party member
who is bleeding to death. BANDAGE stops
the bleeding and keeps the character
from losing more hit points.

VIEW displays the character screen and
View Menu. The USE command appears
on the Items Menu to permit items such
as wands to be used in combat.

SPEED changes the game speed. It is
described under the ALTER command in
the Encamp Menu.

END quits a character's turn.

After Combat
When combat is over, you see how many
experience points each character
receives, and then the Treasure Menu is
displayed. Most of the Treasure Menu
commands work like the commands in
the Shop Menu.

--Page 13--
--Page 14--

Treasure Menu

VIEW TAKE POOL SHARE DETECT EXIT

VIEW displays the character screen and
View Menu.

TAKE permits the active character to pick
up treasure from defeated monsters. This
only appears if the monsters had a
treasure or the party has pooled its
funds. A character carrying a large
number of coins and heavy equipment
may be slowed in combat.

Take Menu
ITEMS MONEY EXIT

ITEMS lists the equipment in the
treasure. Frequently, the weapons and
armor used by monsters are not listed
because they are poor quality and not
worth taking.

MONEY displays the number and type of
coins, gems, and jewelry in the treasure.
Indicate the type then number of items
the active character takes.

POOL places all of the party members'
coins into the treasure. Use the TAKE or
SHARE commands to pick up coins from
the treasure.

SHARE picks up the money treasure,
divides it into shares, and distributes it
among the party.

DETECT has the active character cast a
detect magic spell. Magic items in the
treasure or party will be marked with an
'*'. This command only appears if the
active character has a detect magic spell
available.

EXIT leaves the scene of the battle. If any
treasure remains, the option to return to
the Treasure Menu is displayed.

CHARACTERS AND
PARTIES

You need a party of Player Characters
(PCs) to play an UNLIMITED ADVENTURES
adventure. You must choose the
following for each character: a race, a
class, and an alignment. After you select
these, the computer generates a set of
ability scores that define your new
character's natural strengths and
weaknesses. To build a party, you must
create a mix of characters that have the
range of skills needed for success, and
then band them together.

Player Races
There are six races from which you may
construct player characters, each with
different talents and limitations. Tables
beginning on page 48 summarize the
racial class limitations and ability score
modifiers. The following section
describes each race and tells which
classes are open to them.

Dwarves are a cunning race of sturdy
workers and craftsmen. They are
especially resistant to magic and poison.
Dwarves are adept at dodging the attacks
of giant-class creatures. Dwarves can be
fighters, thieves and fighter/thieves.

Elves are a tall, long-lived race. They are
nearly immune to Sleep and Charm spells
and are adept at finding hidden objects
such as secret doors. Elves also receive
bonuses when attacking with swords or
bows. They cannot, however, be raised
from the dead. Elves can be fighters,
magic-users. thieves, fighter/magic-users,
fighter/thieves, magic-user/thieves. and
fighter/magic-user/thieves.

Half-Elves are hybrids with many of the
virtues of both humans and elves. Like
their elf ancestors, they are resistant to

--Page 14--
--Page 15--

sleep and charm spells and are adept at
finding hidden objects. Half-elves can be
fighters, magic-users, clerics, thieves,
rangers, cleric/fighters, cleric/rangers,
cleric/magic-users, fighter/magic-users,
fighter/thieves, magic-user/thieves,
cleric/fighter/magic-users, or
fighter/magic-user/thieves.

Gnomes are shorter and slimmer than
their dwarf cousins. Like dwarves, they
are especially resistant to magic and are
adept at dodging the attacks of giant-
class creatures. Gnomes can be fighters,
thieves and fighter/thieves.

Halflings are about half the size of a
human, hence their name. They are
especially resistant to magic and poison.
They can be fighters, thieves and
fighter/thieves.

Humans are the most common player-
race in the Forgotten Realms. They
suffer no racial level limitations or ability
score modifiers. Humans do have the
disability of shorter life-spans than the
other races. This may be a problem if
they are subiected to many haste spells,
which age the character one year. They
can be fighters, magic-users, clerics,
thieves, rangers, paindins, and dual-
class characters.

Ability Scores
Every character has six randomly
generated ability scores as described
below. Thcse scores fall within a range
determlined by the race and class of the
character. The base values range from 3
(low) to 18 (high). There are tables of
limitations, modifiers, and bonuses
starting on page 48.

Depending on the character class, one or
more of these abilities will be a prime
requisite. A prime requisite is an ability

especially valuable to a given class. For
example, Strength is key for fighters and
Wisdom for clerics. Most characters
receive bonus experience points when
their prime requisite scores are 16 or
greater. Non-human characters may
have modifiers to the basic ability scores
to reflect differences between the races.
Dwarves, for instance, get a + 1 Constitu-
tion bonus and may have a maximum
Constitution of 19 instead of 18. All
racial modifiers are calculated automatic-
cally when a character is generated.

Strength (STR) is the measure of a
character's physical power, muscle mass,
and stamina. Fighter-type characters
(fighters, paindins, and rangers) may
have exceptional Strengths greater than
18 that are indicated by a percent value
(01, O2, 03... 98, 99, 00) following the
base strength. High Strength increases a
character's combat ability with melee
weapons, such as swords or maces.
Strength also determines how much a
character can carry without becoming
encumbered and slowed in combat.

Intelligence (INT) is the measure of how
well a character can learn. Intelligence
level determines the maximum level of
spells a magic-user can cast.

Wisdom (WIS) is the measure of a
character's ability to understand the ways
of the world and to interact with the world.
Clerics receive bonus spells for high
Wisdom, and Wisdom determines the
maximum level of spells a cleric can cast.

Dexterity (DEX) is the measure of a
character's manual dexterity and agility.
Thieves especially benefit from high
Dexterity. Dexterity affects how well a
character can use ranged weapons
(bows, darts, etc.), when he moves in a
combat round, and how difficult he is to
hit in combat.

--Page 15--
--Page 16--

Constitution (CON) is the measure of a
character's overall health. Characters
receive one extra hit point if their
Constitution is 15, and two points if it is
10. Fighter-types (fighters, rangers, and
paladins) receive additional bonuses for
constitutions of 17 or 18. A character's
Constitution also determines the
maximum number of times that
character can be raised from the dead
with raise dead or resurrection spells, and
the chance of a resurrection attempt
being successful. Every time a character
is successfully resurrected, 1 point of
Constitution is lost.

Charisma (CHA) is the measure of how
others react to a character.

Charisma is sometimes a factor when
encountering NPCs -- the higher a
character's Charisma, the more that
character can persuade others to do what
he wants. The character with the highest
Charisma should be the active character
when dealing with NPCs.

Character Classes
Classes are the characters' professions. A
character must be at least one character
class. Non-human characters can be
more than one class at the same time.
These multi-class characters have more
playing options, but move up in levels
slowly because experience is divided
evenly among all classes.

Characters receive hit points, spells, and
abilities based on their class, level, and
in some cases, ability scores. Refer to the
tables at the back of this journal to find
the number and size of hit dice a
character receives, and the number of
spells the character can memorize.

Clerics have spells bestowed on them by
their deity and can fight while wearing
armor. They may use crushing, not edged

or pointed, weapons. Clerics have the
ability to turn away, or even destroy
some undead creatures such as skeletons
or zombies. This power increases as the
cleric goes up levels. Clerics must
memorize their spells just as magic-
users, but they do not use spell books.
When clerics gain a new spell level, they
can automatically memorize any of the
available spells for that level. The prime
requisite for clerics is Wisdom.

Fighters can fight with any armor or
weapons, but they cannot cast magic
spells. All fighter-types (fighters,
paladins, and rangers) gain the ability to
attack more than one time per round
when they reach higher levels. They can
also have exceptional Strength, gaining
additional hit point bonuses if they have
a Constitution of 17+. The prime
requisite for fighters is Strength.

Paladins are a type of fighter, and can
fight with any armor or weapons. They
are resistant to spells and poison, and
can turn undead creatures as if they were
a cleric two levels below their current
level. Paladins are also always
surrounded by the equivalent of a
protection from evil 10' radius spell.
Paladins may heal two hit points of
damage per level once a day. They may
cure disease once a week for every, five
levels of experience. For example, once a
week at 1st-5th levels, twice a week at
6th-lOth levels. etc. They can use cleric
spells when they reach 9th level,
although they can never use clerical
scrolls. They advance in spell-casting
ability until 20th level.

Paladins must be of lawful good
alignment, and they will not knowingly
adventure with any evil characters. They
must have ability scores of at least 9 in
Intelligence and Wisdom`, at least 12 in

--Page 16--
--Page 17--

Strength, at least 13 in Wisdom, and
at least 17 in Charisma. The prime
requisites for paladins are Strength
and Wisdom.

Rangers are a type of fighter, and can
fight with any armor or weapons. They do
additional damage when fighting giant-
class creatures. Rangers must be of good
alignment and have ability scores of at
least 13 in Strength and Intelligence, and
at least 14 in Wisdom and Constitution.
They can use druid spells when they
reach 8th level, and magic-user spells
when they reach 9th level. Their spell-
casting ability advances until 17th level.
Rangers can never use scrolls of any type.
The prime requisites for rangers are
Strength, Intelligence, and Wisdom.

Magic-Users have powerful spells, but
call use no armor and few weapons.
They can only memorize those spells
available in their personal spell books.
Magic-users may add entries to their
spell books whenever they go up in level
or find scrolls with spells of levels that
they are able to scribe.

Thieves have special skills for opening
locks and removing traps, but are limited
to using swords, short bows, slings, and
leather armor. In combat they do
additional damage by 'back stabbing,'
which is described in the Combat
section, on page 19. Starting at l Oth
level, thieves can decipher some magical
writing and have a chance of casting
spells from magic-user scrolls. The prime
requisite for thieves is Dexterity.

Multi-class characters are non-humans
who belong to two or more classes at the
same time. Multi-class characters'
experience points are divided among
each of the classes, even after they can
no longer advance in one or more of
those classes. Their hit points per level

are averaged among their classes. Multi-
class characters gain all the benefits of
all their classes with regard to weapons
and equipment.

Dual-class characters are humans who
had one class for the first part of their
career, and then changed to a new class
for the remainder of their career. These
characters use the HUMAN CHANGE CLASS
option in on the Training Hall menu to
pick a new class. Once a character
changes classes, he cannot advance in
his old class. Dual-class characters do
not gain hit points and cannot use the
abilities of the old class while their new
class level is less than or equal to the old
class level. Once the character's level in
his new class is greater than his level in
his old class, he gains hit points accord-
ing to his new class and may use abilities
from both classes. Human dual-class
magic-users cannot cast magic-user spells
while they are wearing armor, unless they
are a ranger/magic-user dual-class.

Alignment
Alignment is the philosophy a character
lives by. It can affect how NPCs and some
magic items react to a character. The
possibilities range from believing strongly
in society and altruism (lawful good) to
being anarchistic and actively unpleasant
(chaotic evil). Alignment is presented in
two parts: World View and Ethics.

World View
Lawful indicates that the character
values the structure and rules of society.

Neutral indicates that the character
values both the individual and society.

Chaotic indicates that the character
values the individual over society.

--Page 17--
--Page 18--

Ethics
Good indicates that the character tries to
act in a moral and upstanding rnanner.

Neutral indicates that the character
leans towards situational ethics,
evaluating each set of circumstances.

Evil indicates that the character acts
without regard to others, or in an overtly
malignant manner. Player characters
cannot be evil.

Other Attributes
Each character also has three important
values that change as the game goes on:
hit points, experience points, and levels.

Hit Points are a measure of the amount
of damage a character can take before he
becomes unconscious. A character's
maximum hit points are based on the hit
dice for the character's class and level,
plus any adjustments for Constitution. A
character gains a hit point bonus to each
hit die if his Constitution is over 14.

Experience Points are a measure of
what a character has learned while
adventuring. Characters receive
experience points for actions such as
fighting monsters, finding treasures, and
successfully completing quests. The
computer keeps track of experience, and
when characters earn enough, they may
advance in levels. See the Level
Advancement Tables beginning on page
54 for experience requirements.

The designer of an adventure determines
how much experience new characters
start with. In The Heirs to Skull Crag,
characters start out with 50,000 experi-
ence points, which will make most single-
class characters sixth or seventh level.

Levels are a measure of how much a
character has advanced in his class.
When they have enough experience
points, characters may go to a training
hall and receive the training required to
increase in level. Characters may only
advance one level at a time.

Note: Dice (d) is the term used to
describe the range for a randomly
generated number. Dice are referred to
by the range they represent. A d6 has a
range from 1 through 6, a dl0 has a
rallge from I through 10. Hit dice refers
to the base range of hit points a
character class may have. For example, a
3rd level fighter has a base of 3 dl0 hit
dice, or 3-30 hit points.

When a character takes enough damage
that his hit points reach 0, he is
unconscious. If the character's hit points
drop to anything from -1 to -9, he loses 1
hit point per turn from bleeding until he
is bandaged or dies. If a character has
-10 hit points or less, he is dead.
However, hit points on the screen will
never be displayed as less than 0.

Note: If a character has gained enough
experience to go up two or more levels
since the last time he has trained, he
goes up one level, and loses all experi-
ence in excess of one point below the
next level.

Example:
A 9th level thief enters a training hall
with 375,000 experience points (enough
for 1lth level). he will leave as a 10th
level thief witin 220,000 experience
points--one point below 11tj level.
Non-human characters cannot train
for new levels once they have reached
their maximtim levels allowed in
UNLIMITED ADVENTURES.

--Page 18--
--Page 19--

Building a
Successful Party
Forming a strong and adaptable party is a
key to success in UNLIMITED DAVENTURES.
Up to six Player Characters (PCs) may be
in a party--a party with fewer is less
powerful and more likely to be eliminated
by opponents.

 lnclude a variety of classes in a party
 to get a good mix of skills, Here is a
 sample party:

   1 Human Magic-user
   1 Human Paladin
   1 Dwarf Fighter/Thief
   1 Human Ranger
   2 Human Clerics

This party is balanced for combat, and
will advance quickly because most
characters are single class. The magic-
User can cast offensive spells and use
wands. If the paladin is high enough
level, he gets the benefit of Protection
from Evil in a 10' radius. All characters
in range of the effect get an AC
improvement of two against evil foes.
The dwarf fighter/thief offers the
advantages of a thief (lockpicking and
disarming traps) with the better armor
and hit points of a fighter. Rangers do
extra damage against giant-type
creatures and gain spellcasting ability.
Clerics are absolutely essential for their
healing spells.

Preparation Tips
Once the party has banded together,
have it camp at an inn, and ready its
equipment. Have all of the spellcasters
memorize spells. Finally, save the game
before continuing.

COMBAT

The party must battle its way through
many dangerous foes to complete the ad-
venture. The following sections offer some
more information and tips for combat.

 Combat Map
 Battle takes place on a tactical combat
 map that is a detailed view of the terrain
 that the party was in when the combat
 began. This map is set up with an
 invisible square grid.

 Initiative
Each round of combat is divided into 10
segments, and every, character and foe
acts on a specific segment based on a
random initiative number. Initiative is
generated at the start of each combat
round, and is modified by dexterity and
random factors such as surprise.
Characters can act on their initiative
segment, or use the DELAY command to
hold action until the end of the round.
Casting spells may take extra time to
perform, so often a spellcaster will begin
a spell on his segment, but the spell will
not go off until a little later.

Computer Control
In combat you control the actions of
PCs. The computer controls the actions
of monsters. NPCs, and PCs set to
computer control with the QUICK
command. If you have a paladin in your
party, he may take control of NPCs at
the start of combat by making a
successful leadership check. A successful
leadership check puts NPCs under
normal control for that combat.

--Page 19--
--Pae 20--

Combat Ability
Each character's ability in combat is
defined by AC, THAC0, and Damage.

Armor Class
The difficulty of hitting a character or
monster is represented by the target's
armor class (AC). The lower the AC, the
harder the target is to hit. AC is based on
readied armor and a dexterity bonus.
Some magic items, such as some bracers,
also help improve AC.

THAC0
The ability to hit enemies in melee or
with missile fire is represented by
THAC0. THAC0 stands for To Hit
Armor Class O. This is the number a
character must 'roll' equal to or greater
thall to do damage on a target with an
AC of O. The lower the THAC0, the
better the chance to hit the target.

Note: the generation of a random
number is often referred to as a 'roll'. In
determining the success of an attack, the
number generated is from 1 through 20.

An attack is successful if the random
number is greater than or equal to the
attacker's THAC0 minus the target's AC.
THAC0 may be modified by things like
range, attacking from the rear, magical
weapons, and magic spells.

Example:
A fighter with a THAC0 of 5, attacking a
monster with an AC of 3, would need to
roll:
(THAC0 5) - (AC 3) = 2+
But to hit a monster with an AC of -2 he
would need to roll:
(THAC0 5)- (AC -2) = 7+

Damage
Damage is the range of hit point loss the
attacker inflicts and is based on the
attacker's Strength, weapon type, and any
magic bonuses the weapon has. The base
damage for each weapon is summarized
in the Weapons Table on page 50.

 Some monsters take only partial or no
 damage from certain weapon types.
 Skeletons, for example, take only half
 damage from sharp or edged weapons,
 while some other monsters may only be
 darnaged by magical weapons.

Attacking
 There are two basic types of attack:
 Melee and Ranged (or Missile). The
 following describes each type and other
 rules governing combat.

Melee Combat
Melee combat is face-to-face fighting with
weapons such as swords and maces. Only
when using melee weapons can
characters receive Strength bonuses.
Fighters can sometimes overpower several
small foes during melee combat, and
thieves have opportunities to 'back stab.'

Ranged Combat
Ranged combat is firing at distant
enemies with weapons such as bows or
darts. A character with a missile weapon
(bow. sling. etc.) may not attack when
adjacent to an enemy. Two arrows or
three darts can be fired per turn.

Multiple Attacks
After seventh-level (eighth for rangers) all
fighter-type characters increase the
number of attacks they make with melee
weapons. The first increase is three attacks
every, two rounds, then two attacks every
round. See the Multiple Attacks for High
Level Fighters table on page 49.

--Page 20--
--Page 21--

All of a character's attacks are taken
against his first target. If the first target
goes down with the first attack, you can
aim the remaining attack at another
larger. Fighter-types may also 'sweep'
through several weak opponents in one
combat round. When a character
'sweeps,' he automatically attacks all of
the weak opponents.

Back Stabbing
A thief 'back stabs' if he attacks a target
from exactly opposite the first character
to attack the target. The thief may not
'back stab' if he has readied armor
heavier than leather. A 'back stab' has a
better chance of hitting the defender and
does additional damage.

Saving Throws
Attacks such as poison or spells do not
automatically have their full effect on a
target. Victims may get a saving throw to
avoid some or all of the effect. If the
saving throw is successful, generally the
target suffers either no effect or only half-
damage. Saving throws improve as
characters gain levels.

Note: Some monsters have natural
magic resistance which decreases the
chance of them being affected by spells.

Combat Movement
The number of squares a character can
move is affected by carried weight,
character strength, and the kind of
readied armor. A character's movement
range is displayed on the View Screen
and during the character's segment in
combat. Combat movement is important
for both closing quickly with opponents
(and stopping missile fire) and fleeing
from battles that are too tough.

Running Away
A character may flee from the battlefield
if he moves faster than all enemies, but
not if he moves slower than any enemies.
A character has a 50% chance to move
off the battlefield if he moves as fast as
the fastest foe. There is an exception: if a
character can reach the edge of the
combat map without any of his
opponents being able to see him, he may
then flee successfully even though he is
slower than his opponents.

Returning to the Party
A character that moves off the battlefield
returns to the party after the fight is over.
If all active characters flee combat, any
dead or unconscious characters are lost.
Characters that flee a combat receive no
experience points for the battle.

Combat Strategies
To succeed in combat, a skilled player
deploys his party well. casts effective
spells before and during combat, maneu-
vers his characters into advantageous
positions, and attacks using his most
powerful characters and weapons.

--Page 21--
--Page 22--

Deploying the Party
When a battle begins, your party is
automatically positioned based on the
order list of the characters. Characters
near the top of the order will be in the
front lines and vulnerable to attack. To
change the starting deployment, change
the party order from the ALT Menu while
encamped. Shift the heavily armored
fighters up the list and the vulnerable
magic-users and thieves toward the
bottom. Party order cannot be changed
while in combat, although characters are
free to move.

Your party may be placed in a bad
position at the start of a battle. Get an
idea of the situation and move characters
into better deployment. Sometimes the
best strategy is offensive: charging with
fighters to close ground and stop enemy
magic and missile fire. Other times, the
best strategy is defensive: moving your
characters to anchor their flanks on an
obstacle such as a wall or tree. Setting up
behind a doorway that your enemies
have to move through also makes for a
very strong defensive position. Always
keep magic-users and missile weapons
safe behind the front line.

Wounded Characters
Characters who are seriously injured
should be cured or moved out of the
front lines if possible. Remember: if you
move away from an adjacent enemy, he
gets a free attack at your back and has
an improved chance to hit.

Stopping Ranged Attacks
Missile weapons cannot be fired if there
is an adjacent opponent. To stop enemy
missile fire, move someone next to the
opponent. If you want to fire missiles,
keep away from the enemy.

Exploiting Enemies'
Weaknesses
Exploit your opponents' weaknesses by
directing attacks against helpless.
wounded, or isolated foes. Concentrate
your attacks to eliminate one opponent
rather than injure many (Exception:
enemy spellcasters). A foe with one hit
point remaining attacks as powerfully as
an uninjured one.

If spellcasters are hit in a round, they
lose any spells they are preparing to cast,
and cannot cast for the remainder of that
round. Try to keep enemy spellcasters
under attack every round while
protecting your own.

After Combat
If one or more characters survive on the
battlefield at the end of combat, the
bodies of unconscious or dead party
members stay with the party. If the entire
party floes from combat, all unconscious
and dead party members are perma-
nently lost. If ALL the party members are
slain, go back to your last Saved Game
and try again from that point.

--Page 22--
--Page 23--

MAGIC

Magic is integral to UNLIMITED
ADVENTURES. Magic-users and clerics, as
well as highlevel rangers and paladins
can cast spells. Magic is essential to the
survival of the party. Magic-users cast
many powerful offensive and defensive
spells. Clerics cast healing spells to
revive wounded characters as well as
both defensive and offensive spells. A
spell can exist in one of four forms: in a
character's memory, in a character's
spell book, on a scroll, or in a wand.
Memorized spells are cast with the CAST
command. Spells are memorized during
rest while camped. Spells in scrolls or
wands are cast with the USE command.

Memorizing a spell takes 1,5 minutes of
game time per spelt level, plus a
preparation period based on spell level:

   Spell Level      Preparation Time
-------------------------------------------------------
        12              4 hours
        3-4             6 hours
        5-6             8 hours
        7-8            10 hours
        9              12 hours

Example:
'To memorize two 1st level spells, one
2nd level spell, and one 3rd level spell
would take:
(6 hours preparation) + (2 * 15 min) + (1 *
30 min) + ( 1 * 45 min) = 7 hours 45 min

Spells do not automatically have their
full effect on their target. Each target of a
spell may get a saving throw to avoid
some or all of the effects of the spell.

Magic-Users
Magic-users keep spell information in
their personal spell books, and may only
memorize spells that are recorded there.
When a magic-user trains for a new
level, he selects a new spell to add to
his spell book. A magic-user can also
scribe spells from identified scrolls if he
is of high enough level to cast them. A
magic-user must cast a read magic spell
or bare a scroll identified in a shop
before he can scribe (or cast) from it.
The scroll disappears after it has been
scribed or cast.

Clerics
Clerical magic requires no spell books.
All clerical spells of the appropriate level
are always available to a cleric; the
character need only memorize them.
Unlike magic-users, clerics can cast
spells from scrolls without any
preparation, although clerical scrolls
also disappear after being cast.

Paladins
Paladins use their clerical spells
identically to clerics, except that they can
never use clerical scrolls, even if they
may cast the spells.

--Page 23--
--Page 24--

Rangers
Rangers use magic and druidic spells.
They use magic spells identically to
magic-users and the druidic spells as
clerics use their magic. Rangers can
never cast spells from scrolls, even if
they can memorize and cast the scroll
spell normally,

Tips on Magic
Both clerics and magic-users may cast
spells which assist tile party in combat.
Preparatory spells, such as bless or
strength, cast just before a tough battle
can protect or strengthen characters.
Combat spells can be cast to damage
foes during combat. Healing spells can
be cast either during or after combat to
revive wounded comrades.

Spells should be rememorized as soon as
possible after they are used. This is most
likely to happen after combat. When in
camp, have your spellcasters memorize
spells and select REST to allow them to
imprint the spells for later use. Selecting
REST without choosing new spells has the
spellcasters rememorize the spells they
have cast since last resting.

Note: Before resting, it is a good idea
to save your game--especially after
tough combats. Also, keep at least two
separate saved games at all times and
alternate between them. This will allow
you to go back to a save before that last,
fatal battle or to try, different strategies at
key points.

MAGICAL TREASURES

As you travel about and encounter the
monsters and puzzles that stand between
you and finishing your various quests,
you will find magic items to help you on
your way. You can find magic items in a
treasure by casting a detect magic spell
using the DETECT command. To find out
specifically what an item is, you must
take it to a shop and have it identified.

Some magic items are in reality cursed
and can do great harm. When a charac-
ter readies a cursed item, a remove curse
spell must be cast before the item can
be dropped. Some magic items, such as
wands or scrolls, may only be used by
certain classes. Others may not work at all
if certain other magic items are also in use.

Here are descriptions of some items that
you may find. Remember: Some items
are very rare, and you may not find all of
them in your adventure.

Wands generally cast a set number of a
given spell (for example, 10 fireballs or
15 magic missiles). Only experimentation
or paying to have it identified tells
what a wand does. The USE command
allows a character to cast spells with a
readied wand.

Potions may heal wounded characters,
cause them to become hastened or
invisible. or cause any number of other
effects. The USE command allows a
character to drink a readied potion.

--Page 24--
--Page 25--

Scrolls carry either clerical or magic-user
spells. A magic-user may use SCRIBE to
permanently transfer a scroll into his
spell book if the spell is of a level that he
can memorize. Magic-users and clerics
can both cast spells directly from scrolls
with the USE command, even if they
could not otherwise memorize the spells.
Scrolls disappear after they have been
used or scribed. Magic-users must cast
read magic, or have scrolls identified in a
shop before scribing or casting from
them. Also, thieves of 10th level or
higher have a chance of casting spells
from magic-user scrolls.

Enchanted Armor and Shields are
created by skilled craftsmen and then
enchanted with protective spells. The
power of the magic on these items varies a
great deal. Enchanted armor has the great
advantage of offering improved protection
with less encumbrance than the same
type of mundane armor. To rise these
items, ready them from the Items Menu.

Enchanted Weapons come in many
sizes, shapes, and potencies. Sometimes
a weapon will add between one and five
to your THAC0 and damage. Some
weapons may have other fantastic
magical properties including extra
bonuses against specific types of
creatures. Once a magic weapon has
been readied from the Items Menu, the
character has it for all combats.

Enchanted Adornments such as
bracers, necklaces, periapts, and
especially rings are favorite objects for
magical enchantment. These items may
have any number of magical properties,
Some items will help your AC, others may
fire magic missiles, or offer protection from
fire-based attacks. Once one of these
items has been readied from the Items
Menu, a character automatically gains all
of its effects. The exception to this rule is
that certain magical necklaces require the
USE command to work.

Enchanted Clothing can be such
commonplace items as gauntlets or
cloaks, but they are imbued with power-
ful enchantments. A wide variety of these
items are known to exist. To use these
items, READY them from the Items Menu

--Page 25--
--Page 26--

<<G:ULM026A.PCX:"[GRAPHIC : Creatures 1]">>

CREATURES OF THE
FORGOTTEN Realms WORLD

The denizens of these regions are many and varied. Here is a list of monsters
you may encounter in your adventures. Some of these creatures are extremely
rare, and you may never cross paths with them all. The hit dice of each
monster are listed, so you can tell about how tough it is.

Basilisk (6 HD)
These are reptilian monsters whose very,
gaze can turn to stone any fleshy creature.


Bugbear (3 HD)
Hideous giant-sized goblins who stand
over seven feet in height, bugbears look
clumsy but are strong, quick fighters with
great stealth.

Beholder ( 17 HD)
Also called eye tyrants or spheres of
many eyes, these are solitary horrors of
great power. Each of the creatures' eyes
has a unique magical power. Beholders
are armored with tough chitinous skin.

Bulette (9 HD)
Also called landsharks, these are the
result of a mad mage's experiment. They
are stupid, irascible and always hungry.

Boring Beetle (5 HD)
These giant beetles favor rotting wood
and similar organic material upon which
to feed. They are usually found inside
huge trees or unused underground
tunnel complexes.

Carrion Crawler (3 HD)
These are giant, segmented creatures
whose eight tentacles can attack once
apiece each round. Carrion crawlers
paralyze their victims and devour them.

Cockatrice (5 HD)
These are repulsive part-rooster, pan-
lizard beasts with the power to turn
adventurers to stone.

--Page 26--
--Page 27--

<<G:ULM027A.PCX:"[GRAPHIC : Creatures 2]">>

Crocodile, Giant (7HD)
These large reptilian animals have strong
jaws and powerful tails.

Displacer Beast (6 HD)
These beasts resemble six-legged pumas
with two ebony tentacles growing from
behind their shoulders. They have the
magical ability to displace their image
about three feet from their actual body,
making them especially tricky opponents.

Dracolich ( 10 HD)
These are powerful undead dragons
whose attacks include a breath weapon
and a paralyzing touch.

Dracolisk (7 HD)
These creatures are tire hybrid offspring
of rogue black dragons and basilisks,
Dracolisks combine a dragon's breath
attack with the petrifying gaze of a
basilisk.

DRAGONS
These are some of the most powerful and
dangerous monsters a party can
encounter. The older and larger a
dragon, the more damage it can do and
the harder it is to kilt. In addition to their
awesome strength, dragons inspire an
insidious terror called Dragon Fear.
Many times, the mere sight of a dragon
will cause opponents to panic and flee:

Black Dragon (8 HD)
These dragons attack by spitting streams
of acid and slashing with razor sharp
claws and fangs.

Blue Dragon (10 HD)
Highly intelligent and greatly feared,
these dragons exhale lightning bolts and
attack in melee with claws and fangs.

--Page 27--
--Page 28--

<<G:ULM028A.PCX:"[GRAPHIC : Creatures 3]">>

Green Dragon (9 HD)
These dragons are notorious even among
the other dragons for their cruel natures.
They attack with a poisonous breath,
and their claws and fangs.

Red Dragon ( 11 HD)
Red dragons can exhale great spouts of
flame, cast magic spells, or attack with
their claws and fangs.

Drider (6 HD)
These hybrids are part drow, part spider.
They are created from drow who have
failed dark rites of passage.

Drow
Also called Dark Elves, these evil elfkin
long ago left the forests and light to live
in subterranean regions. Some drow are
powerful spellcasters.

Champion: 7F/11M        Priestess: 8T/7C
Priest: 6F/7C           Amazon: 7F/7M
Sorceress: 15T/llM

White Dragon (7 HD)
Unique among dragons in their
preference for cold climates, these
creatures can attack with their freezing
cold breath in addition to razor sharp
claws and fangs. These are one of the
smaller and less intelligent of the
dragon species.

Efreet (10 HD)
These large, powerful monsters are from
the Elemental Plane of Fire. They are
very arrogant and will only serve a
powerful master.

--Page 28--
--Page 29--

<<G:ULM029A.PCX:"[GRAPHIC : Creatures 4]">>

ELEMENTALS
These are strong, but relatively stupid
beings conjured up from their normal
habitat on the elemental planes. The
strength of any type varies, and the
characteristics of each are different:

Earth Elementals (16 HD)
These are powerful creatures who travel
very slowly and can be summoned from
earth or stone.

Fire Elemental (16 HD)
These elementals are terrible to behold
and can be fierce opponents. They are
immune to both magical and non-
magical fire attacks.

Ettin (10 HD)
These fierce creatures look like giant two-
headed ores. They have great strength
and wield spiked clubs that inflict terrible
damage in combat.

Ghast (4 HD)
These creatures are humans transformed
into undead monsters which feed on
the decaying flesh of corpses. Although
the transformation from human-form
has deranged and destroyed their minds,
they maintain an evil cunning. Their
touch paralyzes humans and they
exude a carrion stench which causes
retching and nausea. The ghast is
susceptible to cold.

Ghoul (2 HD)
These are evil undead whose touch may
paralyze a man in combat. They feed
on corpses and attack all living creatures
on sight.

--Page 29--
--Page 30--

<<G:ULM030A.PCX:"[GRAPHIC : Creatures 5]">>

GIANTS
These species vary greatly in power and
intelligence. The following are the types
you are likely to encounter:

Cloud Giant (12 HD)
These giants are one of the most
powerful races of giantkind. Some cloud
giants can use magic.

Fire Giant (11 HD)

These giants are brutal and ruthless
warriors who resemble huge dwarves
and have flaming red or orange hair.
and coal black skin. Some fire giants can
use magic.

Hill Giant (8 HD)
These giants are one of the smaller of the
giant races. They are brutish hulks
possessing low intelligence but
tremendous strength. Hill giant shamen
can cast clerical spells.

Storm Giant (15 HD)
The most noble and intelligent of the
giant races, these giants are dangerous
fighters when angry, and often
use magic.

Frost Giant (10 HD)
These giants have a reputation for crude-
ness and stupidity. While the reputation
may be deserved, frost giants are crafty
and skilled fighters.

--Page 30--
--Page 31--

<<G:ULM031A.PCX:"[GRAPHIC : Creatures 6]">>

Iron Golem (18 HD)
Fashioned in the form of stylized armor,
iron golems are dangerous, fearless foes.
They are affected only by very powerful,
magical weapons, magical electrical
attacks (which slow them), and magical
life attacks (which heal them.)

Gnoll (2 HD)
These creatures are hyena-headed
humanoids who stand over seven
feet tall.

Goblin (1 HD)
These small humanoids are common
throughout the realms.

Gorgon (8 HD)

These are large. carnivorous. bull-like
creatures protected by a metallic hide.
They can breathe a cloud of petrifying
gas on their adversaries.

Griffon (7 HD)
Half-lion, haft-eagle, avian carnivores.
Their favorite prey are horses. Their
distant kin are hippogriffs, pegasi,
and unicorns.

Hell Hound (7 HD)
These other-planar creatures resemble
wolves, but they can breathe fire and
detect invisible enemies.

Hobgoblin ( 1 HD)
These are human-sized, intelligent
relatives of the goblin. They are sometimes
accompanied by powerful chieftains.

--Page 31--
--Page 32--

<<G:ULM032A.PCX:"[GRAPHIC : Creatures 7]">>

Hydra ( 16 HD)
These creatures are immense reptilian
monsters with multiple heads. All of
its heads must be severed before it can
be slain.

Kobold (1/2 HD)
These are small, cowardly humanoids
who delight in killing and torture.

Margoyle (6 HD)
These are stony monsters that are
immune to normal weapons and can
attack many times with their sharp claws
and spikes.

Medusa (6 HD)
These hideous women-creatures have
coiling masses of snakes for hair and can
turn a person to stone with their gaze.

Lich (23 HD)
These are undead wizards who have
kept their body animated and their
twisted spirits intact through magic.
Liches maintain the magical ability they
possessed in life.

Lizard Man (2 HD)
These are lizard-like humanoids. They
are omnivorous but they have a
particular fancy for human flesh.

Minotaur (6 HD)
These creatures are part-man and part-
bull warriors. They are highly intelligent
and dangerous opponents.

--Paeg 32--
--Page 33--

<<G:ULM033A.PCX:"[GRAPHIC : Creatures 8]">>

Mobat (5 HD)
These are huge omnivorous bats who
like nothing better than warm-blooded
humanoids for dinner!

Ogre (4 HD)
These large, ugly, foul-tempered
humanoids generally attack with a
spiked club. Some ogres can cast magic
or clerical spells.

Shambling Mound (11 HD)
These huge creatures resemble animated
piles of moss and slime. They attack with
their club-like arms and can smother
opponents in their slime. Their slimy
forms are immune to fire and
strengthened by lightning bolts.

Mummy (6 HD)
These are powerful undead with great
strength. The mere sight of one has been
known to paralyze a man in combat. The
touch of a mummy causes a strange
rotting disease.

Orc (1 HD)
These are evil, pig-faced humanoids. 0rc
chieftains are tougher opponents than
ordinary orc warriors.

Otyugh (8 HD)
These are scavengers armed with long
tentacles that they use to scoop trash
into their cavernous mouths.

Neo-Otyugh (12 HD)
These are larger, more dangerous cousins
of the Otyugh.

--Page 33--
--Page 34--

<<G:ULM034A.PCX:"[GRAPHIC : Creatures 9]">>

Owl Bear (5 HD)
These large creatures have razor-sharp
beaks. They can grab and hug targets for
great damage.

Rat, Giant (1/2 HD)
Cowardly scavengers of the underground
realms, giant rats will rarely attack unless
they have overwhelming numbers and,
even then, they are usually only a threat
to weak and poorly equipped parties.

Black Pudding (10 HD)
Black puddings are lurking horrors of
deep caverns and dungeons. They are
immune to damage from weapons,
lightning, and cold, but take normal
damage from fire. A black pudding can
dissolve armor; non-magical banded or
plate mail can be dissolved in two
rounds, while lesser armor can be
dissolved in a single round. Each magical
bonus on a suit of armor takes one
additional round to dissolve.

Rakshasa (7 HD)
These evil spirits ply victims with illusion
and false civility, but in reality are cunning
fighter/magic-users. They are protected
against magic and difficult to hit, and their
leaders are even more dangerous.

Salamander (7 HD)
These natives of the elemental plane of
Fire are immune to all fire-based attacks.
They are dangerous foes because of their
evil nature and their immunity to all but
magical weapons.

Skeleton (1 HD)
These undead are one of the weaker
types. Skeletons are animated by evil
wizards or clerics, and are often used as
guardians or warriors.

--Page 34--
--Page 35--

<<G:ULM035A.PCX:"[GRAPHIC : Creatures 10]">>

Snake, Poisonous (4 HD)
These are large venomous reptiles.

Spider, Phase (5 HD)
These poisonous spiders have the ability
to phase in and out of this dimension.
They are phased in until they attack
and are phased out afterwards.

Spectre (7 HD)
These undead spirits haunt the most
desolate and deserted places. They
attack all living creatures with mindless
rage, drain life levels and can only be hit
by magical weapons.

Spider, Enormous (9 HD)
The venomous bite of these vast spiders
is frequently deadly.

Troll (6 HD)
These are large, strong, ugly humanoids.
They know no fear and can regenerate
body parts, so they heal very quickly.

Lumber Hulk (8 HD)
These subterranean carnivores burrow
through the ground with powerful claws.

Spider, Giant (4 HD)

Smaller and faster than their enormous
cousins, giant spiders are dangerous
hunters.

--Page 35--
--Page 36--

<<G:ULM036A.PCX:"[GRAPHIC : Creatures 11]">>

Vampire (8 HD)
These undead feed on the blood of the
living. Often they are indistinguishable
from humans, and they maintain abilities
they possessed in life (sometimes
including spellcasting). Vampires can
only be hit by magical weapons.

Vampire Lord: 14F       Vampire Priest: 11F/11C
Vampiress: 13F/13M

Wight (4 HD)
These undead creatures have burning
eyes set in mummified features. They
feed on adventurers' life essence and can
only be hit by silver or magical weapons.

Purple Worm (15 HD)
These are enormous carnivores that bur-
row straight through solid ground in search
of small (adventurer-sized) morsels.

Wraith (5 HD)
These evil undead spirits feed on adven-
turers' life essence and, like wights, can
only be hit by silver or magical weapons.

Wyvern (7 HD)
These creatures are distant relatives of
dragons. They attack by biting and using
the poisonous sting in their tails.

Zombie (2 HD)
These are mindless, animated undead
controlled by evil wizards or clerics.
While more dangerous than skeletons,
they move very slowly.

--Page 36--
--Page 37--

<<G:ULM037A.PCX:"[GRAPHIC : Human Adversaries 1]">>

HUMAN ADVERSARIES
Here are the classes and levels of the possible human adversaries in
UNLIMITED ADVENTURES.

                            C: CLERIC                  P: PALADIN
                            F: FIGHTER                 R: RANGER
                            M: MAGE                    T: THIEF

CLERICS                 FIGHTERS
-------------------------------------------------------
Acolyte: 2C             Warrior: 2F
Priest: 4C              Archer: 4F
Dark Cleric: 6C         Evil Champion: 6F
High Priest: 10C        Dark Knight: 10F
Archpriest: 15C         Dark Warlord: 15F
Dark Disciple: 20C      Dark Overlord: 20F

--Page 37--
--Page 38--

<<G:ULM038A.PCX:"[GRAPHIC : Human Adversaries 2]">>

MAGES                   THIEVES
-------------------------------------------------------
Conjurer: 2M            Goon: 2T
Theurgist: 4M           Thug: 4T
Magician: 6M            Rogue: 6T
Necromancer: 10M        Thief: 10T
Wizard: 15M             Master Thief: 15T
Master Wizard: 20M      High Thief: 20T

--Page 38--
--Page 39

<<G:ULM039A.PCX:"[GRAPHIC : Friendly Humans & Non-Player Characters]">>

FRIENDLY HUMANS
----------------------
Dazmilar: 7F/9T
Sir Dutiocs: 11F
Road Guard: 5F


NON-PLAYER CHARACTERS

Here are the races, sexes, classes, and
levels of the NPCs included in UNLIMITED
ADVENTURES.
-------------------------------------------------------
Kallithrea: Female 9C
Yemandra: Female 8P
Krondasz: Male
Dwarf 7F/8T
Arderiel: Male Half-Elf 5C/7F/7M
Tornilee: Female 8R

--Page 39--
--Page 40--

<<G:ULM040A.PCX:"[GRAPHIC : Non-Player Characters]">>

Alias: Female 6F
Silk: Female Drow 12F/19T
Dragonbait: Male Saurial 7P
Captain Daenor:  Male 30P
Nacacia: Female 9R/11T
Grunschka: Female Dwarf 25F
Priam: Male 18F
Storm: Male Dwarf 12F
Vala: Female 23F
Shal: Female 18F
Raizel: Female 20T

--Page 40--
--Page 41--

SPELL DESCRIPTIONS


First-Level Cleric Spells

Bless improves the THAC0 of friendly
characters by 1. Bless cannot affect
characters who are adjacent to monsters
when the spell is cast, and the spell is
not cumulative. This is a good spell to
cast before going into combat.

Curse reduces the THAC0 of targets by
1. The target cannot be adjacent to a
party character or NPC, and effects are
not cumulative.

Cause Light Wounds inflicts 1-8 hit
points of damage on a target.

Cure Light Wounds heals 1-8 hit
points, up to the target's normal
maximum hit points.

Detect Magic indicates which equip-
ment or treasure items are magical. After
casting the spell, view a character's
items list or take treasure items list.
The equipment or treasure preceded by
an '*' is magical,

Protection from Evil improves the AC
and saving throws of the target by 2
against attackers of evil alignment. The
effects of the spell are not cumulative.

Protection from Good improves the AC
and saving throws of the target by 2
against attackers of good alignment. The
effects of the spell are not cumulative.
Resist Cold halves damage from cold
attacks and improves saving throws vs.
cold attacks by 3.


Second-Level Cleric Spells

Find Traps indicates the presence of
traps in the party's path.

Hold Person may paralyze targets of
character types (human, dwarf, etc.).
You may aim a hold person spell at up
to 3 targets (use the EXIT command to
target fewer).

Resist Fire halves damage from fire
attacks and improves saving throws vs.
fire attacks by 3.

Silence 15' Radius magically dampens
all sound in the area around the target.
The target character or monster, and all
adjacent, cannot cast spells for the
duration of the spell.

Slow Poison revives a poisoned person
for the duration of the spell.

Snake Charm paralyzes as many hit
points of snakes as the cleric has hit
points.

Spiritual Hammer creates a temporary
magic hammer that is automatically
readied. It can be thrown and does
normal hammer damage. Spiritual
hammers can hit monsters that may only
be struck by magical weapons.


Third-Level Cleric Spells

Bestow Curse reduces the target's
THAC0 and saving throws by 4.

Cause Blindness will blind one target.
This can only be cured by a cure
blindness spell.

Cure Blindness counters the effects of
cause blindness and power word blind.

Cause Disease infects the target with a
debilitating ailment that saps strength
and hit points.

--Page 41--
--Page 42--

Cure Disease removes the effects of
disease caused by some monsters or
cause disease.

Dispel Magic removes the effects of
spells that do not have specific counter
spells. This is the cure spell for any
characters that have been held, slowed
or made nauseous.

Prayer improves the THAC0 and saving
throws of friendly characters by 1 and
reduces the THAC0 and saving throws
of monsters by 1. This is a good spell to
cast before going into combat, but it is
not cumulative.

Remove Curse removes the effects of
bestow curse and allows the target to
unready cursed magic items.


Fourth-Level Cleric Spells

Cause Serious Wounds inflicts 3-17 hit
points of damage on a target.

Cure Serious Wounds heals 3-17 hit
points, up to the target's normal
maximum hit points.

Neutralize Poison counteracts all toxins
and revives a poisoned person.

Poison causes the target to save versus
poison or die.

Protection from Evil 10' Radius can be
cast on a character or a monster and
improves the AC and saving throws of the
target and all adjacent friendly characters
by 2 against evil attackers. The effects of
this spell are not cumulative.

Sticks to Snakes causes a distracting
mass of snakes to irritate the target. The
snakes will make movement and spell
casting impossible for the duration of the
spell. Powerful creatures may ignore the
created snakes.


Fifth-Level Cleric Spells

Cause Critical Wounds inflicts 6-27 hit
points of damage on a target.

Cure Critical Wounds heals 6-27 hit
points of damage, up to a target's normal
maximum hit points.

Dispel Evil improves the target's AC by
7 versus summoned evil creatures for the
duration of the spell, or until the target
hits a summoned creature. The creature
must make a saving throw when it is hit
or be dispelled.

Flame Strike allows the cleric to call a
column of fire down from the heavens
onto a target. The spells does 6-48 points
of damage to any target that fails its
saving throw.

Raise Dead can bring back to life one
(non-elf) character. The chances for
success are based on the character's
constitution and how long the character
has been dead. The raised character will
have 1 hit point and will lose 1 point of
constitution.

Slay Living is a reversal of the Raise
Dead Spell and will kill one target. If the
target makes its saving throw, then it
suffers 3-17 hit points of damage.


Sixth-Level Cleric Spells

Blade Barrier creates a whirling circle of
razor sharp blades. Any who enter the
circle suffer 8-64 points of damage.

Heal cures all diseases, blindness,
feeblemindedness, and all except 1-4 of a
character's full hit points.

Harm inflicts terrible damage on any
living creature -- leaving only 1-4
hit points.

--Page 42--
--Page 43--

Seventh-Level Cleric Spells

Destruction causes the target of the
spell to die instantly without a saving
throw. Creatures with magic resistance
may not be affected.

Energy Drain steals life energy away
from the target. This is similar to
the attack of undead creatures such
as wights.

Resurrection is similar to raise dead,
except that it also restores all hit points.

Restoration returns life energy stolen by
energy drain or the attacks of such
undead as wights.


First-Level Druid Spells

Detect Magic indicates which
equipment or treasure items are magical.
After casting the spell, view a character's
items list or take treasure items list.
The equipment or treasure preceded by
an '*' is magical.

Entangle causes plants to grow and
entwine around the feet of any creature
in the area of effect. Be careful not to
catch allies in the spell area.

Faerie Fire rings a targeted creature in
magical light. This spell will outline
otherwise invisible targets and give a +2
THAC0 bonus to anyone attacking an
affected creature.

Invisibility to Animals makes the target
invisible to non-magical, low or non-
intelligent animals. This spell does not
offer protection against intelligent
opponents or magical creatures.


Second-Level Druid Spells

Barkskin causes the target's skin to
become tougher and harder to damage.
The tough skin improves AC by 1. This is
a good spell to cast before combat.

Charm Person or Mammal changes the
target's allegiance in combat so that an
opponent will fight for the caster's side. It
affects character types (human, dwarf,
etc.) and other mammals.

Cure Light Wounds heals 1-8 hit
points, up to the target's normal
maximum hit points.


Third-Level Druid Spells

Cure Disease removes the effects of
diseases caused by some monsters or
cause disease.

Hold Animal is similar to the cleric spell
hold person, except that only normal and
giant-sized animals are affected. This
spell does not affect monsters or NPCs.

Neutralize Poison revives a poisoned
person.

Protection from Fire has different
effects depending on the recipient. If cast
on the druid, the spell absorbs 12 hit
points times the caster's level in fire
damage. The spell dissipates when the
damage limit is reached. If cast on
another character, the spell is identical to
the clerical resist fire spell.


First-Level Magic-User Spells

Burning Hands causes 1 hit point of fire
damage per level of the caster. There is
no saving throw.

Charm Person changes the target's
allegiance in combat so that an opponent
will fight for the caster's side. It only affects
character types (human, dwarf, etc.).

--Page 43--
--Page 44--

Detect Magic indicates which
equipment or treasure items are magical.
After casting the spell, view a character's
items list or take treasure items list.
The equipment or treasure preceded by
an '*' is magical.

Enlarge makes the recipient larger and
stronger. The higher the caster's level,
the greater the spews effect.

Friends raises the caster's charisma by
2-8 points. It is best cast just before
dealing with NPCs.

Magic Missile does 2-5 hit points per
missile with no saving throw. A magic-
user throws 1 missile for every 2 levels (1
at levels 1-2, 2 at levels 3-4, etc.) This
spell damages any single target within its
range unless the target is magic resistant
or has magical protection such as a
shield spell. This spell casts
instantaneously.

Protection from Evil improves the AC
and saving throws of the target by 2
against attackers of evil alignment.

Read Magic allows a magic-user to
ready a scroll and read it. This is
identical to having a scroll identified in a
shop. After casting read magic, a magic-
user may cast any scroll spells or scribe
them if they are appropriate for his level.

Shield negates enemy magic missile
spells, improves the magic-user's saving
throw, and may increase his AC.

Shocking Grasp does 1-8 hit points of
electrical damage +1 hit point per level
of caster.
Sleep puts 1-16 targets (depending on the
size of the targets) to sleep with no saving
throw. For example, up to sixteen 1 hit-
die targets can be affected, while only one
4 hit-die target can be affected. Targets of
5 or more hit-dice are unaffected.


Second-Level Magic-User Spells

Detect Invisibility allows the target to
spot invisible creatures.

Invisibility makes the target invisible.
The THAC0 of melee attacks against
invisible targets is reduced by 4, and it is
impossible to aim ranged attacks at
them. Invisibility is dispelled when the
target attacks or casts a spell.

Knock opens locks. The spell will affect
both magically and non-magically locked
doors, chests, etc.

Mirror Image creates 1-4 illusionary
duplicates of the magic-user to draw off
attacks. A duplicate disappears when it
is attacked.

Ray of Enfeeblement reduces the
target's strength by 25% + 2% per level
of the caster.

Stinking Cloud paralyzes those in its
area of effect for 2-5 rounds. If the target
saves, it is not paralyzed but is nauseous
and has its AC reduced for 2 rounds.

Strength raises the target's strength by
1-8 points depending on the class of
the target.


Third-Level Magic-User Spells

Blink protects the magic-user. The
magic-user 'blinks out' after he acts each
round. Although the magic-user may be
physically attacked before he acts each
round, he may not be attacked after.

Dispel Magic removes the effects of
spells that do not have specific counter
spells. This is a recuperation spell for any
characters that have been held, slowed,
or made nauseous.

--Page 44--
--Page 45--

Fireball is a magical explosion that does
l-6 hit points of damage per level of the
caster to all targets within its area. If the
target makes its saving throw, damage is
halved. Fireball is a slow-casting spell,
and the spews power demands that you
target carefully. Use the CENTER command
to determine who will be in the area of
effect--indoors, the three squares in
each corner will not be affected by the
blast if the spell is targeted in the center
of the screen. Outdoors, the blast area is
slightly smaller.

Haste doubles the target's movement
and number of melee attacks per round.
Haste has a short duration, so you
should wait until a fight is imminent to
cast it. Warning: characters age one year
each time a haste spell is cast on them.

Hold Person may paralyze targets of
character types (human, dwarf, etc.).
You may aim a hold person spell at up
to 4 targets (use the EXIT command to
target fewer).

Invisibility, 10' Radius makes all
targets adjacent to the caster invisible.
The THAC0 of melee attacks against
invisible targets is reduced by 4, and it is
impossible to aim ranged attacks at
them. Use this spell to set up a battle
line while your enemies seek you out.
Characters lose invisibility if they do
anything but move. Remember: some
monsters can see invisible creatures.

Lightning Bolt is a magical, electrical
attack that does 1-6 hit points of damage
per level of the caster to each target
along its path. Damage is halved if the
targets make their saving throw. A
lightning bolt is 8 squares long in a line
away from the caster. For best results,
send the bolt down a row of opponents.
Lightning bolts also reflect off walls back
toward the spellcaster. Targets adjacent
or close to a wall may be hit twice by the
same bolt.

Protection from Evil, 10' Radius
protects the target and all characters
adjacent to the target. The spell
improves the AC and saving throws of
those it protects by 2 against attackers
of evil alignment.

Protection from Normal Missiles makes
the target immune to non-magical missiles.

Slow affects 1 target per level of caster
and halves the target's movement and
number of melee attacks per round. Slow
can be used to negate a haste spell and
only affects the side opposing the
spellcaster.


Fourth-Level Magic-User Spells

Bestow Curse reduces the targets
THAC0 and saving throws by 4.

Charm Monster changes the target's
allegiance in combat so it fights on the
side of the magic-user. The spell will
work on most living creatures. The spell
affects 2-8 one hit-die targets, 1-4 two
hit-die targets, 1-2 three hit-die targets, or
1 target of four or more hit dice.

Confusion affects 2-16 targets, causing
them to make a saving throw each round
or stand confused, become enraged, flee
in terror, or go berserk. Confusion is most
effective when used against a large
number of enemies.

Dimension Door allows the magic-user
to teleport himself to another point on
the battlefield within his line of sight and
the range of the spell. Magic-users can
use it for quick escapes. Fighter/magic-
users can use dimension door to reach
enemy spellcasters or ranged weapons.

--Page 45--
--Page 46--

Fear causes all within its area to flee in
terror if they fail their saving throws.

Fire Shield protects the magic-user so
that any creature who hits the caster in
melee does normal damage, but takes
twice that damage in return. The shield
may be attuned to heat attacks or cold
attacks. The magic-user takes half
damage (no damage if he makes his
saving throw) and has his saving throw
from the opposite type of attack
improved by 2. He takes double damage
from the type of attack the shield is
attuned to.

Fumble causes the target to become
clumsy and unable to move or attack. If
the target makes his saving throw, his
attacks and movement are halved.

Ice Storm does 3-30 hit points to all
targets within its area. There is no
saving throw. This spell will even inflict
full damage on opponents protected by
resist cold.

Minor Globe of Invulnerability
protects the caster from incoming first-,
second-, or third-level spells. The globe is
very effective when used in combination
with fire shield.

Remove Curse removes the effects of
bestow curse and allows the target to
unready cursed magic items.


Fifth-Level Magic-User Spells

Cloud Kill is similar to the stinking cloud
spell, except that its area of effect is
larger and it kills weaker monsters. More
powerful monsters may be immune to
the spell.

Cone of Cold unleashes a withering
cone-shaped blast of cold. The spell's
range and damage increase with the
caster's level.

Feeblemind causes targets who fail their
saving throw to drop dramatically in
intelligence and wisdom and become
unable to cast spells. A heal spell must
be cast on the victim to recover from
the effect.

Fire Touch creates a blazing aura
around the recipient. This aura adds
2-12 points of extra fire damage to all of
the recipient's attacks.

Hold Monster is similar to hold person,
except that it affects a wider variety
of creatures.

Iron Skin causes the magic-user's skin
to become extremely tough and damage
resistant. The magic-user's AC is reduced
by four.

Sixth-Level  Magic- User Spells

Death Spell kills opponents instantly
and irrevocably. The spell will slay a
greater number of weak opponents
than strong.

Disintegrate destroys one target. Some
creatures with an innate magic resistance
may avoid the effects of the spell,
however most must make a saving throw
to survive.

Flesh to Stone causes the target to make
a saving throw or be turned into stone.

Globe of Invulnerability protects
against 1st through 4th level spells.

Stone to Flesh counters the effects of
such magical creatures as the medusa
or the spell flesh to stone. When this spell
is cast on a character, there is a
possibility that the character will not
survive the shock of being restored to
flesh. System shock survival is based on
a character's Constitution.

--Page 46--
--Page 47--

Seventh-Level Magic-User Spells

Delayed Blast Fireball is a more
powerful version of the third-level spell
and will go through a minor globe o(
invulnerability.

Mass Invisibility is identical to the
invisibility spell, except that it will
effect several targets at once. This can
be a valuable spell to cast before a
known encounter.

Power Word, Stun will cause one
creature to be stunned and unable to
think or act effectively. The weaker the
target, the longer it will be stunned.


Eighth-Level Magic-User Spells

Mass Charm is similar to the fourth-
level spell, except that it affects a much
larger number of targets.

Mind Blank is a powerful protective
spell that defends the recipient from all
spells that attack a character's will, such
as charm or feeblemind.

Otto's Irresistible Dance is an
enchantment that causes the target to be
irresistibly compelled to dance a wild
and frenzied jig. The target's AC is
reduced by 4 and it will fail all saving
throws against magic.

Power Word, Blind strikes a target
instantly blind.


Ninth-Level Magic-User Spells

Meteor Swarm is a very powerful and
spectacular spell, similar to a Fireball.
When cast, four magical spheres fly from
the caster's hand toward the target.
Anything in the spell's path receives
10-40 hit points of damage.

Monster Summoning calls forth one or
two powerful creatures to fight on the
side of the spell magic-user. The
creatures disappear after the battle.

Power Word, Kill will instantly slay one
or more creatures within the spell's
range. The spell affects approximately
120 hit points worth of targets.

--Page 47--
--Page 48--

TABLES

Maximum Level Limits by Race, Class, and Prime Requisite

<<G:ULM048A.PCX:"[GRAPHIC : TABLE]">>

No: Characters of this race cannot be of this class.
Max: Highest Level Available in Unlimited Adventures.


Range of Ability Scores by Race

<<G:ULM048B.PCX:"[GRAPHIC : TABLE]">>
<<G:ULM048C.PCX:"[GRAPHIC : TABLE]">>

*Exceptional strength bonuses available only to fighter-type characters
(fighters, paladins, and rangers).

--PAGE 48--
--PAGE 49--

Ability Score Modifiers by Race

RACE            MODIFIERS
------------------------------------------------
Dwarf           Constitution+l, Charisma-1
Elf             Dexterity+l, Constitution-1
Gnome           None
Half-ELF        None
Halfling        Dexterity +1, Strength -1
Human           None


Strength Table

ABILITY         THAC0      DAMAGE         WEIGHT ALLOWANCE
SCORE           BONUS      ADJUSTMENT     (IN STEEL PIECES)
------------------------------------------------------------
  3               -3         -1             -350
  4-5             -2         -1             -250
  6-7             -1         None           -150
  8-9             Normal     None           Normal
  10-11           Normal     None           Normal
  12-13           Normal     None           +100
  14-15           Normal     None           +200
  16              Normal     +1             +350
  17              +1         +1             +500
  18              +1         +2             +750
  18/01-50'       +1         +3             +1,000
  18/51-75'       +2         +3             +1,250
  18/76-90'       +2         +4             +1,500
  18/91-99'       +2         +5             +2,000
  18/00*          +3         +6             +3,000

*These bonuses only available to the fighter classes (fighter,
 paladin, ranger).


Dexterity Table

ABILITY SCORE             REACTION/MISSILE BONDS           AC BONUS
--------------------------------------------------------------------
3                         -3                               +4
4                         -2                               +3
5                         -1                               +2
6                          0                               +1
7                          0                                0
8                          0                                0
9                          0                                0
10                         0                                0
11                         0                                0
12                         0                                0
13                         0                                0
14                         0                                O
15                         0                               -1
16                        +1                               -2
17                        +2                               -3
18                        +3                               -4


Constitution Table

ABILITY             HIT POINT               RESURRECTION
SCORE               ADJUSTMENT              SURVIVAL
---------------------------------------------------------
3                       -2                    40%
4                       -1                    45%
5                       -1                    50%
6                       -1                    55%
7                        0                    60%
8                        0                    65%
9                        0                    70%
10                       0                    75%
11                       0                    80%
12                       0                    85%
13                       0                    90%
14                       0                    92%
15                      +1                    94%
16                      +2                    96%
17                      +2 (+3)*              98%
18                      +2 (+4)*             100%

*Bonus applies only to the fighter classes(fighter,
 paladin. ranger).


Armor Permitted by  Character Class

 CLASS               MAX ARMOR                SHIELD
 -----------------------------------------------------
 Cleric              Any                      Any
 Fighter             Any                      Any
 Paladin             AnX                      Any
 Ranger              Any                      Any
 Magic-User          None                     None
 Thief               Leather                  None


Multiple Attacks for
Fighter-Type Characters

CLASS                  LEVEL             ATTACKS/ROUND
--------------------------------------------------------
Fighter                1-6               1/1
Paladin                1-6               1/1
Ranger                 1-7               1/1
Fighter                7-12              3/2
PaJadin                7-12              3/2
Ranger                 8-14              3/2
Fighter                13+               2/1
Paladin                13+               2/1
Ranger                 15+               2/1

--Page 49--
--Page 50--

Weapons Table

<<G:ULM050A.PCX:"[GRAPHIC : TABLE]">>
<<G:ULM050B.PCX:"[GRAPHIC : TABLE]">>
<<G:ULM050C.PCX:"[GRAPHIC : TABLE]">>

Key to Weapons Table
---------------------------------
1       Must have ready arrows to fire. Two Attacks per round.
2       Must have ready bolts to fire. One Attack per round
f   =   fighter (paladin, ranger)
cl  =   cleric
th  =   thief
mu  =   magic-user


Armor Table

<<G:ULM050D.PCX:"[GRAPHIC : TABLE]">>
<<G:ULM050E.PCX:"[GRAPHIC : TABLE]">>


Key to Armor Table
---------------------------------
1       A character carrying many objects, including a large number of coins,
        can be limited in movement to a minimum of 3 squares per turn.

2       A Shield subtracts 1 AC from any armor it is used with.


--PAGE 50--
--PAGE 51--

Spell Parameters List

This is a listing of spells available to player characters as they gain in
level. The following are abbreviations used in the list:

        Cmbt    = Combat only spell
        Camp    = Camp only spell
        Both    = Camp or Combat spell
        T       = Touch Range
        dia     = diameter
        s       = squares
        c       = cone
        All     = All characters in combat
        r       = combat rounds
        t       = turns
        /|v|    = per level of caster
        targets = aim at each target.


First-Level Clerical Spells

SPELL NAME              WHEN    BARGE   AREA    DURATION
-------------------------------------------------------
Bless                   Both      6     5 dia      6r
Cure Light Wounds       Both      T       1
Cause Light Wounds      Cmbt      T       1
DetectMagic             Both      0       1        1t
Protection from Evil    Both      T       1        3r/|v|
Protection from Good    Both      T       1        3r/|v|
Resist Cold             Both      T       1        1t/|v|


Second-Level Clerical Spells

SPELL NAME              WHEN      RANGE   AREA    DURATION
-------------------------------------------------------
Find Traps              Camp      3       1       3t
Hold Person             Cmbt      6       1-3     4r+1/|v|
Resist Fire             Both      T       1       1t/|v|
Silence 15' Radius      Cmbt      12      3 dia   2r/|v|
Slow Poison             Both      T       1       1 hour/|v|
Snake Charm             Cmbt      3       All     5-8r
Spiritual Hammer        Cmbt      3       1       1r/|v|


Third-Level Clerical Spells

SPELL NAME             WHEN    RANGE   AREA    DURATION
-------------------------------------------------------
Cure Blindness         Both       T      1
Cause Blindness        Cmbt       T      1
Cure Disease           Camp       T      1
Cause Disease          Cmbt       T      1
Dispel Magic           Both       6      3x3 s
Prayer                 Both       0      All     1r/|v|
Remove Curse           Both       T      1
Bestow Curse           Both       T      1       1t/|v|


Fourth-Level Clerical Spells

SPELL NAME              WHEN      RANGE   AREA     DURATION
-------------------------------------------------------
Cure Serious Wounds     Both      T       1
Cause Serious Wounds    Cmht      T       i
Neutralize Poison       Both      T       1
Poison                  Cmbt      T       1
Protection from
   Evil 10' Radius      Both      T       2 dia    1t/|v|
Sticks to Snakes        Cmbt      3       1        2r/|v|


Fifth-Level Clerical Spells

SPELL NAME              WHEN     RANGE    AREA    DURATION
-------------------------------------------------------
Cure Critical Wounds    Both       T        1
Cause Critical Wounds   Cmbt       T        1
Dispel Evil             Cmbt       T        1      1r/|v|
Flame Strike            Cmbt       6        1
Raise Dead              Camp       3        1
Slay Living             Cmbt       3        11

--Page 51--
--Page 52--

Sixth-Level Clerical Spells

SPELL NAME              WHEN     RANGE     AREA    DURATION
-------------------------------------------------------
Blade Barrier           Cmbt       3     Special    3r/|v|
Harm                    Cmbt       T     1
Heal                    Both       T     1


Seventh-Level Clerical Spells

SPELL NAME              WHEN     RANGE    AREA    DURATION
-------------------------------------------------------
Destruction             Cmbt       T      1
Energy Drain            Cmbt       T      1
Resurrection            Camp       T      1
Restoration             Damp       T      1


First-Level Druid Spells
(For High-Level Rangers)

SPELL NAME              WHEN    RANGE     AREA    DURATION
-------------------------------------------------------
Detect Magic            Both      0        1       12r
Entangle                Cmbt      8       4 dia    1t
Faerie Fire             Cmbt      8       8 dia    4r/|v|
Invisibility to Animals Both      T        1      lt+lr/|v|


Second-Level Druid Spells
(For High-Level Rangers)

SPELL NAME              WHEN     RANGE    AREA    DURATION
-------------------------------------------------------
Barkskin                Both      T        1       4r+lr/|v|
Charm Person/Mammal     Cmbt      8        1       Special
Cure Light Wounds       Both      T        1


Third-Level Druid Spells
(For High-Level Rangers)

SPELL NAME              WHEN     RANGE    AREA    DURATION
-------------------------------------------------------
Cure Disease            Camp       T        1
Hold Animal             Cmbt       8       1-4      2r/|v|
Neutralize Poison       Both       T        1
Protection from Fire    Both       T        1       Special


First-Level Magic-User Spells

SPELL NAME              WHEN     RANGE    AREA    DURATION
-------------------------------------------------------
Burning Hands           Cmbt       T       3 s
Charm Person            Cmbt       12      1
Detect Magic            Both       6       1        2r/|v|
Enlarge                 Both    .5/|v|     1        ll/|v|
Reduce                  Both    .5/|v|     1
Friends                 Cmbt       0      All       lr/|v|
Magic Missile           Cmbt     6+/|v|    1
Protection from Evil    Both       T       1        2r/|v|
Read Magic              Camp       0       1        2r/|v|
Shield                  Cmbt       0       1        5r/|v|
Shocking Grasp          Cmbt       T       1
Sleep                   Cmbt      3+/|v|  1-16      5r/|v|


Second-Level Magic-User Spells

SPELL NAME              WHEN     RANGE     AREA    DURATION
-------------------------------------------------------
Detect Invisibilily     Both     1/|v|      1       5r/|v|
Invisibility            Both       T        1       Special
Knock                   Camp       6      1s/|v|
Mirror Image            Both       0        1       2r/|v|
Ray of Enfeeblement     Cmbt    1+.25/|v|   1       1r/|v|
Stinking Cloud          Cmbt       3      2x2 s     1r/|v|
Strength                Both       T        1       6t/|v|


Third-Level Magic-User Spells

SPELL NAME              WHEN     RANGE    AREA        DURATION
-------------------------------------------------------
Blink                   Both     0           1         lr/|v|
Dispel Magic            Both     12        3x3 s
Fireball                Cmbt     10+|v|   5/7 dia
Haste                   Both     6         4x4 s      3r+1/|v|
Hold Person             Cmbt     12         1-4        2r/|v|
Invisibility 10' Radius Both     T 2 dia  Special
Lightning Bolt          Cmbt     4+|v|      4,8
Protection from
  Evil 10' Radius       Both      T        2 dia       2r/|v|
Protection from
  Normal Missiles       Both      T          1         1t/|v|
Slow                    Cmbt      9+M      4x4 s      3r+1/|v|

--Page 52--
--Page 53--

Fourth-Level Magic-User Spells

SPELL NAME              WHEN     RANGE    AREA    DURATION
-------------------------------------------------------
Bestow Curse            Cmbt      T       1        1t/|v|
Charm Monster           Cmbt      6       1        Special
Confusion               Cmbt      12     2-16     2r+1/|v|
Dimension Door          Cmbt      0       1
Fear                    Cmbt      0     6x3 c      1r/|v|
Fire Shield (2 Types)   Both      0       1       2r+1/|v|
Fumble                  Cmbt     1/|v|    1        1r/|v|
Ice Storm (Drag only)   Cmbt     1/|v|   4 dia
Minor Globe of
  Invulnerability       Both      0       1        1r/|v|
Remove Curse            Both      T       1


Fifth-Level Magic-User Spells

SPELL NAME             WHEN    RANGE     AREA      DURATION
-------------------------------------------------------
Cloud Kill              Cmbt     1       3x3 s      1r/|v|
Cone of Cold            Cmbt     0      .5/|v| c
Feeblemind              Cmbt    1/|v|      1
Fire Touch              Both     T      Special     1r/|v|
Hold Monster            Cmbt    5/|v|     1-4       1r/|v|
Iron Skin               Both     0      Special     1r/|v|


Sixth-Level Magic-User Spells

SPELL NAME                  WHEN    RANGE     AREA    DURATION
-------------------------------------------------------
Death Spell                 Cmbt     1      .5/|v|
Disintegrate                Cmbt   .5/|v|   Special
Flesh to Stone              Cmbt    1/|v|      1
Globe of Invulnerability    Both     0         1      1r/|v|
Stone to Flesh              Both    1/|v|      1


Seventh-Level Magic-User Spells

SPELL NAME                WHEN     RANGE    AREA    DURATION
-------------------------------------------------------
Delayed Blast Fire Ball   Cmbt    10+1/|v|  5/7dia    Special
Mass Invisibility         Both     1/|v|    Special   Special
Power Word, Stun          Cmbt    .5/|v|      1       Special


Eighth-Level Magic-User Spells

SPELL NAME                  WHEN     RANGE    AREA      DURATION
-------------------------------------------------------
Mass Charm                  Cmbt    .5/|v|   Special   Special
Mind Blank                  Both      3        1        1 day
Otto's Irresistible Dance   Cmbt      T        1        2-5r
Power Word, Blind           Cmbt    .5/|v|   3 dia     Special


Ninth-Level Magic-User Spells

SPELL NAME              WHEN     RANGE     AREA     DURATION
-------------------------------------------------------
Meteor Swarm            Cmbt    4+1/|v|   Special
Monster Summoning       Cmbt       0      Special    Special
Power Word, Kill        Cmbt    .25/|v|   Special

--Page 53--
--Page 54--

Level Advancement Tables

The following charts show the amount of
experience a character must earn in order
to gain a level in his character class. The
charts also list the number of spells that a
character can have memorized at one
time. Fighters and Thieves can never
memorize spells.

Remember that all experience earned by
a non-human, multiple-class character is
divided by the number of classes the
character has. The experience is divided
even after the character has reached his
maximum level in a particular class. A
Human dual-class character only earns
experience in his second class. The
character cannot use the abilities of his
first class until his level in his second
class exceeds his level in his first class.


Cleric's Bonus Spells

CLERIC'S WISDOM       BONUS SPELLS
                       1       2      3      4
-------------------------------------------------------
   9-12
   13                 +1
   14                 +2
   15                 +2      +1
   16                 +2      +2
   17                 +2      +2     +1
   18                 +2      +2     +1     +1

Note that these bonus spells are only available when
the cleric is entitled to spells of the applicable level.
Thus an 8th-level cleric with a Wisdom of 18 can
memorize the following spells:


NUMBER OF SPELLS                  1   2   3   4   5
-------------------------------------------------------
8th-Level Cleric with 18 Wisdom   5   5   4   3   -


Cleric

NUMBER OF CLERIC SPELLS PER LEVEL

LEVEL   EXPERIENCE            HIT DICE     1    2    3    4    5    6    7
---------------------------------------------------------------------------
1       0-1,500                 ld8        1
2       1,501-3,000             2d8        2
3       3,001-6,000             3d8        2    1
4       6,001-13,000            4d8        3    2
5       13,001-27,500           5d8        3    3    1
6       27,501-55,000           6d8        3    3    2
7       55,001-110,000          7d8        3    3    2    1
8       110,001-225,000         8d8        3    3    3    2
9       225,001-450,000         9d8        4    4    3    2    1
10      450,001-675,000         9d8+2      4    4    3    3    2
11      675,001-900,000         9d8+4      5    4    4    3    2    1 (1)
12      900,001-1,125,000       9dB+6      6    5    5    3    2    2
13      1,125,001-1,350,000     9d8+8      6    6    6    4    2    2
14      1,350,001-1,575,000     9d8+10     6    6    6    5    3    2
15      1,575,001-1,800,000     9d8+12     7    7    7    5    4    2
16      1,800,001-2,025,000     9d8+14     7    7    7    6    5    3    1 (2)
17      2,025,001-2,250,000     9d8+16     8    8    8    6    5    3    1
18      2,250,001-2,475,D00     9d8+18     8    8    8    7    6    4    1

1       Usable only with 17+ wisdom
2       Usable only with 18+ wisdom.



Each level after 18th requires 225,000 experience points and character gains
2 hit points.

--Page 54--
--Page 55--

Fighter
LEVEL            EXPERIENCE                     HIT DICE
-------------------------------------------------------
1                0-2,000                        ld10
2                2,001-4,000                    2d10
3                4,001-8,000                    3d10
4                8,001-18,000                   4d10
5                18,001-35,000                  5d10
6                35,001-70,000                  6d10
7                70,001-125,000                 7d10
8                125,001-250,000                8d10
9                250,001-500,000                9d10
10               500,001+750,000                9d10+3
11               750,001-1,000,000              9d10+6
12               1,000,001-1,250,000            9d10+9
13               1,250,001-1,500,000            9d10+12
14               1,500,001-1,750,000            9d10+15
15               1,750,001-1,925,000            9d10+18
16               2,000,001-2,250,000            9d10+21
17               2,500,001-2,750,000            9d10+24
18               3,000,001-3,250,000            9d10+27

Each level after 18th requires 250,000 experience points and
character gains 3 hit points.


Thief

LEVEL         EXPERIENCE                HIT DICE
-------------------------------------------------------
1               0-1,250                   ld6
2               1,251-2,500               2d6
3               2,501-5,000               3d6
4               5,001-10,000              4d6
5               10,001-20,000             5d6
6               20,001-42,500             6d6
7               42,501-70,000             7d6
8               70,001-110,000            8d6
9               110,001-160,000           9d6
10              160,001-220,000           10d6
11              220,001-440,000           10d6+2
12              440,001-660,000           10d6+4
13              660,001-880,000           10d6+6
14              880,001-1,100,000         10d6+8
15              1,100,001-1,320,000       10d6+10
16              1,320,001-1,540,000       10d6+12
17              1,540,001-1,760,000       10d6+14
18              1,760,001-1,980,000       10d6+16

Each level after 18th requires 220,000 experience points and
character gains 2 hit points.


Magic-User
                              NUMBER OF MAGIC-USER SPELLS PER LEVEL
LEVEL  EXPERIENCE             HIT DICE     1   2   3   4   5   6   7   8   9
---------------------------------------------------------------------------
1     0-2,500                  ld4        1
2     2,501-5,000              2d4        2
3     5,001-10,000             3d4        2   1
4     10,001-22,500            4d4        3   2
5     22,501-40,000            5d4        4   2   1
6     40,001-60,000            6d4        4   2   2
7     60,001-90,000            7d4        4   3   2   1
8     90,001-135,000           8d4        4   3   3   2
9     135,001-250,000          9d4        4   3   3   2   1 (1)
10    250,001-375,000          10d4       4   4   3   2   2
11    375,001-750,000          11d4       4   4   4   3   3
12    750,001-1,125,000        11d4+1     4   4   4   4   4   1 (2)
13    1,125,001-1,500,000      11d4+2     5   5   5   4   4   2
14    1,500,001-1,875,000      11d4+3     5   5   5   4   4   2   1 (3)
15    1,875,001-2,250,000      11d4+4     5   5   5   5   5   2   1
16    2,250,001-2,625,000      11d4+5     5   5   5   5   5   3   2   1 (4)
17    2,625,001-3,000,000      11d4+6     5   5   5   5   5   3   3   2
18    3,000,001-3,375,000      11d4+7     5   5   5   5   5   3   3   2   1 (5)

Each level after 18th requires 375,000 experience points and character gains
1 hif point.

1       Usable only with 10+ Intelligence
2       Usable only with 12+ Intelligence
3       Usable only with 14+ Intelligence
4       Usable only with 16+ Intelligence
5       Usable only with 18+ Intelligence

--Page 55--
--Page 56--

Paladin

                                           NUMBER OF CLERICAL SPELLS PER LEVEL
LEVEL   EXPERIENCE             HIT DICE      1       2       3       4
---------------------------------------------------------------------------
1       0-2,750                 1d10
2       2,751-5,500             2d10
3       5,501-12,000            3d10
4       12,001-24,000           4d10
5       24,001-45,000           5d10
6       45,001-95,000           6d10
7       95,001-175,000          7d10
8       175,001-350,000         8d10
9       350,001-700,000         9d10         1
10      700,001-1,050,000       9d10+3       2
11      1,050,001-1,400,000     9d10+6       2       1
12      1,400,001-1,750,000     9d10+9       2       2
13      1,750,001-2,100,000     9d10+12      2       2       1
14      2,100,001-2,450,000     9d10+15      3       2       1
15      2,450,001-2,800,000     9d10+18      3       2       1       1
18      2,800,001-3,150,000     9d10+21      3       3       1       1
17      3,150,001-3,500,000     9d10+24      3       3       2       1
18      3.500,001-3,850,000     9d10+27      3       3       3       1

Each level after 18th requires 350,000 experience points and character
gains 3 hit points.


Ranger
              NUMBER 0F SPELLS PER LEVEL:     DRUID            MAGIC-USER
LEVEL   EXPERIENCE          HIT DICE       1    2    3           1    2
---------------------------------------------------------------------------
1       0-2,250               2d8
2       2,251-4,500           3d8
3       4,501-10.000          4d8
4       10,001-20,000         5d8
5       20,001-40,000         6d8
6       40,001-90,000         7d8
7       90,001-150,000        8d8
8       150,001-225,000       9d8          1
9       225,001-325,000       10d8         1                     1
10      325,001-650,000       11d8         2                     1
11      650,001-975,000       11d8+2       2                     2
12      975,001-1,300,000     11d8+4       2    1                2
13      1,300,001-1,625,000   11d8+6       2    1                2    1
14      1,625,001-1,950,000   11d8+8       2    2                2    1
15      1,950,001-2,275,000   11d8+10      2    2                2    2
16      2,275,001-2,600,000   11d8+12      2    2    1           2    2
17      2,600,001-2,925,000   11d8+14      2    2    2           2    2*
18      2,925,001-3,250,000   11d8+16      2    2    2           2    2

* Maximum spell ability

Each level after 18th requires 325,000 experience points and character
gains 2 hit points.

--Page 56--
--Page 57--

This page intentionally left blank

--Page 57--
--Page 58--

DESIGNER'S GUIDE

--Page 58--
--Page 59--

A WORD TO THE GAME DESIGNER

Overview

This chapter describes the major steps
required in order to design your own
Gold Box adventure. It assumes that you
are already familiar with ADVANCED
DUNGEONS & DRAGONS Gold Box
adventure games, and know how to play
them on a computer. You should read
this chapter to find out about the
differences between UNLIMITED
ADVENTURES and previous Gold Box
games. If you just can't wait to try out
the complete adventure supplied with
UNLIMITED ADVENTURES, read the box
Playing an Adventure Right Now.

In the past, you had to wait for a new
AD&D Gold Box game to appear in the
stores before you could start a new
adventure. Now UNLIMITED ADVENTURES
allows anyone familiar with AD&D
Gold Box games to design and play their
own, unique adventures.

Designing a new adventure is easy if you
begin by modifying and extending parts
of an existing design. For example, a
complete adventure, The Heirs to Skull
Crag, has already been designed for
you, and is included in this package. The
following chapters provide a step-by-step
tutorial that leads you through the
process of modifying an incomplete
adventure, the Tutorial Design. By
reading these chapters in order, and
carrying out the described steps on your
own computer, you learn to use the
major features of UNLIMITED ADVENTURES.

Besides modifying adventures someone
else has designed with UNLIMITED
ADVENTURES, you can also design
completely new Gold Box adventures
yourself. You can create your own maps
and events, fill them with characters and
custom monsters of your own
specification, and -- if you wish -- draw
your own art. What's more, you can
share adventure designs with other
licensed owners of UNLIMITED
ADVENTURES (see the appendix entitled
Sharing Adventures). Any complete
adventure design can be played just like
one of the previous Gold Box Adventure
games you purchased. The number of
new Gold Box adventures you can play
really could be unlimited!

Playing an Adventure Right Now:

To start UNLIMITED ADVENTURES, refer to the directions printed on the supplied
data card. After the credits have been displayed. the first screen you see is
the design menu. The bottom half of this screen has two columns of menu
buttons. In the top half of the screen you see the phrase current game design.

Be sure the name displayed here is HEIRS TO SKULL CRAG. If some other design
name is displayed, press the button labeled SELECT A DESIGN and choose the
name HEIRS T0 SKULL CRAG in the list that appears. Once the correct design has
been selected, press PLAY THE GAME. Now everything works like any other Gold
Box adventure game. The first pan of the Designer's journal. the Rule Book,
provides information that will be useful while you are playing.

--Page 59--
--Page 60--

Designing an Adventure

Each adventure you design with
UNLIMITED ADVENTURES includes four
essential pans: the places a party can go,
the events that can occur there, the
characters the party can meet, and the
art items that are displayed to represent
all of this.

Places
One adventure design may include as
many as 40 different places: thirty-six
different dungeons, and four different
overland regions. Each dungeon and
overland region is described by a map
which you create and modify in the map
editor. A map is a grid of up to 576
squares. By drawing in the map editor,
you place doors, walls, and backdrops
into the squares of a map, thus building
up a town, dungeon, or wilderness for
the player's party to explore.

Events
In some map squares, you may want to
place specific events. You can choose
from a wide variety of pre-defined types
of events. Each type -- a combat
encounter, a text statement, a treasure
discovery, and so on -- is specified by
filling in a brief questionnaire in the
event editor. Each questionnaire poses
a set of related questions about one type
of event. Which monsters does the party
fight? What text does the player see?
How much treasure does the party
discover? Since these questions already
have pre-defined, default answers,
editing an event is easy. You just change
the parts of a questionnaire that need
non-standard answers for the specific
event you wish to design. Leave all the
rest of the default answers unchanged.

Characters
Any monsters or non-player characters
(NPCs) encountered during an event are
specified in the monster editor. Much
like the event editor, the monster editor
consists of a set of questionnaires, one for
each type of monster or non-player
character. These questionnaires ask about
such attributes as a character's race,
ability, class, or alignment. You need only
be concerned with those questions of
which the answers require a custom, non-
standard value for the specific monster or
NPC you have in mind.

Art
Drawing a map, planning an event, or
creating a special character generally
includes making decisions about what
art to display on the computer screen.
Some types of art are used to show the
background as the player's party moves,
or as it engages in combat in a dungeon
or an overland region. This art consists of
various sets of walls, floors, and ceilings,
as well as overland regions and combat
terrain. Other types of art, such as
pictures and combat icons, are used to
illustrate events and to depict characters.

UNLIMITED ADVENTURES comes supplied
with a wide assortment of each of these
types of art. The art gallery allows you
to view available art items and select one
to display. If you own one of several
paint programs supported by UNLIMITED
ADVENTURES, you can also use the art
gallery to replace individual items of art
with items you have drawn yourself (see
the chapter entitled Customizing Art).

--Page 60--
--Page 61--

New Interface Features
Finding your Way Around
Every editor in UNLIMITED ADVENTURES
has a distinctive appearance, and
displays information to help you keep
track of what is currently being edited.
You can only design one particular
adventure at a time, and the name of
that adventure is prominently displayed
by the various editors. One adventure
may include up to thirty-six dungeons
and four overland regions, each of which
is designed as a separate module. Only
one module of an adventure may be
edited at a time. The name of the current
adventure module is always displayed
next to the name of the adventure you
are designing.

The design menu allows you to select
an adventure design to work on. This is
the menu that first appears every time
you start UNLIMITED ADVENTURES. In the
design menu, you can select, delete, or
create a brand new adventure design;
you can choose to edit art, monsters, or
general information about your current
adventure design; you can begin playing
a completed adventure; or you can quit
the program.

From the design menu, you can also
select which module of the current
adventure design you would like to edit.
Selecting a module takes you
immediately to the map editor. There,
you can design the dungeon or overland
region associated with the module you
select. Certain actions in the map editor,
such as placing an event, transfer you to
other, specialized editors. When you
press the OK, Select, Cancel, or LEAVE button
in one of these other editors, you return
to the map editor.

Normally, you select one module to work
on, make some changes to it, and then
save or discard your changes and select
a new module. You can perform these
three steps again and again, without ever
leaving the map editor. Choosing
Open... from the map editor's file menu
list, as described below, allows you to
edit a different adventure module. When
you are ready to return to the design
menu, choose Leave from this file
menu list. If any changes to the current
adventure module have not been saved
when you choose Open... or Leave,
you are given a chance to save those
changes before continuing.

Using Menus and Controls
While many of the controls used in
UNLIMITED ADVENTURES may be familiar
to players of AD&D Gold Box games,
some are different. To avoid frustration,
you should review how these new
controls work before starting to design an
adventure.

As in other Gold Box games, a few com-
mands that you perform frequently
appear at the bottom of the screen, in
the form of menu buttons. Instead of
commands for playing the game,
however, menu buttons in the map,
event, and monster editors, and in the art
gallery, represent commands to help you
edit an adventure design.

A novel feature of the map editor is that
many additional commands are
accessible from menu lists. If you
hold down the mouse button while the
cursor is over one of the names, File,
Map, or Utilities, at the top of the
screen, a list of commands appears.
As you move the mouse cursor over
each available command in this menu
list, the command is selected and its

--Page 61--
--Page 62--

name becomes highlighted. Releasing
the mouse button while a command
name is selected performs that
particular command.

Some commands are helpful or sensible
when performed in one editing context,
but not in another. For example, placing
a new event in the map editor is a
potentially complex action that cannot
simply be reversed. Thus, after you place
a new event, the UNDO command
does not make sense. When a command
is temporarily inappropriate like this,
it becomes inactive: its name appears
dimmed, and you cannot press that
button or highlight that item in the
menu list.

As soon as the editing context changes
so that an inactive command makes
sense, that command becomes active
again. For example, placing a new wall in
the map editor is a simple, reversible
action. After you place a new wall, the
UNDO button at the bottom of the
screen appears in normal type, and you
can press this button.

Menu buttons at the bottom of the
screen can be accessed from the
keyboard. Just as in other Gold Box
adventure games, simply type the first
letter of a command's name as it appears
highlighted on the button. This feature
differs in one important respect,
however, from previous games. Keyboard
shortcuts for menu buttons are not
available in UNLIMITED ADVENTURES when
you are editing a text box in a
questionnaire (see below). In this
context, typing the first letter of a menu
button's name merely inserts that letter
into the text you are editing. As soon as
you finish editing the text by pressing the
Enter Key, keyboard shortcuts become
available once again.

Menu lists in the map editor can also be
executed without using a mouse. Hold
down the command key on your
keyboard (it is identified in the data card)
and type the first letter of the menu list
you wish to display. To execute a
command, select it with the arrow keys
and then press the Enter Key, or simply
type the first letter of that command's
name. Press the escape key to cancel
without executing any command.

Several new control types appear inside
the dialogs and questionnaires of the
map editor, event editor, monster editor
and art gallery. Text boxes are used to
name objects and m enter messages for
the player to read. These controls appear
as rectangles large enough to hold either
a few words or six full lines of text.
Clicking the mouse cursor on a text box
highlights that box, and allows you to
enter or edit a text message.

Number boxes are employed wherever a
quantity must be specified in a questionnaire.
These controls look like small rectangles, large
enough to hold the biggest number allowed in
the given context. When you click on them,
number boxes highlight, allowing you to enter
a number much like an electronic calculator.
Note that decimal fractions cannot be entered;
only whole numbers are used in UNLIMITED
ADVENTURES games.

When the valid answers to a question
comprise a small set of fixed alternatives,
these answers are listed for you in a pop-
up menu. Pop-up menus appear as
rectangles one character high, something
like a text or number box with a thicker
border below and to the right of the
rectangle. They work like menu lists in

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the map editor, with one exception.
Occasionally, a small scroll arrow
appears at the top or the bottom of a
pop-up menu list, indicating more
choices are available. Simply move the
mouse cursor over the scroll arrow, while
continuing to hold down the mouse
button, and the list scrolls to bring other
choices into view.

If a question can be answered by a
simple yes or no, it is represented by
a yes/no button. This small, round circle
is either on or off. When on, a yes/no
button appears highlighted, meaning the
question to its right is currently answered
with a yes. When a yes/no button is
off, it is not highlighted, and the answer
is no. To change the state of a yes/no
button from on to off, or vice-versa, click
on it with the mouse.

Fixing Mistakes
Since making mistakes and changing
your mind are normal parts of any design
process, UNLIMITED ADVENTURES makes it
easy to undo changes.

In the Map Editor, you can reverse many
simple actions. Immediately after you
place a wall, backdrop, or zone, for
example, the UNDO button at the bottom
of the screen becomes active. Pressing
this button takes back the most recent
item placed on your map. Pressing the
UNDO button a second time restores the
last item placed. Note that this only
works for the most recent change made.
For example, as soon as you place a
second wall in the map editor, the first
wall you placed can no longer be
changed; pressing the UNDO button now
takes back or restores the second wall.

Unlike the map editor, editors such as
the event editor, the monster editor, or
the map or game global information
editors do not have an UNDO button.

Instead, the changes that you make
inside these questionnaire-based editors
can be undone as a group. When you
enter one of these editors, a copy is made
of the particular questionnaire you have
selected to edit. Any changes you make to
answers in this questionnaire are actually
made to the copy. When you exit the
editor by pressing the OK button, the copy
with all your changes replaces the original
questionnaire. If you press the CANCEL
button instead, the copy is discarded, and
the original questionnaire remains
unchanged. The only way to restore your
changes, after you have pressed the
CANCEL button, is to go back to that editor
and make all the changes again.

You can still undo your work, even after
you have accepted a group of changes in
one of the questionnaire-based editors
by pressing the OK button, or after you
have made several changes inside the
map editor. This is possible because of
the way UNLIMITED ADVENTURES Uses
memory on your computer.

When you select a new module to work
on, its file is opened on your hard disk
and the information in that file is read
into working memory. None of the
changes that you make are really
permanent, as long as they are only in
working memory. You must save the
current adventure module in order to
write the information in working memory
back to your hard disk, permanently
replacing whatever was there before.

Saving is as easy as choosing the Save
command from the map editor's file
menu list. Each time you open a new
adventure module, and when you leave
to return to the design menu, the map
editor checks to see whether any changes
have been made since the last time the
current module was saved. If any
changes have not been saved, you are

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asked whether you want to save them or
not. Press the SAVE button to save the
changes and continue, or press the DON'T
SAVE button to discard all your changes
since the last time you saved. In this
context, pressing the CANCEL button
sends you back to the map editor
without doing anything.

Another way you can discard all the
changes you have made in the map
editor since the last time you saved the
current adventure module, is to choose
Revert to saved from the file menu list.
This command discards the information
in working memory and reads the infor-
mation that is saved in the current
adventure module's file on your hard
disk. Note that reverting to the last
saved version is a change that cannot
be undone.

If you save changes and later wish you
hadn't, you might be able to recover the
earlier version. It is always a good idea
to back up your work, by copying the
entire subdirectory of any changed
adventure design to floppy diskettes
when you have finished an editing
session (see the appendix entitled
Sharing Adventures). That way, if your
hard disk is ever damaged, or if you wish
to discard all the changes that you just
saved, you can replace the adventure
design on your hard disk with the
subdirectory on your backup floppies.
The two supplied adventure designs,
The Heirs to Skull Crag and the
Tutorial Design, can both be restored
by re-installing UNLIMITED ADVENTURES
from the original floppy diskettes that
came with this package.

CONSTRUCTING PLACES: THE MAP EDITOR

This chapter begins a series of tutorials
that introduce all the major features of
UNLIMITED ADVENTURES. The first tutorial
describes the map editor, the single most
important tool for designing and
modifying adventures.

Features of the Map Editor
Each adventure module defines its own
two-dimensional grid, or map, at least
eleven by eleven squares in size. A
square is one portion of a dungeon or
overland region just large enough to
contain the party. As in most Gold Box
games, the party is always located in a
particular map square in the current
dungeon or overland region.

The map editor displays either a 3-D
view of a single square, or an area view
of a large group of squares, in the map of
the current adventure module. You edit
this map by drawing on it with an
imaginary pen. When you select new
attributes for various map features, such
as corridor walls or ceilings, this changes
pens: drawing on the map now has a
different effect than before. To draw, you
simply click the mouse or the Place
button on one square in the map. This
transfers the current pen settings to that
particular square, replacing whatever
was there before.

Views
The map editor has two distinct visual
appearances, depending on the view
selected in the map menu list. In 3-D
view, a single square in the current map
is displayed as a player would normally

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see it. A compass indicates the current
direction, and a small overhead map
shows the immediate neighborhood of
the current square. The usual mouse and
keyboard commands change the current
direction or square, just as they turn and
move the party during an actual game.
For example, clicking the mouse near the
bottom of the square, or pressing the
down arrow key, turns the party around
to bring the opposite wall into view.
Pressing the PLACE button transfers the
pen settings to the displayed square or, if
you are drawing walls, to the edge of the
square you are currently facing.

In area view, on the other hand, you see
a large grid, depicting an overhead view
or map of up to twenty rows by twenty-
one columns. By placing the mouse
cursor just outside the edge of this map
grid and clicking, you can scroll the map
to bring a hidden portion into view. The
squares of the map are color-coded, to
help you identify their current features.
The location and state of the square
currently under the mouse cursor is
displayed in more detail to the right of
the map grid. In area view, you can draw
on any visible map square by clicking it
with the mouse.

Note: On some computers with no color
capability, the map editor uses
monochrome patterns instead of color-
codes to display settings. Consult the
data card that came with your UNLIMITED
ADVENTURES package for information
about the correspondence between
monochrome patterns and the color-
codes mentioned in this Design Guide.

Modes
Four kinds of features may be placed in a
map and the map editor has a
corresponding mode for each kind.
Depending upon which mode is selected
in the map menu list, drawing with the
current pen places walls, backdrops
(floors and ceilings), map zones, or
events in selected squares.

Each edge of a dungeon map square may
be unobstructed, so the party may cross
it freely, or it may be blocked in some
fashion. Normally, any square edge that
is assigned an obstruction is also
assigned a wall image. Wall images are
pieces of art depicting solid walls, doors,
archways, stairwells, and so on. Some
images depict outdoor obstructions, such
as shrubs, trees, or underwater reefs.
Wall art comes in sets of five images; all
the images in one set share a general
appearance, such as walls built of a
uniform building material, or vegetation
from a particular kind of forest.

Up to three sets of wall images can be
loaded into each adventure module.
Thus, a single map can have, at most,
fifteen different wall images. In the map
editor, you set the current pen to any one
of these fifteen images -- or to no wall
image, if you wish to remove an existing
image. You also set the pen to one of
sixteen different obstruction levels. This
new image and obstruction level is placed
wherever you draw on the map. If you
load a new set of wall images into the
adventure module, all the walls assigned
images from that set change appearance.
By default, three standard wall sets are
loaded in a dungeon map; all the square
edges are assigned no wall image and an
obstruction level of open.

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Maps for overland regions are much
simpler than those for dungeons. These
maps never appear in 3-D view, so they
do not use wall images. The only levels
of obstruction available are passable
and impassable, and all four edges of a
map square always share the same level
of obstruction. By default, all the squares
of an overland map are passable.

The floor and ceiling of a dungeon map
square are changed together, by
assigning the square a single backdrop
image. Backdrops are usually chosen to
correspond with the building material, or
other general appearance, of one set of
wall images. Outdoor backdrops, such as
grass and open sky, come in pairs: one
backdrop appears during the daylight
hours in the game, and the paired
backdrop appears automatically when
the game is taking place at night.

Backdrop images are loaded singly,
rather than in sets. Up to four different
backdrop images can be loaded into
each adventure module. Unlike the case
with walls, every map square must be
assigned some backdrop image to
display. By default, four standard
backdrop images are loaded in a
dungeon map, and all the squares are
assigned to display the image loaded in
backdrop slot 1.

Note that backdrops for map squares are
different from the backdrops that
represent combat terrain. If the party
encounters monsters and engages in
combat during the game, a set of
combat-terrain images appears
underneath the combat icons for the
party and the monsters. Only two
different sets of combat terrain images
may be displayed in a single dungeon
adventure module: one during indoor
combat, and the other during combat
outdoors, Since these combat terrain sets

belong to the entire map, they are not
placed in individual squares. Instead,
their images are assigned in the map
global information editor.

Overland maps differ from dungeons in
this respect as well. No backdrops are
assigned to the individual squares of an
overland map, since these maps never
appear in 3-D view. Overland maps are
always displayed using an overland map
picture. The individual grid squares of an
overland map are apparent only while
editing, never during play.

Each adventure module may be divided
into as many as eight zones. Zones may
be assigned to group the squares of a
dungeon into neighborhoods -- for
example, to mark off an outdoor field, or
to distinguish different wings of a castle.
The squares of one zone could also be
scattered throughout a dungeon. Different
events may be assigned to occur while the
party is resting in each particular zone or
after the party has taken a fixed number
of steps in certain zones.

Unlike walls and backdrops, zones have
no associated images. The zone to which
a square is assigned is only displayed
while the map editor is in zone mode,
and this assignment is not apparent from
the 3-D view itself, or during the game.
By default, all the squares in a map are
assigned to the first zone. The default
name of this zone is Zone 1 ,' but you
can rename it in the map global
information editor.

Zones are particularly important in
overland maps, where they distinguish
different kinds of outdoor terrain. While
a dungeon module only displays two
different terrain images during combat,
an overland module may use as many as
eight; one combat-terrain image for each
zone. A distinct message may also be

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assigned to each zone in an overland
module, to be displayed when the party
attempts to enter that zone.

The principal action of a game takes
place through the events you create.
Some events, such as those that take
place during rest periods, are associated
with the map as a whole. They are
assigned in the map global information
editor. Other events are placed in
individual map squares with the map
editor; these events happen when the
party enters that particular square of
your dungeon or overland region. A
single adventure module may contain no
more than one hundred different events.

When the map editor is in event mode,
the pen may either be set to place any
event or no event (useful for erasing).
When you place an event in a map
square, you are presented with a list of
event types to select from, and then
transferred to the event editor. In this
editor, you may chain additional
events onto the first, so that one event
takes place right after another. Only the
first event in a chain is anchored to a
particular square; this is the event that
appears when you quit the event editor
and return to the map editor. By default,
no events are assigned to a dungeon or
overland module.

Pens
The map editor's pen always draws the
feature corresponding to the current
editing mode. Each feature has several
possible settings. For example, walls can
be set to one of a variety of images and
levels of obstruction. In wall, backdrop,
or zone modes, change these settings by
pressing the SELECT button. In event
mode, the pen is set to place any type of

event and the SELECT button is dimmed.
You can draw with the current pen
settings either by pressing the PLACE
button or, in area view, by clicking or
dragging the mouse over the area map.

If your mouse has more than one button,
you can temporarily change the current
pen settings to the defaults by clicking
with the right-most mouse button. With
a one-button mouse, or while in 3-D
view, you accomplish the same effect by
holding down the Shift key while you
click the button. Drawing with the
default settings in wall mode or event
mode erases any existing walls or events.
In zone mode or backdrop mode, by
contrast, it simply forces map squares to
be in zone 1 or to display the floor and
ceiling loaded in backdrop slot 1. You
may wish to keep this feature in mind
when deciding how to use zone 1 and
what art to load in backdrop slot 1.

Tutorial: Editing a Map
The first step in this tutorial is to add a
new corridor to an existing dungeon. You
learn how to select a module and enter
the map editor, and how to interpret the
information you see there. You assign
walls, backdrops and zones to various
squares in the map and practice undoing
some of these changes.

Selecting a Design and Adventure Module
To start UNLIMITED ADVENTURES, follow
the directions in the data card that came
with your package. Near the top of the
screen that appears following the credits,
you see the words UNLIMITED
ADVENTURES, just above a version
number and date. This is the design
menu. It also displays the name of the
current game design, which by default is
THE HEIRS TO SKULL CRAG.

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To change the current game design to the
Tutorial Design, press the button
labeled Select a design. A vertical list
appears, showing the names of every
UNLIMITED ADVENTURES design found on
your hard disk. Click once on the name
TUTORIAL DESIGN in the list to
highlight it. Click a second time on the
highlighted name, or press the SELECT
menu button, to confirm this choice and
return to the design menu.

The name of the current game design,
displayed above the double column of
menu buttons, should now be
TUTORIAL DESIGN. Later, when you
are ready to exit UNLIMITED ADVENTURES,
you can press the menu button labeled
QUIT FROM GAME. For now, press the menu
button labeled EDIT MODULES instead.

When you press the EDIT MODULES button
in the design menu, or when you choose
Open... from the file menu inside the
map editor, a vertical list appears. This
list displays the names of every possible
dungeon or overland region in the
current adventure design.

By default, modules in an adventure are
named Overland 01 through Overland
04 and DUNGEON 01 through
DUNGEON 36. Later, you will see how
to change these names to something more
interesting. For now, scroll the vertical list
until the name Dungeon 36 - Sample
Dungeon is visible. Highlight this name,
then press the OPEN button to confirm
your choice and enter the map editor.

You should see a 3-D point of view
window showing a burning torch on a
rough stone wall. Beneath this window,
the design information panel should
confirm that you are editing the
SAMPLE DUNGEON module of the
TUTORIAL DESIGN.

Note: It is important that you select
Dungeon 36 - Sample Dungeon, or else
the tutorials do not make sense. If you
select some other module by mistake,
just try again; hold down the mouse
button over the name File at the top of
the map editor's screen, and select the
Open... command. Choose Dungeon
36 - Sample Dungeon in the vertical list
that appears.

This Design Guide leads you through the
process of making changes to the
Sample Dungeon adventure module.
You need to make a working copy of this
dungeon, so you won't have to re-install
UNLIMITED ADVENTURES if you decide to
start over at the beginning. Hold down
the mouse button over the name File at
the top of the map editor's screen, and
select the Write to... command.

You now see the vertical list of adventure
modules again. The map editor is asking
you which of the thirty-six dungeons in
this design should be replaced by a copy
of the current adventure module, the
Sample Dungeon. Highlight the name
Dungeon 10. Now press the SAVE (WRITE
T0) button to copy the Sample
Dungeon to this new module. In the
map editor, you still see the window with
the burning torch, and the current
adventure module, Sample Dungeon.
You are now editing a copy in dungeon
10, however, rather than the original in
dungeon 36.

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<<G:ulm069a.PCX:"[GRAPHIC : The Map Editor in 3-D View]">>

Viewing a Map
The compass to the right of the 3-D point
of view window indicates that you are
currently facing east. To the right of the
compass, you see that you are editing the
square at column O, row O, in a map of
which the total size is twenty-four by
eleven squares. Above the compass
you see a small overhead view, or map,
of your immediate neighborhood; a
yellow arrow marks the current square
in this map, and points in the direction
you are facing.

To the right of the small map, the map
square information panel displays the
state of the current square. What you see
in this panel depends on which mode the
map editor is in. Since it is in wall mode
by default, the information panel shows
the current obstruction settings of the wall
to your left, the wall you are facing (the
east wall at column O, row 0), and the wall
to your right. Notice that all these wails
have an obstruction level of blocked,
represented by the color-code yellow.

The edges of the grid squares in the small
overhead map are also color-coded. In
the overhead map, each corner of a grid
square is a white dot. The color of the
line drawn between two white dots
corresponds to the wall image assigned
to that edge of the map square. For
example, the yellow arrow in the small
overhead map points to a light green
line. This color corresponds to the image
of a torch on a rock wall, which you can
see straight ahead (toward the east) in
the 3-D point of view window. On each
side of this light green line, a narrower
line represents the wall's obstruction
level. In this case it is yellow, for
blocked. These color-codes are more
helpful when you have gained some
experience editing maps.

Movement works just as in any Gold Box
game. For example, to turn to the left,
move the mouse over the left-hand side
of the 3-D window until the cursor shape
changes to an arrow bending left, and
click. You see a blank rock wall straight
ahead, while the burning torch is on your

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right. The compass shows that you have
turned to face north, and the yellow
arrow now points straight up in the map
(if you turn the wrong way, keep turning
until the compass says N).

The map square information panel now
reports in both text and color that the
walls toward the left, straight ahead, and
toward the right (the west, north, and
east walls of this map square) all have a
blocked obstruction level. The square
edge toward which the yellow arrow
points is drawn as a dark blue line,
representing the wall image you see
straight ahead in the 3-D point of view
window. To the left of the yellow arrow,
another blue line marks a similar wall
image on the west side of the current
square; you see this image as the left
wall in the picture.

Now use the down-arrow key or the
mouse to turn around 180 degrees, so
you are facing the opposite wall in this
map square. You should see the burning
torch on the wall to your left. The
compass should point to S, and the
yellow arrow in the small map should
point down. Notice that even the south
edge of the current map square is
blocked by a solid wall. If you try to
move forward by clicking the mouse near
the top of the 3-D window or pressing
the up arrow key, nothing happens
except a beep. This adventure is going to
be pretty dull if the party can never
escape from this rather boring room! It's
time for some renovations.

The current state of the drawing pen is
displayed in the pen information panel,
below and to the right of the compass. By
default, the pen is set to draw a wall with
no image and an obstruction level of
open. This is indicated by the empty
black rectangle in the pen information
panel, and by the word open next to a

color-code of black. In effect, the pen is
currently set to remove any existing wall
image and obstruction when you next
draw on the edge of a map square.

Be sure that the compass is still pointing
to S. Then, bust out of here by pressing
the PLACE menu button. Now you can see
beyond the edge of the currant square, to
a narrow corridor leading south. In the
small map, them is no line connecting
the tiny white dots at the bottom edge of
the map square at column O, row O. If
you press the wrong button by mistake,
and place a blank wall on some other
square edge, press the UNDO button and
try again.

Adding a Corridor
Move one step forward, into the first
square of the corridor to the south. The
yellow arrow in the small map also
moves one square to the south. In the
map square information panel, the top
and bottom pair of lines show that the
wails on both sides of you are blocked,
while the middle pair reports that the
way is open straight ahead.

You should be able to see a gap ahead in
the wall on your left. Move forward a
second step, so that a large open space
appears immediately on your left. Turn
left to face this open space. The compass
should now read E and, to the right of
the compass, your current grid location
should be reported as col 0 row 2.
Move one morn step forward, into the
open space to the east.

The party is likely to get lost in the vast
open room ahead. Build a corridor hem,
to guide the party east. First, change the
pen settings. Press the SELECT button,
and a menu of miniature wall images
appears. These images are arranged in
three rows: each row shows the set of five
wall images currently loaded in one of

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the three slots of the tutorial adventure
module. Above the first row of wall
images, a black rectangle has a white
flame around it. This indicates that the
current selection is no image.

Move the mouse cursor over some image
of a solid wall, such as the first image in
the top row, and click the mouse button
once. The wall image you selected now
has a white flame around it, indicating
that the map editor's pen is set to draw
this image when you press 0K. Beneath
the selected wall image, a small square
shows the color-code used for this image
in the map. The color-code for the first
image in the top row, for example, is
dark blue.

You have selected a new wall image, but
you have not yet changed the
obstruction level; it is still listed as
open at the bottom of the screen. To
the right of the wall-image menu, you see
a list of all the obstruction levels a wall
can assume. Each level has a button to
its left. The button beside the obstruction
level OPEN is highlighted, to indicate
that this is the current setting.

Unless you want the party to be able to
walk through your wall, select an
obstruction level of BLOCKED. Click
this name in the list of obstructions. The
button just to the left of the name
BLOCKED should now be highlighted,
while the button to the left of the word
OPEN should appear normal. Notice
that the color-codes for walls and
obstruction levels overlap. The color
yellow can be used not only to indicate a
blocked obstruction level, but also an
image of a torch burning on a marble wall.
The significance of the colors depends on
the context in which they are used.

Once an appropriate wall image and
obstruction level have been selected,
return to the map editor by pressing the
0K button. The image you selected
should now appear in the pen
information panel. Just below this
miniature wall image, you should see the
word blocked next to a patch of yellow.
If you still see an empty black rectangle
and the word open instead, you
probably pressed the CANCEL button by
mistake. In that case, press the Select
button in the map editor and try again.

Another way you can cancel your most
recent pen selection is by pressing the
UNDO button. Try this now. The pen
information panel shows that no wall
image and an obstruction level of open
are selected. To restore your new wall
image and blocked obstruction, simple
press the UNDO button a second time.
This works until you make a new change
in the map editor.

Make sure your wall image and the
blocked obstruction level are now
displayed in the bottom right-hand side
of the screen. You should be at column
1, row 2, facing east. Press the button
labeled LEFT at the bottom of your screen,
and then press the button labeled RIGHT.
The wall you selected should now appear
immediately to your left and right in the
3-D point of view window. The map
square information panel now reports
that the walls to the left and right are
blocked. In the overhead map, you
should see a horizontal line just above
and below the yellow arrow. If you
selected the first wall image in the first
row, for example, these lines appear in
the color dark blue. Just inside these
horizontal lines, under the arrow, you
should see two narrower lines of yellow
indicating a blocked obstruction level.

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Now draw the rest of the corridor. This is
easy: just take four more steps forward,
pressing the LEFT and RIGHT buttons after
each step. As you take the fourth step,
notice that the small overhead map
scrolls, so that the yellow arrow remains
centered in the displayed grid. You
should now have bumped up against a
solid marble wall, located on the east
edge of the grid square at column 5, row
2. In the overhead map, this wall image
is represented as a vertical line drawn in
light cyan.

Turn this solid marble wall at the end of
your new corridor into a locked door.
Press the map editor's SELECT button to go
to the wall menu. Select a door, such as
the third image in the bottom row. Select
an obstruction level of LOCKED. Press
the 0K button to return to the map editor.
Be sure you are still facing the east wall
at column 5, row 2. You should see your
new door and locked obstruction settings
in the pen information panel. Replace the
solid wall in front of you at the end of the
corridor with this locked door. Take one
more step forward, to move through the
new door.

Oops! The party can't move through
your new door, unless it can force it by
bashing the door in, for example, or
picking its lock. You can cheat in the
map editor by switching to free
movement. Select the command Move
through walls from the map menu list
now. Notice that the phrase movement
blocked beneath the 3-D window has
now changed to read free movement.

Now try taking one step forward again. If
you succeeded in switching to free move-
ment, you will cross the locked door.
Turn around in place, to face the opposite
direction. You should now be at column
6, row 2, facing west. Correct your
position and direction now, if necessary.

Notice that you only succeeded in
drawing a door on the east side of the
grid square at column 5, row 2. The west
side of the square at column 6 still shows
a solid wall. This is because drawing
walls in 3-D view only affects the inside
edges of the current square -- the ones
you can actually see in the picture. Make
sure you are still facing the west wall at
column 6, row 2, and then press the
Place button. Now your new door looks
and behaves the same on both sides.
This will certainly be less confusing for
players. Once in a while, of course, you
may wish to be sneaky. You can
deliberately create a one-way door or a
door that is secret on one side, just like
some of our Gold Box authors have done
in our games.

Editing in Area View
Placing individual doors or corridor walls
is easy in 3-D view. Some changes are
easier to make, however, when the map
editor is in area view. Examine the map
menu list for a moment. Notice that the
current view and editing mode are
always indicated in this menu list by a
check mark. Select the Area view
command now.

You now see a large overhead map of the
current adventure module. The pen infor-
mation panel remains in the same posi-
tion as before, but the design information
panel has moved to the upper right-hand
corner of the screen. Between these two
panels, you see the map square informa-
tion panel. Although a yellow arrow still
marks the last square you visited in the
map, the map square information panel
does not describe that marked square
(unless you have no mouse). In fact, if
the mouse cursor is not directly over the
area map on the screen, no map location
or direction is reported at the top of the
map square information panel.

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Try moving the mouse cursor slowly over
the edges of the square in the top, left-
hand corner of the area map (the one at
column O, row 0). The map square
information panel reports the location,
direction, image and obstruction of
whatever square edge is currently under
the mouse cursor. For example, if you
move the mouse cursor over the light
green vertical line representing the east
wall at column O, row O, a miniature
image of a stone wall with a burning
torch will appear in the center right of
your screen. Area view allows you to get
a quick overview of a large portion of the
adventure module at one time.

Up to twenty rows by twenty-one
columns of the current adventure
module are displayed at once in area
view. To see portions of a module that is
bigger than this, you must scroll the map.
Try scrolling east now. Click on the frame
just beyond the east edge of the map, or
hold down the shift key while pressing
the right arrow key. Scroll west again.
Notice that vertical scrolling does
nothing here, since no part of this short
map is hidden above or below the frame.

The stone floor and wooden ceiling
looked fine in the corridors with wails
made of stone. They do not look so good,
however, in the rooms with marble walls.
You can change floor and ceiling images
when the map editor is in backdrop
mode. Select Backdrop placement now
from the map menu list. The pen
information panel shows that the pen is
set to place a backdrop instead of a wail.
Notice that the walls in the area map
appear simpler, since obstruction levels
are only shown in wall mode.

Change the current pen setting by pres-
sing the SELECT button. At the bottom of
the screen, you now see a vertical list of
backdrop slots. Above this list you see
the floor-and-ceiling image loaded into the
currently selected backdrop slot. Select
backdrop 2 in the list; this image looks
appropriate, since it depicts a tile floor
and a marble ceiling. Examine the images
in the other backdrop slots. Notice that
two images are displayed when backdrop
slot 4 is selected; this is an outdoor
backdrop, which has a different image for
daytime and for nighttime. Now confirm
the choice Backdrop 2 and retum to the
map editor.

The pen information panel should now
show that the pen is set to draw the
image in backdrop slot 2. You should see
the image of a tile floor and a marble
ceiling, along with a patch of the color-
code dark blue. If you accidentally
selected some other backdrop slot, press
the SELECT button and try again.

Notice that the LEFT and FLIGHT buttons
are now dimmed at the bottom of the
screen. The PLACE button works just as
in 3-D view, drawing in the square
marked by the yellow arrow. If you have
a mouse, however, the easiest way to
place a feature is to click directly on the
area map. Try this now: click the mouse
on the square at column 6, row 0 (if
your mouse has more than one button,
use the left one).

If you did this correctly, the color-code
for backdrop slot 2 -- dark blue -- will
now fill the grid square at column 6, row
0. The map square information panel
should now display the marble ceiling
instead of a wooden ceiling. Notice that
the square edges -- which are color-

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coded light cyan here, for the image of a
solid marble wall -- do not change when
you place backdrops. Keep drawing in
the map squares surrounded by light-
cyan; click and drag the mouse from
column 7, row 0, to column 9, row 0.

The entire row -- from (6, 2) to (9, 2) --
should now be filled with dark blue in
the area map. If you went too far, and
drew in a map square you didn't intend
to fill with this new backdrop, you can
easily restore backdrop slot l. When you
hold down the shift key, the drawing pen
temporarily changes to the default
settings, allowing you to place backdrop
slot I. Practice drawing with the mouse,
until all the squares between columns 6
and 9, from row 0 through row 5, are
filled with dark blue.

Global Replacement
From the map menu list at the top of the
screen, choose the command Zone
placement. Notice that the colors inside
the grid squares have changed; now
these color-codes represent the map
zone assigned to each square. As you
move the mouse cursor over the different
regions of the map, you see that three
map zones have already been assigned
to this module: zones 1, 2, and 4. All the
map squares in the rooms with marble
walls, as well as in the corridor you
completed, are filled with dark cyan,
indicating they have been assigned to
My Zone #4.

You should change the zone assigned to
the marble rooms and to your new
corridor from zone 4 to zone 3. Press the

SELECT button and choose the name My
Zone #3 in the vertical list (in the
chapter entitled Extending a Design,
you will see how to give these zones
more interesting names). You should
now see the words My Zone #3 below
a patch of light green in the pen
information panel.

Stop! Don't draw anything yet. One way
to make this change would be to draw
over every square that is currently
assigned to zone 4. You could then
correct any mistakes by drawing again
with the shift key or the right mouse
button held down. A faster method is to
replace every assignment of zone 4 in the
map with an assignment of zone 3. Select
the command Replace globally from
the utilities menu list.

The map editor is now asking you to
identify which map zone should be
replaced everywhere by the current pen
setting. Since zone 4 (color-coded dark
cyan) is the one you want to replace,
select the name My Zone #4 in the
vertical list. You will now be asked to
confirm that zone 4 should be replaced
by zone 3 in each of the thirty-three
squares where it was found in this map.
Press REPLACE to confirm this change. In
the area-view map, you now see that all
the squares in the marble rooms, as well
as in the corridor you completed, are
colored dark green -- the color-code for
My Zone #3'.

If, by accident, you selected My Zone
#3 (the current pen setting) in the vertical
list, you are told instead that there was
Nothing to replace. If this happens, just
try again: choose Replace globally from
the utilities menu list again.

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--Page 75--

Quitting UNLIMITED ADVENTURES
In this chapter, you have seen how to
use the map editor to place walls,
backdrops and zone assignments in
individual squares of the map. You have
seen how to use both 3-D and area
views. You have practiced drawing with
the mouse, correcting your mistakes, and
undoing your work. You have also seen
how to change many map squares with a
single command.

At this point, you should save your work,
so you don't lose all the changes you have
made so far to the Sample Dungeon.
Select the Save command in the file
menu list now. Examine the file menu list
again for a moment. Notice that the
Save command is dimmed when no
new changes have been made since the
last time the current module was saved.
To exit the map editor, select the Leave
command now in this menu list.

If you had forgotten to save your work,
you would now be asked whether or not
you wished to save your changes. Since
you just saved this adventure module,
the map editor quits without asking, and
returns directly to the design menu. Press
the QUIT FROM GAME button, and smile;
you have successfully edited your first
adventure design module!


PLANNING ACTIONS: THE EVENT EDITOR
Now that you have modified a location
for your adventure design, you are ready
to make something happen in that spot.
The tutorial included in this chapter
describes how to use the map editor to
place events. If you have not yet
completed the tutorial in the previous
chapter, go back and finish it before
continuing to read this chapter.

Event Questionnaires
Placing events in the map editor takes
you to the event editor. Here you can
specify what type of event you wish to
place in your map, and what will happen
when that event takes place during a
game. You do the latter by filling in the
answers to a questionnaire describing the
specific type of event you have placed.

Event Types
UNLIMITED ADVENTURES supplies question-
naires for many different types of events,
including events that lead to combat with
monsters and events that help the party
recuperate afterwards. Anything that can
happen to the party during a game is
represented in UNLIMITED ADVENTURES by
a specific event type.

Each time you place a new event in a
map, a copy is made of the appropriate
questionnaire for the type of event you
select. An event questionnaire inquires
about every aspect of that type of event
that you could possibly change. For
example, the questionnaire for combat
events asks what types of monsters will
be encountered, how many monsters of
each type there will be, what those
monsters will look like, and so on. All the
questions on a new copy of the
questionnaire are automatically filled in

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--Page 76--

with standard, default answers. You can
leave many of these default answers
unchanged. To edit a new combat event,
for example, you need only be concerned
with changing the answers that are
different for combat that takes place in
this particular map square.

Pages
Questionnaires are generally divided into
logically related groups of questions,
each on a separate page. UNLIMITED
ADVENTURES displays one page of a
questionnaire on your screen at a time.
You do not necessarily have to examine
every page in order to edit a new event.
By pressing the NEXT or the PREV
(previous) button, you can skip to any
page of interest.

Page 1 of every event questionnaire
concerns the logical conditions that must
occur before the event takes place. The
default answers to these questions are
most often sufficient. Thus, when you
first enter the event editor, the first screen
to be displayed will always be page 2.

Tutorial: Designing a Combat Event
This tutorial will lead you through the
steps of placing and editing a combat
event in the corridor you constructed in
the previous chapter. You will change the
answers to several important questions in
a copy of the questionnaire for combat
events. Answering these questions will
introduce you to several of the new types
of controls used in UNLIMITED ADVENTURES.
If you quit UNLIMITED ADVENTURES at the
end of the previous chapter, you should
start it again now. In the design menu,
first make sure that the name of the
current adventure is still Tutorial
Design. Then press the button labeled
EDIT MODULES, and select the name

Dungeon 10 - Sample Dungeon in the
list of adventure modules that appears.
Now you are ready to continue editing
the tutorial adventure module.

Creating a New Event
When you enter the map editor, it
remembers the last mode and view you
used, but the marked square is set to a
default, Change to 3-D view now, to
examine the east wall of the marked
square at column 0, row O. You should
again see a burning torch on a solid rock
wall. The name SAMPLE DUNGEON
should be displayed in the upper right-
hand corner of the screen. If you opened
the wrong module by mistake, select
Open... from the map editor's file menu
list and try again.

Make the party fight a battle before it can
enter the hall with marble walls. Move
south and then east, until you reach the
map square at column 4, row 2. From the
map menu list, select Event placement.
The pen information panel now reports
that the pen is set to place any event.
Notice that the SELECT button has
dimmed. Since you can place only one
event at a time, you will be asked each
time what type the new event should be.

Make sure that you are at column 4, row
2, facing east, with the pen set to place
events. Now press the PLACE button. A
vertical list will appear, showing all event
types. Highlight the name Combat, if
this choice is not already selected, then
press SELECT to go to the event editor. On
the screen, you now see page 2 of a copy
of the questionnaire for designing combat
events. If the top of this page does not
say Combat Event, you selected some
other type of event by mistake. If this
happens, just press the CANCEL button to
return to the map editor, and then start
over by pressing the PLACE button again.

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--Page 77--

Using Text Boxes
In the questionnaire on your screen, a
large, nearly empty rectangle takes up six
lines near the center of the page. The
phrase Player reads: appears just above
this rectangle, and the default message
MONSTERS ATTACK! is displayed
inside it. This large rectangle is a text box
used in UNLIMITED ADVENTURES for
entering messages. During the game, any
message in this box is displayed just
before actual battle begins.

You can delete the default message and
enter something more specific. Click the
mouse near the bottom of the large text
box. It highlights, and the text-edit cursor
appears at the end of the default mes-
sage. If the text-edit cursor appears in the
middle of the message MONSTERS
ATTACK! instead of at the end, click
again to the right of the word ATTACK!

To erase the default message, hold down
the backspace key on your keyboard (it
is identified in the data card that came
with your package). Any valid characters
that you type now will be inserted in the
highlighted text box. Consequently, one-
letter shortcuts for menu buttons don't
work when a text box is active. Type the
message: A hoard of Beholders comes
down the passage! exactly as you see it
here. When you are done, press the
Enter Key to accept this new message.

On second thought, it might be better to
say a horde of beholders. You can edit
text messages as easily as you can delete
them. Click the mouse over the letter R
in the word hoard in your new mes-
sage. The text box becomes active and is
highlighted again. Now the text-edit
cursor is displayed over the letter R.

Press the backspace key once to delete
the character A. Use the right-arrow key
to move the text-edit cursor past the letter
D in hord, and then type the letter
E. Notice that new text is always
inserted under the text-edit cursor,
pushing any existing text toward the right.
Finish editing this message any way you
like, and then press the Enter Key if you
want to accept your changes. If you
decide that you prefer the message the
way it was first entered, press the escape
key on your keyboard instead; this will
discard all the changes you have made
since the text box last became active.

Using Pop-up Menus
In the lines immediately below the large
text box, two pop-up menus allow you
to control the initial location of the
monsters. These pop-up menus work just
like menu lists in the map editor. By
default, monsters are Up close and In
front of the party, no matter what
direction the party approaches from. You
should change these settings so the
monsters are closer and surround your
party in the corridor.

Hold down the mouse over the words Up
close, next to the phrase Monsters are,
to display a list of valid choices. Select the
word Nearby from this pop-up menu
list. Similarly, change the pop-up menu to
the right of the phrase of the party from
In front to E,W (you will probably
have to scroll this menu list, to see all the
choices). The answer E, W indicates
that monsters will be located both to the
east and to the west of the party. This
page should now report that monsters are
Nearby and E, W of the party.

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This is a good example of the care that
must be taken when changing default
answers in a questionnaire. East and
west are actually the only reasonable
compass directions for combat in an
east-west corridor one square wide. It is
certainly possible to select an answer
from the pop-up menu that includes the
directions north or south (N' and '%).
If you do so, however, when the actual
combat occurs some monsters might end
up on the other side of the corridor walls.
That would make these monsters
extremely difficult for the party to engage
and defeat!

The text message you entered sounds as
though the party will be taken by
surprise, when this battle begins. Find
the pop-up menu labeled Surprised.
The default setting of this third pop-up
menu is Neither, meaning neither side
begins the battle in a state of disarray.
Select Party instead -- your player
friends will love you for this!

Answering Yes/No Questions
Since the monsters are no longer up
close, you can choose to have them
approach the party automatically in this
corridor when combat is about to begin.
Below the Surprised pop-up menu, find
the phrase Auto approach. This is an
example of a question that can only be
answered by yes or no. By default,
the yes/no button to the left of this
phrase is off, and does not appear
highlighted. Click this button to turn it
on. Your yes answer will cause the
monsters to approach automatically from
nearby when combat begins.

While there is no UNDO button in the
event editor, you have seen that it is easy
to discard your changes to a text
message. The answers to yes/no
questions, or questions with pop-up
menus, are also easily changed. Even if
you have made changes to a long series
of questions, on several pages of a
questionnaire, they still have not been
incorporated into the current adventure
module. By clicking the CANCEL button,
you could discard all the changes you
have made since entering the event
editor, and throw away your new combat
event as well. That would be a shame!
For now, keep your changes and return
to the map editor by pressing the OK
button instead.

When you return to the map editor, it is
still in 3-D view. Note that in the small
overhead map, the current square, at
column 4, row 2, is filled with white. In
event mode, a white map square
indicates that an event has been placed
there. To the right of the small overhead
map, the map square information panel
reports that the event in the current
square is type combat. In a later
chapter, you will actually try out your
new combat event. The tutorial in the
next chapter will first show you how to
make further modifications to this event.
Remember that any changes you have
made to the current adventure module --
even the ones you accepted by pressing
the OK button in the event editor -- are
still only in working memory. They do
not become permanent until the current
module has actually been saved to your
hard disk. Use the file menu list to save
this adventure module now.

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--Page 79--

SELECTING IMAGES:
THE ART GALLERY

In the last chapter, you created a custom
combat event that forces the party to
battle monsters when it traverses your
new corridor. The tutorial in this chapter
continues the process of editing this new
event by specifying art items to display.

Art Types
Clicking the mouse on the name of an art
item in an event questionnaire transfers
you to the art gallery. This is yet another
tool for creating your adventure design.
With the art gallery, you can modify what
images the player will see during a game.

The appearance and behavior of the art
gallery changes slightly, depending upon
what type of art item you are selecting.
Nine different types of art are used
during games in UNLIMITED ADVENTURES.
You have seen that Wall sets depict
wails, doors, or other obstructions in a 3-
D view of the current dungeon map
square. Backdrops are also familiar-
they are the floors and ceilings (or the
grounds and skies) on top of which wall
images appear.
Sprites are images shown in front of walls
and backdrops. They generally depict
the 3-D view of some monster, as seen
from the current map square. Each
sprite can be displayed at any one of
three distances: far away, nearby, or up
close. When the image is shown at each
distance in rapid succession, the monster
appears to be dashing toward you in
the 3-D view. This is what is meant by
auto approach.

The 3-D display window is also used to
show a Picture. This is the portrait of a
specific character, monster, place, or
object. Some pictures flicker or change as
you watch them on the screen. A varia-
tion is a Big Picture, which takes up half
the height and virtually the entire width
of the screen. Big pictures are used to
display major events or panoramic views.
Overland Maps are specialized big
pictures. The terrain of an overland
adventure module is represented during a
game by the image in one overland map.

When a battle occurs, Combat icons are
used to represent the characters and
monsters. These icons are shown on top
of various pieces of combat backdrop art.
Dungeon art sets include the walls and
backdrops displayed during indoor
combat, while wilderness art sets include
the ground, trees, and other terrain that
appears during combat outdoors.


Tutorial: Selecting a Sprite and a Combat Icon

You will learn in this tutorial how to
customize a combat event by adding art
items to display. Using the art gallery, you
will learn how to view and select these art
items. This tutorial will introduce two
specific types of art: sprites and combat
icons. You will also learn more about
saving and deleting your work.

Editing an Existing Event
If you have been following the tutorials
in order you should now be in the map
editor, in 3-D view and event-placement
mode, editing the SAMPLE DUNGEON
module of the TUTORIAL DESIGN
adventure. Make sure you are still
located in the map square at column 4,
row 2, facing east.

You should see a marble door straight
ahead, at the end of a stone corridor in
the 3-D point of view window. The grid
square under the yellow arrow in the

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--Page 80--

small overhead map should be filled with
white. The map square information panel
reports that a combat event has been
placed here.

Notice that the pen information panel
now says Edit event instead of Place
event. The PLACE button also behaves
slightly differently. When an event has
already been assigned to the current map
square, pressing this button takes you
directly to the chain-of-events editor.
Try it now.

You should see an information panel in
the bottom half of the screen, stating that
you are in the chain-of-events editor.
This panel also reports that you have
used two of the one hundred events
allowed in a single adventure module
(one was already placed for you, before
you started these tutorials). The limited
amount of room for text messages in this
adventure module is still 99% free.
When you entered a message about
beholders in the combat event during the
previous tutorial, you used up a tiny
fraction of that room. If you run out of
events, or use up all the text space for
messages, you will have to delete events
or clear existing messages in the current
module before you can add any more.

Now examine the vertical list in the top
half of the screen. It reports that the
current event is a combat event,
assigned to the map square at column 4,
row 2. As you will see in another chapter,
it is possible to link several events
together into a chain, so that one event
happens right after the other. Since you
placed this combat event in a map
square, rather than linking it to some
other event, there is no previous event or
next event here. To edit the combat
event, press the EDIT button.


Entering the Art Gallery

Pressing EDIT in the chain-of-events editor
takes you to the event editor, and
displays page 2 of the current event. Your
text message, a warning about beholders,
should now be visible in the large text
box near the center of the screen.

While you have already customized the
answers to many of the questions on this
page, there is a glaring oversight here.
You have specified that the monsters be
shown nearby just before the battle, and
approach the party automatically. You
have also entered a message about
beholders to be displayed at the same
time. Just above the large text box,
however, this questionnaire says the
player will see the image of a Kobold.
You need to change this default art item
to the image of a beholder.

lust to the right of the phrase Player
sees: click on the button labeled
Kobold'. You are immediately
transferred to the art gallery. In the top
half of your screen, you now see the art
item whose name -- Kobold -- is
currently selected in the vertical list. The
information panel suggests that you
select an image of a sprite for the module
SAMPLE DUNGEON.


Selecting an Art Item

Use the arrow keys, the mouse, or the
Menu PgUp and Menu PgDn keys to
examine as much of this list as you like.
As you scroll, notice that different types
of art are displayed. The information
panel changes to show which type of art
is currently selected.

When you select a picture art item, it is
displayed just as it will appear during
play: in a standard, 3-D window frame,
possibly with animation. Big pictures
also appear as they will during a game.

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--Page 81--

When you select a sprite, however, you
see three monster images in a row. Each
sprite image is displayed inside a stone
corridor. From left to right, these three
images depict the selected monster as it
appears when far away, nearby, and up
close, respectively.

By default, the art item you highlight in
the list is also displayed at the top of the
screen. If you know the exact name of
the art item you wish to select, however,
you may wish to turn off this art display.
Press the View button now. You see a
longer list of names, with no information
panel or an-display panel. Since the list
is longer in this alternative view, and no
art needs to be drawn, scrolling through
a long list of names will be faster.
Experiment to see this for yourself.

The combat-event questionnaire will
accept any art item listed here. However,
since you have specified that monsters
should approach automatically from
nearby, it would make the most sense if
you chose a sprite -- a beholder, for
example. Highlight the name Beholder,
and then use the View button to restore
the display of art images.
You should now see the three images of
a sprite, each showing a rotund, brown
monster abundantly supplied with
colorful eyes. Confirm this choice and
return to the event editor. The question-
naire should now state that the player
sees a Beholder before combat begins.


Adding Monsters

So far, you have customized the answers
to questions only on page 2 of this copy
of the combat-event questionnaire. A few
important questions remain, for which
you might want to supply non-standard
answers. To see these additional
questions, press the NEXT button now.

Up to six different types of monsters may
be included in one combat event. On
pages 3 and 4 of this questionnaire, you
can specify which types of monsters, and
how many of each type, will be encoun-
tered during this particular event. For
now, examine monster number t ..
You see the name and image of the
default monster, a kobold. This is not
a very appropriate type of monster for
the party to encounter during battles in
this particular corridor. Click on the
button labeled Kobold to select a
different choice.

You are now back in the art gallery. The
art item you see on your screen differs,
however, from what you have viewed
previously. Each of two images now
shows a fragment of a standard combat
backdrop for dungeons, including
stretches of a rock wall. Near the bottom
of each image, you see a small figure
with sword and shield. The left-hand
image shows a kobold at rest, while the
right-hand image shows it in action.

The information panel suggests that you
select a combat icon. If you scroll
through the list of names, you will notice
that combat icons are the only type of art
listed. This time, you are answering a
question about what type of monster to
include during combat. The art gallery
has consequently restricted your choices
to the small icons used to represent
monsters during a battle.

Highlight the name Beholder' in the
vertical list. When you examine this
selection, you see two images of a rotund
monster looking something like an
optometrist's nightmare. In the right-
hand image, the beholder's fangs are
bared. Ugh! Confirm this choice and
return to the event editor.

--Page 81--
--page 82--

Now the button you clicked before, on
page 3 of the event editor, is labeled
Beholder' instead of Kobold. The
combat icon for a beholder at rest is
displayed beside this button.


Using Number Boxes

A final change you might make here is to
alter the number of beholders the party
will encounter. To the left of the button
labeled beholder, a number box shows
that the current quantity is ten.

For combat that occurs in your corridor,
assume this is a good season for
beholders and increase the number of
monsters. Click once on this number box
to highlight it, and type the number
twenty. Notice that, unlike a text box,
you cannot move the cursor in a number
box. Any existing digits move left to
make room for the new digits you type,
just like the display on a simple hand
calculator. Press the Enter Key to accept
this new value.

You can also edit a number box in a way
simple hand calculators won't allow.
This time, click twice on the number box.
Now the current value is accepted, and
the digit on the right side of the box, 0,
is highlighted for editing. Try pressing
the up-arrow key. The number twenty
will change to twenty-one. If you press
the down-arrow key twice, you can
change this number to nineteen. While
this is useful for making fine adjustments
to a number quickly, you might want
to jump by a large amount. Press the
Menu Up key. The value in the active
number box drops to the smallest valid
answer, which in this particular case
happens to be zero.

Zero beholders doesn't promise an
exciting battle. Try pressing the Menu
Down key. Now the value in the number
box jumps to the largest valid answer --
thirty-one, in this case. Press the right-
arrow key on your keyboard, and the
value thirty-one shrinks to three. You
might wish to play with this number box
for a while, to get used to its behavior.

While up to thirty-one monsters of one
type may be included in a single combat
event, note that the grand total of all
types of monsters combined can never
be more than fifty. Some types of
monsters are so fierce, they count as two
in this reckoning.

While you are considering the value to
enter here, remember that if the party
does not survive this combat event, it
will never get the chance to see whatever
you place in the marble rooms. You can
discard all the changes you have made
since the last time this number box
became active, by pressing the escape
key. Do this now. If you leave the
number of beholders at twenty, the party
will not be bored!

To accept all the current answers to your
copy of the combat-event questionnaire,
press the 0K button. You are now back in
the chain-of-events editor. The vertical
list here still shows the current combat
event at column 4, row 2. If you had
made several changes to this combat
event, and then regretted it, you could
have exited the event editor by pressing
the CANCEL button. Canceling a brand
new event deletes that event altogether.
Canceling an existing event, however,
merely restores that event to the state it
was in when you last pressed EDIT in the
chain-of-events editor.

--Page 82--
--Page 83--

Saving, Deleting, and Restoring

Even existing events can be deleted, if
you wish. An easy way to do this is to go
to the map editor, and press LEAVE in the
chain-of-events editor. Be sure to save
your work now, before continuing this
tutorial,

Note: It is very important that you save
your work now. If you do not, you could
have to repeat the last two tutorials. To
make sure your work is saved, examine
the file menu list. If nothing has been
changed since the last time the current
adventure module was saved, the Save
command will appear dimmed. If the
Save command is not dimmed and you
are able to select it, do so now.

When you are sure any changes to the
module SAMPLE DUNGEON have
been saved onto your hard disk, hold
down the shift key on your keyboard.
The pen information panel now reports
that the pen is set to place no event.
Earlier, you saw that holding down the
shift key temporarily sets the pen to draw
with default values. In event mode, the
pen is temporarily set instead to delete
any existing events. To delete the event
in the current map square, continue to
hold down the shift key while pressing
the EDIT button.

When you do something dangerous in
UNLIMITED ADVENTURES, such as deleting
an event you worked hard to modify, a
warning message appears. On your
screen you now see the message Delete
1 event (cannot undo)? You can
back out now by pressing the CANCEL
button. If you are sure you saved your
work, press the OK button instead. In the
small overhead map, the square under
the yellow arrow is no longer filled with
white. The map square information panel
reports that no event is assigned to this
square. Do not save your work yet!

You will need your new combat event in
the next chapter. Fortunately, you can
still get it back. Remember that the
changes you make are only in working
memory, until you save them to your
hard disk. You can still restore the
current adventure module to the state it
was in when you last saved. Select the
Revert to saved command from the
map editor's file menu list.

Once again, a warning message appears.
This time, you see: Revert to saved
(can't undo)? If you have been following
this tutorial faithfully, the only change
you have made since the last time you
saved the current adventure module
has been to delete an event you badly
need. Press the OK button now to undo
that deletion.

The Revert to saved command loads
the current adventure module's file from
your hard disk, replacing whatever is in
working memory with the contents of
that file. Since your new combat event
was only deleted from working memory,
after it had previously been saved to
your hard disk, it is restored by this load
process. The map square information
panel now reports that a combat event is
in the current square. In the small
overhead map, the grid square under the
yellow arrow is filled with white again. As
long as you remember to save your work
carefully, before taking any drastic

--Page 83--
--Page 84--

actions or starting a new series of
changes, you will be able to recover with
the Revert to saved command.

Whew! If you want to take a break
now, select Leave from the file menu
list. You should go directly to the design
menu, without seeing any warning
messages. Now you can press the
QUIT FROM GAME button to exit
UNLIMITED ADVENTURES.

If, when you try to leave the map editor,
you see a message asking whether you
want to save your changes, you probably
did not revert to the last saved version.
If this happens to you, press the CANCEL
button to return to the map editor. Look
carefully to see whether or not your
combat event has actually been restored.
If it is not in the map, hopefully it will
still be on your hard disk. Select Leave
from the file menu list again, and this
time press the DON'T SAVE
button when the warning message
appears. Not saving your work when you
leave has the same effect as reverting to
the last saved version.

Now you have learned how the art
gallery is used to select various types of
images for display. You have seen how
an event is edited and deleted. You have
also discovered that even serious
mistakes can be undone when working
with UNLIMITED ADVENTURES.


TESTING A DESIGN: THE ADVENTURE INTERFACE

Now that you have created a new
combat event, it would be nice to see
how it works. The best way to test how
your design will actually look and feel to
a game player is to play yourself.
UNLIMITED ADVENTURES makes this easy.
The tutorial in this chapter introduces a
quick method for playing part of an
adventure you have just designed.


The Starting Location

UNLIMITED ADVENTURES permits the game
designer to assume, temporarily, the role
of a game player in order to test portions
of a design. When play begins, the party
is located in a map square you select, in
the adventure module of your choice. As
the party moves through this dungeon or
overland region, events occur just as they
would in a real game. At any time, the
designer may stop this simulated play and
return to editing the adventure design.

The initial location of the party, when it
enters a particular dungeon or overland
region, is specified with an entry point.
This consists of a column and a row
number, plus a compass direction. As
many as eight different entry points may
be set in each adventure module,
depending upon how many ways there
are for the party to enter that particular
dungeon or overland region. When you
first begin playing an adventure, the
party starts out in the module and entry
point specified in the game settings.

--Page 84--
--Page 85--

Tutorial: Testing the Combat Event

In this tutorial, you will learn how to test
the features of an adventure module by
playing it. You wily see how to specify
where in your map the party will start
out, and how to examine what squares
they will be able to reach. You will also
explore a combat event, and learn how
to quit combat quickly, so you can return
to your design work.


Placing a Map Entry Point

Before testing this adventure module,
you need to specify a starting location for
the party. To see which entry points have
already been placed in the current map,
select the command Entry points from
the utilities menu list. You see an area
map of the current module, in which the
entry points flash briefly to help you
locate them. Notice that the menus at
the top of the screen have disappeared,
and the menu buttons at the bottom
are different.

Each map square where an entry point
has been assigned is now filled with a
number between one and eight. By
default, all the entry points in a map are
assigned to the square at column O, row
0, facing east. Since lower numbers
appear on top of higher numbers, you
now see only the number one in the
square at (0, O) in your area map.

To review a list of all the entry points,
look in the pen information panel. Beside
each entry-point number from one to
eight, you see a column number followed
by a row number and a compass
direction. All the entry points in this
module, except the second one, are
currently assigned to column O, row O,
facing east.

Note that the second entry point has
been assigned to column 21, row 9,
facing west. To see this entry point, scroll
to the area map to the right. When
columns 21 to 23 first scroll into view,
you see the digit 2 flashing in the
square at column 21, row 9.

To reassign one of the eight entry points,
you can click the mouse on a map
square. Try this now: move the second
entry point from the corridor into the
large hall by clicking on the left edge of
the square at column 16, row 6. A
vertical list appears, beneath the
message Place which entry point at 16,
6? Reassign the second entry point to
this square by selecting the item that
says Entry 2: 21, 9 West.

Note: If you have no mouse, you will
have to return to the map editor and
move to the square at column 16, row 6,
facing west. From this location, you can
select Place entry from the utilities
menu list to set the
second entry point.

You now see the area map again, with a
flashing digit 2 inside the large hall in
the center of the area map. The pen
information panel reports that the
second entry point is now at (16, 6)
WEST. If the direction does not say
west, you probably hit the wrong edge of
the map square, and should try again.
When you are satisfied with the new
location of the second entry point, press
the OK button to accept your changes
and return to the map editor. The menus
now reappear at the top of the screen,
and the information panels show wall
settings again.

--Page 85--
--Page 86--


Marking a Square

You can easily check your map to see
what rooms the party will be able to visit.
First, however, you need to mark the
square where the party will start. If the
map editor is not in area view, change to
this view now. You can easily mark the
map square where you placed the
second entry point, at column 16, row 6.
Use the mouse (if you have one) to press
the MARK button. Now click on the left
edge of the map square at column 16,
row 6. The yellow arrow marker should
jump to this square and point toward the
west. If you have no mouse, you should
use the arrow keys to move the yellow
arrow marker to this location.

One way to discover where the party
might go is to explore the dungeon
yourself. If you have been following this
tutorial faithfully, you haven't yet
examined the large hall where column 16,
row 6 is located. Look at this hall now.
First, make sure the command Move
through walls is not checked in the map
menu list. Then change to 3-D view.

If you succeeded in marking the west
wall at column 16, row 6, you now see a
tiny torch burning on a stone wall in the
far distance. You are clearly in a vast
hall; no walls are visible to your left or
right. Turn to examine the view in the
other three directions. Try walking
around the stone pillar, until you reach
the torch on the wall at column 18, row
7. If you get lost, look at the yellow arrow
in the small overhead map. When you
reach the torch, select Area view again
from the map menu list.

Notice the current position and direction
of the yellow arrow in the area map. Each
time you move in 3-D view, the square
you are in becomes the new marked
square, and the direction you are facing
becomes the marked direction. When
you return to area view, the yellow arrow
marks the last square you visited in 3-D
view. If you want to mark a different
square in area view, you can always use
the MARK button. For now, just leave the
current marked square as it is.


Checking Accessibility

Clearly, exploring a map step by step
could be a long process. Fortunately,
there's a better way. In the utilities menu
list, select the Display Access
command. Notice that most of the
squares inside the large stone hall, at the
center of the map, are now filled with
white. The pen information panel has
changed to report Access. The different
levels of access distinguished here are
based on what obstructions the party will
have to overcome, in order to reach
various rooms. The first level of access is
listed beside a patch of white. All the
squares now filled with white in the area
map can potentially be reached by a party
from the currently marked square, without
any special abilities or equipment. The
pen information panel reports that a total
of seventy-six map squares could be
visited at this level of access.

Notice that some map squares in the
area map are now filled with light yellow.
Scroll the map to the left, to examine this
more closely. You now see that the
corridor between columns 0 and 1, in
row 9, is filled with white. Any party will
potentially be able to reach this far (if the
party moves east beyond the edge of the
map at column 23, row 9, it will wrap
around to the map square at column 0,
row 9). However, no party will be able to
visit the eight yellow map squares in the
small hall located between columns 2
and 4 and rows 8 and 10 unless it is able
to penetrate locked doors.

--Page 86--
--Page 87--

An even more interesting fact emerges
from this access display. Examine the
corridor you placed in row 2, from
column 1 to 5. This corridor is not filled
with any of the colors representing
different levels of access, but instead is
still black. This means that no matter
what items the party possesses, or
how powerful its members are, the
party will never reach your new
corridor from column 16, row 6 by
any ordinary means.

This inaccessibility does not necessarily
mean there is something wrong with the
adventure module. Later, you will see how
to bridge two otherwise disconnected
portions of a map, so that in certain
circumstances the party may cross from
one to the other. For now, check which
rooms the party will be able to visit, if it
starts out in your new corridor. Press
RETURN to go back to the map editor.

Instead of pressing the MARK button and
then clicking on a map square, you can
use a short cut in area view. Move the
mouse cursor over the map square in the
middle of your new corridor, at column
3, row 2, but do not click the mouse
button. Make sure the map square
information panel says you are facing
EAST. Now, press the MARK button. The
yellow arrow jumps to mark the east
edge of the square at column 3, row 2.

When you are satisfied that you have
marked the correct square wall, choose
Display access again from the utilities
menu list. This time, none of the squares
in the rooms on the east and south sides
of the map are filled with any color; each
part of this map is currently inaccessible
to the other. However, all the squares
inside the stone corridors and the marble
hall in the northwest portion of the map
can be reached from the marked square.

Of course, the party will need to pass
through the locked door at the east end
of your corridor, in order to reach the 24
squares in the marble hall. Press RETURN
to go back to the map editor.

Note: Display access quickly detects
leaks in what are supposed to be solid
walls. When you use this command in
your new corridor, you may see
hundreds of squares, rather than just a
few, filled with white. If so, one or more
of the walls you placed probably had an
obstruction level of open instead of
blocked. You should go back now and
redraw those walls using a blocked
obstruction level.

From the map menu list, select 3-D
view again. Where are you? Notice that
before, when you changed from 3-D view
to area view, the last visited square
remained marked until you deliberately
changed it with the MARK button. When
you change the other way, from area
view to 3-D view, you find yourself inside
whatever square is currently marked --
in this case, the map square in the
middle of your new corridor, at column
3, row 2, facing east.

While you are here, assign a special
entry point to help test your new combat
encounter. The map editor should still be
in 3-D view. Select Place entry from
the utilities menu list. In the vertical list
of entry points that appears, select the
item that says Entry 8: O, 0 North. Now
entry point 8 has been assigned to the
currently marked square: the one at
column 3, row 2, facing east.

--Page 87--
--Page 88--

Changing Game Settings

By default, adventure designs are set to
begin the game at entry point 1, in the
first overland region. You must change
these settings in order to test the new
combat event in the corridor of your
Sample Dungeon module. Settings that
belong to the adventure design as a
whole, rather than to one individual
module of that adventure design, cannot
be changed inside the map editor. You
must return to the design menu.

Select Leave now from the file menu
list. When you are asked whether or not
you want to save your changes, be sure
to press the SAVE button. If you don't
save the changes you have made to the
entry points in the Sample Dungeon
module, the rest of this tutorial probably
won't make any sense.

In the design menu, press the button
labeled GAME SETTINGS. You see the
message GAME SETTINGS PAGE 1 at
the top of your screen. Here you can
change the name of your adventure
design and alter settings as experience,
equipment, and spec)al inventory items
the party starts with.

For now, just change the location where
the party starts the game. The button
beneath the phrase The adventure
begins in: currently displays the name
of the first overland module. Press this
button, and select the name Dungeon
10 - Sample Dungeon in the list that
appears. To the right of the button,
beside the phrase at entry point,
change the value in the number box to
your new entry point: 8. Now the game
settings editor should say that this
adventure begins in the SAMPLE
Dungeon at entry point 8. Press OK to
accept these changes and return to the
design menu.

Notice that there is no Save command
in the design menu. The changes that
you make inside the game settings editor
are discarded, if you exit by pressing the
CANCEL button. This works just like the
event editor inside the map editor.
Unlike the event editor, however, exiting
the game settings editor by pressing OK
saves immediately to your hard disk any
changes you have made.


Testing the Adventure

Notice that the design menu includes a
button labeled PLAY THE GAME. This is
the button you would press if you had
completed your adventure design and
wanted to try it out as any ordinary
player would. Players don't have the
special game powers that designers
have, however. While you are still
working on a design, it is much faster
and easier to test an individual
adventure module from the map editor.
When you do this, you get to play a
portion of the game while retaining the
special powers of a designer.

Re-enter the map editor now, by pressing
the EDIT MODULES button, and select the
name Dungeon 10 - Sample Dungeon
in the vertical list that appears. Once
again, you should see your corridor in
the 3-D point of view window, looking
east from the map square at column 3,
row 2. Finally, you are ready to test
your new combat event. From the
utilities menu list, select the command
Test Module.

--Page 88--
--Page 89--

When you test an adventure module as a
designer, you do not go to the standard
game starting menu. Instead, you are
assigned a default party, and you go
immediately to the game adventure
menu. This menu looks something like
3-D view in the map editor. Unlike the
menu buttons in the map editor, these
menu buttons (at the bottom of your
screen) let you switch to AREA view, CAST
a spell, VIEW the character summary,
and so on.

The 3-D window should still display the
corridor you constructed out of stone
walls. A marble door should appear at
the end of this corridor. The compass
needle should still point to E and, to
the right of this compass, you should see
the map coordinates 3, 2.

If the compass does not point east,
perhaps you marked the wrong wall of the
square at column 3, row 2. Try turning
around until the compass displays E. If
you are located at square (0, 0), perhaps
you assigned some entry point other than
Entry 8 to the map square in the middle
of your corridor. Alternatively, you may
not have correctly set the starting entry
point to 8 in the game settings editor. If
this happens, don't worry -- you are still
nearby. Just walk through the corridors
until you arrive at map square (3, 2).

Now press the AREA button. The 3-D
point of view showing the current
map square is replaced by an area
point of view showing a small overhead
map. Notice that maps are not color-
coded here: they reveal no details
about obstruction levels, events and
so on. For the moment, you have
assumed the role of a game player,
and can see and do only what the
player can see and do (with a few
important exceptions).

Press the AREA button again, to return
to 3-D view. Now, move forward one
step. By entering the map square at
column 4, row 2, you have activated
the combat event you placed in that
square. You see your text message in
the bottom of the screen: A HORDE
OF BEHOLDERS COMES DOWN
THE PASSAGE! The sprite you
selected -- a drooling, ugly eyeful --
runs at you from the east. Ugh!

Begin fighting the battle between your
default party and the twenty beholders to
the east and west. Notice that, even
though your testing party is quite strong,
it isn't a completely trivial matter to
defeat this horde. Perhaps you should
design an easier combat here, so an
ordinary party will have a better chance
of reaching the marble hall. If you get
tired of fighting this battle, you can quit
early. Unlike the real game player,
designers have special, magical powers.
One of them is represented by the button
labeled WIN at the bottom of your screen.
Press WIN now.

--Page 89--
--Page 90--

Returning to the Map Editor

The message The Gods intervene! is
displayed on your screen, and then you
are asked whether or not you want to
Continue Battle? For now, press the NO
button. You will see a message informing
you that The Party has won. Isn't it
nice to have friends in high places? Press
the Return Key on your keyboard, to
return to the game adventure menu.

If you liked, you could now move around
some more in the Sample Dungeon
module, exploring its other features. This
module still requires several changes,
however, to make it more fun to play. For
now, press the ENCAMP button. You find
yourself at the edge of a roaring camp
fire. If you were really playing this
adventure, instead of only testing one
module of it, you could save your game
or load another one here. Designers
don't have these options. In their place,
however, new options have been added,
such as the option to return immediately
to the map editor. Do so now: press the
DONE button at the bottom of the screen.

In this tutorial, you have seen how to
mark your place in a map, and how to
test where the party can go from that
marked square. You have seen how to
designate any square as an entry point
into the current adventure module. By
setting the starting module and entry
point for the current design, you learned
that you can easily become a temporary
player at any location in the adventure
module you are editing.


FIXING A DESIGN: THE CHAIN-OF-EVENTS EDITOR

When you first begin a new adventure
design from scratch, you will want to
spend lots of time with pencil and
paper, planning the major features of
your game. The modular nature of
UNLIMITED ADVENTURES helps you to
think about breaking your design down
into independent parts which you can
work on separately.

The tutorial in the next two chapters
emphasize some later steps in the design
process: the repetitive cycle of modifying
one existing module of your design,
testing those modifications, and then
modifying that module again. When this
cycle eventually finishes, you will have
completed another dungeon or overland
region in your adventure.


Tutorial: Building a Chain of Events

You will learn in this tutorial how to link
one event to another, so the second
happens immediately after the first. You
will also practice editing the resulting
chain of events.


Entering the Event Editor from Area View

The combat event you tested in the last
chapter seemed too difficult for an
ordinary party. While difficult battles can
be fun in a game, generally you will want
to reserve these for particularly important
stages of your adventure. lust entering
the marble hall at the end of your
corridor shouldn't be quite that hard.

--Page 90--
--Page 91--

To edit your combat event, make sure
the map editor is still in event mode, and
change to area view. Notice that two
map squares are filled with white in this
mode: one event has been placed in your
corridor at column 4, row 2, and another
event exists near the great stone hall, at
column 20, row 6. If you move the
mouse cursor over each white square in
the map, you can see in the map square
information panel what type of event has
been placed there.

In a later chapter, you will see how to
make use of the teleport event in the
great stone hall. For now, click the mouse
once on the white square at column 4,
row 2, inside the corridor you built.


Changing the Monsters Encountered

In the chain-of-events editor, press the
EDIT button to edit your combat event.
Use the NEXT button to move to page 3.
Click twice on the number box displaying
the value twenty for the number of
beholders. Use the down-arrow key to
reduce the number of beholders
encountered here, from twenty to
something more manageable.

Use your judgment about what the new
value should be, based on how difficult
you thought the combat was when you
tested it. Try to keep some target player
in mind -- this will not necessarily be an
expert. Remember, as well, that
traversing this particular corridor is not
meant to be the turning point of your
game. If you like, you can reduce the
number of beholders even further, and
then introduce additional types of
monsters into combat that takes place in
this corridor. For example, if you put a
few kobolds back into this event, it will
prove interesting later on.

When you are satisfied with the
monsters encountered, press the 0K
button. Back in the chain-of-events
editor, you can make another kind of
change to your combat event. It might
be nice if the player gained a substantial
treasure by defeating this ugly horde.
One way to do this would be to place a
give-treasure event in the square just
to the east of this one. That method
would only work, however, if the party
approached from the west every time.
Another way to make two events happen
one after the other, no matter what
direction the party approaches from,
is to build a chain of events in a single
map square.


Inserting a Combat-Treasure Event

A special type of event, combat
treasure, will be useful for this task.
When a combat-treasure event occurs
just before a combat event, it modifies
that combat event so the party obtains a
prize when it wins the battle. In the
chain-of-events editor, you can insert a
new event of type combat treasure at
column 4, row 2 -- before your combat
event. Now there will be two events here,
forming a chain. It won't matter whether
the party enters this square from the east
or the west, the combat-treasure event
will always occur first, followed
immediately by your combat event.

At the moment, the only event in the
chain is your combat event. To insert
a new event before this current event,
press the INSERT button now. In the
vertical list of event types that appears,
select the type combat treasure. The
questionnaire, of which the second
page you now see on the screen, asks
questions related to a pre-combat event
for assigning treasure.

--Page 91--
--Page 92--

Locate the questions related to money.
Click once on the number box to the right
of the word PLATINUM. Type the
number 1000 and then press the Tab Key
on your keyboard. The new value in the
platinum number box is accepted, and
the next number box, beside the word
GEMS, becomes highlighted. Type the
number 100 and press the Tab Key again.
Now type the number 100 in the number
box beside the word JEWELRY, and
then press the Enter Key.

You can also assign special items the
party can gain by winning a battle in this
map square. Locate the first button
underneath the word ITEMS. Click on
this button and select a useful prize from
the vertical list that appears. For
example, select POTIONS. A second
list appears, displaying a variety of
potions from which you can choose.
Select the POTION OF GIANT
STRENGTH. In the event questionnaire
for pre-combat treasure, you now see
POTION OF GIANT STRENGTH listed
as the first item. If the party wins the
combat event that follows, it will find this
potion lying on the battlefield. By using
this potion, the party can improve its
ability to bash in the locked door to the
marble hall.


Viewing a Chain of Events

Press the OK button at the bottom of the
current page in the event editor to accept
your new combat-treasure event. This
time, when you return to the chain-of-
events gallery, the vertical list in the top
half of the screen has changed. Now the
current event is the new combat-treasure
event, and the combat event is listed
below it as the Next event. You have
succeeded in creating a chain of events
consisting of these two links.

Because you inserted the new combat-
treasure event before the first event
placed at column 4, row 2, this combat-
treasure event has become the first event
in the chain; it is anchored at column 4,
row 2, in the map of the Sample
Dungeon. Try pressing the LEAVE button
now; you see the area-view map again.
When you move the mouse cursor over
the white square at column 4, row 2, you
see that a COMBAT TREASURE event
has been placed here, not a COMBAT
event. The only event reported in the
map square information panel of the
map editor is the first event in a chain --
the one anchored to the map.

Now click on the white square with the
COMBAT TREASURE event at column
4, row 2. The chain-of-events gallery lets
you see all the events in a chain. Press
the button labeled NEXT, at the bottom of
the screen, to scroll the list of events. The
combat event becomes the current event
in the vertical list, and your new combat-
treasure event is now listed as the
Previous event. When you press the
NEXT button again, the chain-of-events
editor shows that no event currently
follows combat in this chain.


Appending a Text Statement Event

You could give the player one additional
bonus for defeating these beholders.
After the battle, the party might discover
a clue, in the form of a fragment torn
from a scroll. You can accomplish this by
displaying a message with an event of
type text statement after the combat
event in this corridor.

Make sure the current event is still the
empty link at the end of the chain; the
combat event should be listed as the
previous event. Now press the INSERT
button. In the vertical list that appears,

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select text statement. You should now
see a questionnaire asking what message
the player will read, and how it will be
formatted on the screen.

As many as five different messages can
be displayed on the player's screen, one
after another, during a single text-
statement event. The text box for the first
message, Text l , appears on this page
of the event editor; the second and
subsequent messages may be entered on
pages 3 and 4 of this questionnaire. One
reason for distributing a statement
among several text boxes is to control the
formatting and timing of the statement's
appearance on the screen.

For now, click on the text box labeled
Text 1 to activate it. Enter a sentence,
such as THE PARTY DISCOVERS ONE
FRAGMENT OF A SCROLL. Be sure to
leave a space after the period at the end
of this sentence. Press the Enter Key to
accept your new text. Just below this text
box, click the yes/no button beside the
phrase MUST PRESS RETURN so the
button is no longer highlighted. Press
NEXT to go to page 3.

Continue entering the text statement
seen by the player; click in the text box
at the top of the page, labeled Text 2.
In this second text box, enter the literal
message fragment written on the piece of
scroll. To help the player recognize that
you are quoting this passage, enclose it
in quotation marks. For example, an
appropriate fragment might be something
like: ...PROTECT THE MARBLE HALL
AT ALL COSTS! THE SECRET OF THE
SIXTH ROOM MUST NOT... Leave a
space after the final quotation mark.
Press the Enter Key now, to accept the
changes to this second text box.

By convention in Gold Box games,
literal messages are not only quoted,
they are also displayed in highlighted
characters when they appear during a
game. Turn on the yes/no button next to
the word Highlight below the text box
labeled Text 2. To complete your
message, click on the text box labeled
Text 3. Type a sentence such as
DESPITE A CAREFUL SEARCH, THE
REST OF THIS SCROLL CANNOT BE
FOUND.' Press the Enter Key to accept
this new text.

The sentences in the two text boxes
labeled Text 1 and Text 2 will be
glued together during the game into a
single paragraph. Only the second
sentence in this paragraph -- the
message you entered in the text box
labeled Text 2 -- will appear
highlighted. The player will have to
press a RETURN button in order to read
the sentence in the text box labeled
TEXT 3.

Press the OK button to accept your new
text-statement event. In the chain-of-
events editor, the vertical list now
displays the new text statement as the
current event. There should be no next
event, and you should still see combat
listed as the previous event. Press the
PREV button to scroll up to this combat
event, and then press the EDIT button. In
the event editor, press the PREV button to
display page 1 of the questionnaire for
combat events. Near the bottom of this
page, notice that the button beside the
phrase CHAIN EVENT now says
TEXT STATEMENT.

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Press the CANCEL menu button to return
to the chain-of-events editor without
making any changes. Now there are
three events in this chain. All three
events will happen sequentially when the
party enters the map square at column 4,
row 2, of your Sample Dungeon.

Examine the information panel in the
chain-of-events editor. Note that four of
the one hundred possible events in the
Sample Dungeon adventure module
have now been used up. The space
available for text messages in this
adventure module has also been reduced
by a percent or two.

Testing an Event Chain

When you are finished viewing the chain
of events, press the LEAVE button. It
doesn't matter which link in the chain is
the current event; all these events have
already been added to your current
adventure module in working memory.
Save this version of the Sample
Dungeon adventure module on your
hard disk now. To test the new chain of
events in your corridor, select Test
module from the utilities menu list.
Don't forget that you can quit the battle
early, by using the WIN button.

After you have tested this new chain of
events, return to the map editor from the
game's encamp menu by choosing DONE.
Click on the combat-treasure event at
column 4, row 2, to enter the chain-of-
events editor.

If you wanted to adjust the treasure
received by the party after the battle, you
could edit the combat-treasure event. If
the number and type of monsters
required further adjustment, you could
edit the combat event instead. For now,
concentrate on the text-statement event.
The message about a scroll fragment is a
little disconcerting when it suddenly
appears after the battle. A picture of a
scroll would be useful here.

Scroll until the text-statement event is
the current event, and then press EDIT.
On page 2 of the event editor, beneath
the phrase PLAYER WILL locate the
word SEE: Click on the button labeled
NO ART. In the art gallery, select the
picture named ITEM: SCROLL and
return to the event editor. If you had
selected a sprite instead, the pop-up
menu labeled distance would now be
used to set the range at which that art
image should appear. This pop-up menu
has no effect on your picture.

Save your work, and then test this
module again. This time, your text
statement should be easier to
understand. You see a picture of a
scroll instead of the corridor walls,
while you pause to read the scroll
fragment. When you are finished, return
to the map editor.

This tutorial has guided you through the
process of building and editing a chain of
events anchored in one square of a map.
You have practiced going back and forth
between making small changes and
testing them as a player. In the process,
you have seen how to create several new
types of events.

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--Page 95--

EXTENDING A DESIGN: THE GLOBAL INFORMATION EDITOR

The edit-and-test process you carried out
in the last chapter will be repeated many
times until you have built a complete
dungeon. The kinds of changes you will
make and test, however, are not all the
same. So far, we have focused only on
changes related to a particular location
in the current adventure module. This
chapter introduces other changes you
can make, by editing global information
about the adventure module as a whole.


Tutorial: Changing the Map Global Information

This tutorial explores the enhancements
you can make to a design, by changing
the global information pertaining to an
entire adventure module. You will learn
here how to name an adventure module
and its zones, how to load different sets
of art, and how to use a step encounter
to create a wandering monster.

You should be in the map editor,
working on SAMPLE DUNGEON of
the TUTORIAL DESIGN. The currently
marked square should be at column 0,
row O, facing east. Switch to wall mode
and 3-D view, if necessary.


Renaming a Module

You cannot change information about
the current adventure module as a whole
by drawing on individual squares in a
map. Instead, you must use the global
information editor. Select Global Info'
in the file menu list. The top of your
screen should now state that you are
editing page 1 of the questionnaire about
GLOBAL MAP INFORMATION.

The name Sample Dungeon is not
really very helpful as a description of this
particular adventure module. Locate the
rectangle beneath the phrase
ADVENTURE MODULE NAME. This
rectangle is actually a text box. It differs
from the ones you have seen before,
because of the limited nature of this
question. Instead of six lines of text, you
may enter, at most, fifteen characters of
the name of an adventure module.

Click on this small text box to highlight
it. Replace the existing name with
anything that will help you to identify
this particular module (the player will
never see this name, only you will).
Notice that the global information editor
just beeps if you try to enter more
characters than will fit in a module
name. Accept your changes by pressing
the Enter Key, or revert to the original
name by pressing the escape key now.

While you are at it, give the zones in
your map more useful names. Remember
that all squares in a map are assigned to
zone l, by default. In this particular
adventure module, we have given all the
rooms other assignments, so that only
the inaccessible space remains in zone I.
Click once on the small text box beside
the phrase ZONE NAME l :', near the
center of the page. Type the word
INACCESSIBLE. Press the Tab Key on
your keyboard, to select this name and
move to the text box for zone 2.

All the rooms in the great stone hall have
been assigned to zone 2. Type GREAT
HALL here, and press the Tab Key
again. For zone 3, enter the name
MARBLE HALL; you reassigned these
rooms from zone 4 to zone 3 in the
chapter on using the Map Editor. Since
you haven't used any other zones in this
module, just press the Enter Key to
accept this name.

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--Page 96--

Loading New Wall Art

Press the NEXT button to go to page 2 of
the global information questionnaire. On
this page, you change the wall art,
backdrop art, or combat-terrain art
loaded in the current module's slots.
Remember that wall art, for example, is
loaded in three sets of five images. If
you load a new art set into wall slot 1,
this will not change the image numbers
assigned to the various square walls in
your map. Instead, it will change the
meaning of those numbers; all the
square wails currently assigned an
image number between one and five
display images from whatever wall set
is currently loaded in slot 1. By loading
a new wall set in slot 1, you change
instantly the images all these walls
will display.

Try this now: locate the phrase PICK
WALL ART SETS near the top of page 2
in the global information editor. Click on
the button next to the phrase WALL
ART SLOT 1 '. In the art gallery, you see
the five images of the wall set named
ROCK A'. Select the wall set named
BRICKS. You return to the global
information editor, where page 2 should
now say that WALL ART SLOT 1 is the
set named BRICKS.

Press the OK button to accept these
global changes and return to the map
editor. Notice that the walls to the left
and right of the burning torch have
changed appearance; they now display
the smooth blocks of the BRICKS wall
set, instead of the rough stones of the set
named ROCK A. The color-code of
these smooth walls -- dark blue -- is still
the same in the small overhead map;
their wall numbers have not changed,
only the image referred to by those
numbers. Why is the torch still burning
on a wall made of rough stones?

Once again, examine the overhead map
closely. The color-code for the wall of
rough stones with a burning torch is
light green. Press the SELECT button, and
examine the right half of the wall-menu
screen. Notice that the light green color-
code and the burning torch are located
at the end of the middle row of wall
images. They are in wall-set slot 2. You
changed only the wall art loaded in set 1,
which is displayed in the first row of five
wall images.

To make the east wall at column 0, row
0, fit the new corridor appearance, you
need to change the rough-stone wall with
a color-code of light green into the
smooth-block wall color-coded dark
blue. Click now on the left image in the
first row, color-coded dark blue. Change
the obstruction level as well, from the
default OPEN to BLOCKED. By
replacing one wall with another that has
the same obstruction level, only the
image will actually be changed. When
the new wall and obstruction settings are
correct, press the SELECT button to return
to the map editor.

The pen information panel should now
display the image of a blank, smooth-
block wall, and the obstruction level of
BLOCKED. Make sure you are located
at column O, row 0, facing east toward a
burning torch. Press the PLACE button.
The wall in front of you should now be
made of smooth blocks, just like the
walls to the left and right. Be sure to save
your work now.

You might have loaded a new wall set
into slot 2, instead of changing the
number assigned to the east wall at 0, 0.
However, that would have had the effect
of changing all the wall images from six
to ten throughout the entire map. Switch
to area view now; notice that the walls of
the Great Hall are mostly color-coded

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--Page 97--

brown. These walls are part of the set
in slot 2. While your corridor now
appears to be made of smooth blocks,
the Great Hall still appears to be made
of rough stone.


Changing the Map Size

It might be nice if the narrow corridor in
the Great Hall were longer than it is now.
One way to do this, might be to erase the
existing walls in the southwest comer of
the map (between columns 0 to 5 and
rows 8 to 10), and redraw them further
east. A much easier way would be simply
to stretch the map, making it wider.
Scroll the map so the east side at column
23 is displayed.

Return to the global information editor.
On page I, notice the line immediately
below your name for this module. The
map is currently eleven rows high and
twenty-four columns wide. Click twice on
the width text box. Use the up-arrow
key to stretch this width to twenty-six,
and then press the Enter Key. Now press
0K. In the map editor, the map size is
now listed in the design information
panel as WD 26 HT 11 .. Click again
just past the right (east) side of the map.
Now the map scrolls to reveal two new,
empty columns: 24 and 25.

To fill in the corridor walls, press the
SELECT button and choose the wall image
on the left side of the middle row: the
one color-coded brown. Leave the
obstruction level at BLOCKED, and
select these new pen settings. Draw a
horizontal wall from the north edge of
the map square at column 24, row 9, to
the north edge of the square at column
25, row 9.

A horizontal brown line, edged with the
obstruction color-code yellow, should
now extend all the way to the right edge
of the map on the north side of this
narrow corridor. If you made a mistake,
erase by clicking with the right mouse
button (or holding down the shift key
while you click the left button). This will
restore the default of no wall and an
obstruction level of OPEN. Once the
north wall looks right, repeat this process
a second time; draw a horizontal wall on
the south side of the corridor in row 9.

Mark the east edge of the square at
column 23, row 9 (if you don't remember
how, refer to the chapter entitled Testing
a Design). Switch to 3-D view, and
move east along your new corridor, until
you bump into the door of iron bars at
column 1. Notice that when you moved
past the new east end of the map, at
column 25, you stepped into the map
from the west, at column 0. The map
wraps around during a game, so you
can never fall off the edge.

This new corridor now seems too long a
walk; the map needs to be shrunk to a
width of only twenty-five columns. Select
Global Info from the file menu list
again, and change the number box next
to the word WIDTH from twenty-six to
twenty-five. Now press the OK button.
When you try to shrink a map, notice
that you are warned first that data will be
lost, and given a chance to cancel the
size change. In this case, the corridor
square at column 25, row 9 will be
discarded when the map shrinks to
twenty-five columns. Press 0K to accept
the new size and return to the map editor.
To the right of the compass in 3-D view,
you should now see WD 25 HT 11 .

If you now turn around and move west
down the rough-stone corridor, you
should cross from column 0 to column
24 when the map scrolls. The corridor
should now be one square shorter.
Check your work in area view as
well. Remember that you can always

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--Page 98--

undo these size changes, by selecting
Revert to saved from the file menu
list. Save your work on the hard disk
when you are sure that your size changes
are satisfactory.


Creating a Step Event

Yet another change you can make in the
global information editor is to implement
a wandering monster. First, change the
map editor to zone mode, using the map
menu list. Notice when you move the
mouse cursor over the dark green
squares, zone 3 (named MARBLE
HALL) is reported in the map square
information panel. The dark blue squares
all belong to zone 2, the GREAT HALL.
Scroll the map in area view to display the
new corridor square you created, at
column 24, row 9. Notice that this
square still has the default zone setting,
zone 0. Press the SELECT button, and
choose the zone named GREAT HALL.
Click once on the map square at column
24, row 9, to assign this new square to
zone 2.

Now, use the file menu list to return to
the global information editor, and press
the NEXT button until you see PAGE 3
in the top, fight-hand corner of the
screen. Near the top of this page, you
should see the phrase DEFINE STEP
EVENTS 1-3. Up to eight step events
may be specified in any one adventure
module. A step event is an event that
occurs after the party has taken some
predefined number of steps inside the
map zones you select.

A step event may be of any type. For
example, you could specify that a
combat event occurs every time the party
moves a single step inside any of the
eight map zones. If you did so, your
players would probably come after you
with something uglier than a beholder.

Locate the three lines near the top of the
page, to the right of the label 1).
Change the number of steps required
before this first step event takes place, by
clicking once in the number box between
the phrase HAPPENS ON STEP and
the phrase IN ZONES. Type a more
reasonable number of steps between
combat events, such as fifteen, and press
the Enter Key.

Instead of counting steps in all the map
zones, restrict this event just to steps
taken while the party is inside the Great
Hall: in zone 2. Click the yes/no button to
the right of the number 1 to turn it off.
Turn off the yes/no buttons to the right of
all the numbers 3 through 8 as well. The
only zone in which the yes/no button is
still turned on, and appears highlighted,
should now be zone 2.

What this means is that the first time the
party enters a map square assigned to
zone 2 (the Great Hall), a counter will be
set to zero. Each step the party takes
while inside the Great Hall will add one
to this counter. Counting will stop as
soon as the party moves out of the Great
Hall into a map square with a different
zone number (how this move can be
made is dealt with in a later chapter). If
the party re-enters any map square
belonging to zone 2, counting will start
up again where it left off. As soon as the
counter for this step event reaches the
number fifteen, the counter is reset to
zero and the designated event occurs.

The only thing you have yet to specify is
what type of event this will be. Just
above the number fifteen, find the button
labeled NO EVENT. Click once on
this button to bring up a vertical list of
event types. Instead of selecting an
ordinary combat event, select a random
combat event.

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--Page 99--

Random-combat events are like ordinary
combat events, with one important
difference: in random-combat events, the
party does battle with only one type of
monster at a time. Which of the six
specified monster types attacks the party
is determined at random, each time this
event occurs. By selecting a random-
combat event for your step encounter,
you are creating a scenario in which the
party is attacked every so often while
inside the Great Hall -- each time by a
different kind of monster. It is as though
six different groups of monsters were
roaming separately around the Great
Hall, periodically bumping into the party
and attacking it.


Testing a Step Event

For now, accept all the default answers
for a random-combat event, and just
press the OK button. Page 3 of the global
information editor should now say that a
RANDOM-COMBAT happens on step
15 when the party is in zone 2. Press
the OK button again to exit the global
information editor and return to the map
editor. From the utilities menu list,
choose Entry points. Entry point 2
should still be inside the Great Hall, at
column 16, row 6.

Since you have been using entry point 8
to test your module, and the game
settings still declare eight to be the
starting point for this module, move entry
point 8 into the Great Hall; click once on
the west edge of the square containing
entry point 2, at column 16, row 6. In the
vertical list of entry points that appears,
select Entry 8. The last line in the pen
information panel should now report that
entry point 8 is at (16, 6) facing
West. Notice that you can't see entry
point 8 in this map; small numbers
appear on top of larger numbers, and
eight is obscured by two. When the pen
information panel displays the correct
setting for entry point 8, press the OK
button.

You may wish to save your changes at
this point. Now, from the utilities menu
list, choose the command Test module.
Walk around inside the Great Hall, or
out in the rough-stone corridor, while
counting your steps. Since both the hall
and the corridor are assigned to zone 2,
you should run into a monster mob every
time you take another fifteen steps.
When you get tired of this harassment,
encamp, and press DONE to return to the
map editor.

You can go back to the global
information editor, if you like, and adjust
your new step event. For example, you
can change the number of steps between
occurrences of this event to make
traversing the Great Hall easier or more
difficult. When you are satisfied with this
step event, save your changes.

You have learned in this tutorial how to
modify features of an entire adventure
module, such as changing the module's
name or the names of the map zones.
You have seen the effects of loading new
art into your module, and of stretching or
shrinking the map. You have also
learned one important use for a step
event, and how a step event is created
and tested.

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--Page 100--

CONNECTING ROOMS: LINKING SQUARES IN A MAP

Although you now have some interesting
features in your sample module,
including chained and step events, the
map squares of one half of your map
are still inaccessible from the other
half. In this chapter, two different
methods are presented for connecting
otherwise inaccessible locations in an
adventure design.


Stairs vs. Teleporters

The first method for linking mutually
inaccessible regions in a dungeon map is
to place teleporter events in the different
regions. Each event can be set to carry
the party to a different region of the map.
A second method involves linking two
modules together with stair events.
While teleporter events occur after the
party enters a designated map square,
stair events occur before the party enters
a specified square. Usually, teleporter or
stair events are placed in pairs, so the
party can return the way it came.


Tutorial: Placing Stair and Teleporter Events

In this tutorial, you will learn how to
place teleporter and stair events, so
they link different parts of a dungeon.
You should now be in the map editor.
Make sure you are in event mode and
area view.


Creating a Teleporter Event

Place a new event at column 6, row 1 in
the map. In the vertical list that appears,
select the event type teleporter. Page 2
of the event editor should now display
questions concerning what the party will
see before it is teleported to a different
map square. Accept the default answers
on this page, and press the NEXT button.

Locate the phrase AFTER THE PARTY
MOVES near the top of page 3. Below
this phrase, click once on the number
box labeled COL: and type the number
twenty. Press the Tab Key once, and
change the row to six. Press the Enter
Key, and then select the direction
WEST from the pop-up menu next to
the word FACING. Now, if the party is
able to penetrate to the sixth room of the
marble hall, it will find an easy way of
entering the Great Hall.

In the large text box on this page, enter a
message that will give the player some
clue where the party has been teleported.
For example, this event will take the
party to a room with rough, stone walls
and an underground feel. You might
enter: THE AIR SMELLS DAMP AND
MUSTY. YOU HEAR WATER
DRIPPING. When you are satisfied
with your message, press the Enter Key,
and then press the 0K button.

In the area map, examine the map
square at column 20, row 6, by moving
the mouse cursor over this square. Note
that the map square information panel
reports that an event of type Teleporter
has already been placed here. Click once
on this square, and then press the EDIT
button in the chain-of-events editor.
Press NEXT to see where this teleporter
event leads: back to column 6, row 1.

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--Page 101--

Placing two teleporter events like this,
each pointing to the other event, sets up
a two-way transportation system.
Generally, unless there is a special reason
for giving the party a one-way ticket, and
some other means exists for returning,
you should create teleporter events in
pairs. Now press CANCEL to exit the event
editor without making any changes.


Testing a Teleporter Event

Return to the map editor and save your
work, then choose Test module from
the utilities menu list. You should be
inside the Great Hall at entry point 8,
facing west. Press the AREA button, if
necessary, to orient yourself. Walk
around the north side of the stone pillar
behind you. You should see a door
ahead on your right. Enter this door, and
then turn toward the door of iron bars on
your left (toward the east).

Walk forward one step, and you should
be presented with a picture of a mystic
gateway. Press the YES button to teleport
the party. A message about birch wood
should appear on your screen. Press the
Enter Key. You see the mystic gateway
again, but this time you should press N0.
If you re-enter the teleporter, you will
end up back where you started. Move
forward one step into the marble room.
Turn around to face south, and move
forward again (if you get lost, try pressing
the AREA button). This time, answer YES
to ride the teleporter back to the Great
Hall, and then press NO to get off.

Step forward (west) through the door of
iron bars, then turn right (north) and
move through the door with the small
window. You should find yourself inside
the Great Hall. Walk around. Try to get
back to the entry point at column 20, row
6. What happens?

To get to the teleporter from entry point 8,
you had to take several steps in zone 2.
These were counted by step event 1. The
steps you took inside the Marble Hall
weren't counted, because they were in
zone 3. When you teleported back to the
Great Hall, and started walking around,
step event 1 started counting where it had
left off. When the step count was reached
(it's fifteen, unless you changed it), the
party was attacked by random monsters.

To get out of combat early, press the WIN
button. Encamp, and then press the DONE
button to return to the map editor.


Working with Stair Events

Note that, to get to the teleporter inside
the Marble Hall, the party will have to
fight its way past hordes of beholders in
your corridor at column 4, row 2. It might
be nice, if there were another way to get
to the Great Hall from entry point 1 (at
column 0, row 0). In fact, you can use a
pair of events of type stair for this pur-
pose. In the map editor, make sure you
are in area view, and move the active
square to the west end of your smooth-
block corridor. Mark the square at
column 0, row 2, facing north. Double
check to make certain you have marked
the correct square edge.

When specifying where a stair event will
take the party, it is easier to refer to an
entry point rather than fill in a row and
column number and select a facing
direction. Since you can place entry
points while you are still looking at the
map, you won't have to remember any
map coordinates. Place an entry point at
the currently marked square wall, by
selecting the Place Entry command
from the utilities menu list. You haven't
used entry point 3 for anything yet; in
the vertical list that appears, click twice
on the line that says Entry 3.

--Page 101--
--Page 102--

Now switch to 3-D view. Turn around to
face south. The little nook you are facing,
to the south of your east-west corridor, is
the location where you will build a
stairwell. The first thing you need to do is
to place a wall here that looks like a set
of stairs.

Make sure the map editor is in wall
mode, and then press the SELECT button.
Choose the middle wail in the first row
(the one with the dark cyan color-code).
Check that the current obstruction level
is OPEN. Now press SELECT to return to
the map editor. Check that you are at
column O, row.2, facing south in 3-D
view. Press the PLACE button. A smooth-
block wall should appear in front of you,
depicting stairs leading off ambiguously
into the gloom.

You are now ready to place an event of
type stair in the nook at column O, row
3 ~ behind the stair-like wail. As you
have seen, an event of type teleporter
allows the party to enter the map square
where that event is located. The party
may even be given a chance to remain in
the square, rather than be teleported. By
contrast, the party is never actually
allowed to enter a square where an event
of type stair is located. This type of
event behaves as though it were in the
previous square -- the one the party left
when it entered the map square
containing the stair event.

Switch to event mode and step into the
square at column 0, row 3. Now press
PLACE. In the vertical list of event types,
select the name Stairs. The question-
naire you now see in the event editor is
essentially the same as that for a
teleporter event. You do not need to
change the default answers on page I;
press the NEXT button.

Near the top of page 3, locate the pop-up
menu labeled PLACE, just below the
phrase AFTER THE PARTY MOVES,
select AT AN ENTRY POINT from this
pop-up menu. Change the value in the
number box beside the words ENTRY
POINT to the number four (not the
number three).
Click in the large text box below the
phrase THE PARTY READS. Type
some clue to the party's new location,
for example: THE AIR HERE FEELS
DAMP. Press the 0K button to accept
your changes to page 3 and return to the
map editor.

Change the map editor to wall mode, and
switch to area view again. Mark the east
wall of the map square at column 4, row 9
(be sure that the yellow arrow mark faces
right in the map). From the utilities menu
list, select Place entry. Now click twice
on the item that reads Entry 4. This is
where the party will end up when it tries
to move south from column 0, row 2.
Turn around to face the west wall at
column 4, row 9. Switch to 3-D view, and
press the SELECT button. Choose the
middle wall image in the second row --
the one that looks like an entrance to a
stairwell in a rough-stone wall. Since the
color-code for this wall image is dark
gray, you will not be able to see any
special patch of color below the image.
Check that the obstruction level is set to
OPEN, and select these new pen
settings. In the map editor, press the
PLACE button. Step forward into the
square at column 3, row 9. Switch to
event mode, and then press the PLACE
button again. In the vertical list that
appears, select an event of type Stairs.

--Page 102--
--Page 103--

Once again, just press the NEXT button in
the event editor to accept the default
answers on page 2. Change the pop-up
menu to the right of the word PLACE
so it reads AT AN ENTRY POINT. In
the number box labeled ENTRY
POINT, enter the number three (do not
enter four here). Click on the large text
box beneath the phrase THE PARTY
READS. Enter a message such as: THE
AIR HERE FEELS WARM AND DRY.
Press the OK button to accept your
changes and return to the map editor.

Now, when the party tries to cross the
south wall of the map square at column 0,
row 2, it will end up facing east at column
4, row 9 (at entry point 4), after seeing a
message about dampness. If the party
tries to move west from column 4, row 9,
it will find itself at column 0, row 2, facing
north (at entry point 3). The message
displayed will say something about
dryness. To the player, it will seem as
though the party can descend a winding
stairwell at column 0, row 3 to a damp
stone cellar, or ascend a winding stairwell
at column 3, row 9 to a dry first floor.

Try it yourself. Save your work, if you
like, and then choose Test module
from the utilities menu list. You should
find yourself at column O, row O, facing a
blank wall to the east. Turn south, and
walk down the corridor until you come to
the wall showing a set of stairs. Step
forward, then press YES indicating that
you wish to enter this stairwell. At the
bottom of the stairs, try turning around
(west) and stepping forward up the stairs
again. After pressing YES, you should
find yourself back in the smooth-block
corridor, facing north. Press the AREA
button, and try these stairs again. When
you get bored, encamp and return to
the map editor.

In this tutorial, you have learned to use
both teleporter and stair events to
connect different parts of an adventure
module. You have designated a new
location of the party by specifying map
coordinates, and also by referring to
entry points. You have also seen how to
let the party choose whether it will
change location or not.

--Page 103--
--Page 104--

CONNECTING DUNGEONS: LINKING MODULES IN A DESIGN

So far, you have seen how to modify only
one adventure module -- your sample
dungeon. If your adventure design is to
extend beyond this dungeon, you will
need a way to link two adventure
modules together. You will accomplish
this in the present chapter by linking
your dungeon to an overland region.


Features of Overland Regions

Overland regions differ from ordinary
adventure modules in several important
respects. The size of an overland region
is fixed at thirty-eight columns by fifteen
rows. Moreover, an overland region
never appears in a 3-D view. Instead, the
player sees the overland map art item
that is associated with the current
adventure module. (You can view the
overland map art items in the art
gallery.) In the map editor, an overland
region's map is shown in area view,
superimposed on the associated
overland map art item.

Since overland maps are never shown in
3-D view, their map squares are assigned
no wall images. Overland map squares
do make use of obstruction levels,
however. All four edges of one overland
map square always share a single
obstruction level. This level may only be
passable or impassable (similar to
the dungeon obstruction levels open
and blocked).


Tutorial: Editing an Overland Map

You will learn in this tutorial how to link
a dungeon to an overland region. You will
also practice editing an overland map.
You will learn one method for simulating
a market town, and in the process you
will see how to create and edit simple
branch points in a chain of events. You
should now be in the map editor, working
with the tenth dungeon module of the
TUTORIAL DESIGN adventure.


Using a Transfer Module Event

To link your dungeon to a different
adventure module, you will need an
event of type transfer-module. This is
really a variation on the stair and
teleporter event types. Make sure the
map editor is in area view. Mark the
south wall of the map square at column
0, row 1, in the northwest (upper, left-
hand) corner of the area map. Change to
3-D view. From the utilities menu list,
select the command Place entry. Click
twice on the name Entry 8 in the
vertical list that appears.

Now turn around to face the north. Make
sure the map editor is in wall mode, and
then press the SELECT button. In the wall
menu, choose the right-most (fifth) wall
image in the first row; it should depict a
brown, wooden door. Check that the
obstruction level is OPEN, and then
press 0K to return to the map editor. You
should still be facing north at column 0,
row 1. Press the PLACE button.

--Page 104--
--Page 105--

Now step forward through your new door
to the square at 0, 0. Change to event
mode, then press PLACE. Select the event
type named transfer module. At the top
of page 2 in the event editor, locate the
phrase THE GATEWAY IS. Just below
this phrase, a pop-up menu allows you
to select whether this event will behave
like a stair event or like a teleporter
event. Make this event active when the
party tries to enter the map square, so
it behaves like a stair event.

Beneath the phrase BEFORE THE
PARTY LEAVES, to the right of the
words IT SEES, click on the button
labeled No art. In the art gallery, select
the picture named Tower 5. Click once
in the large text box labeled ASK, and
change the default message to a more
specific question such as: DO YOU
WANT TO LEAVE THE CASTLE?

Press the NEXT button to go to page 3 in
the event editor. Just beneath the phrase
AFTER THE PARTY MOVES, click on
the button with the name DUNGEON
01 . From the vertical list of adventure
modules that appears, select Overland
01 . In the pop-up menu next to the
word PLACE select AT AN ENTRY
POINT. Change the value in the
number box next to the words ENTRY
POINT to the number eight.

Click on the large text box in the bottom
half of page 3. Enter a phrase the player
will read, when the party emerges in the
adventure module Overland 01 . For
example, you might enter: THE
MOUNTAINS APPEAR TALL AND
HAZY IN THE DISTANCE. Press the
Enter Key to accept your new text, and
then press 0K to return to the map editor.


Loading from Another Design

Before you can test your new transfer
event, you need to set up the destination
adventure module. Save your work, then
open the module named Overland 01 .
The map you see is just a default map for
the first overland region -- nothing has
been placed here yet.

A more interesting overland module
exists in the default game, The Heirs to
Skull Crag. From the file menu list,
choose the command Copy from... In the
vertical list of adventure designs that
appears, select HEIRS TO SKULL CRAG. In
the next vertical list, select the first
overland adventure module: the one
in which the name begins with
OVERLAND 01 . You should see a
picture of a yellow wasteland crossed
from north to south by a range of brown
mountains. If you are still in event mode,
the mountain range should be filled with
small, white squares.

Notice in the design information panel
that you are still working on the
TUTORIAL DESIGN. The map you see
depicting a yellow wasteland has been
copied from the first overland module of
The Heirs to Skull Crag adventure
design. It replaced the (empty) first
overland module in your Tutorial
Design. To make this replacement
permanent, choose the Save command
now from file menu list.


Viewing an Overland Map

Since there are no wall images in an
overland region, the area map you see
has no colored lines on square edges,
and no white dots to mark the corners of
map squares. Instead, a small white
square marks any map square in which
the four edges have been assigned an
impassable obstruction level. When

--Page 105--
--Page 106--

you move the mouse cursor over one of
these squares, the pen information panel
says NO EVENT POSSIBLE. Clearly,
the party will not be able to cross these
mountains in any ordinary way.

In an overland map, events anchored to
map squares are not shown as solid
white squares, since that would obscure
too much of the overland map picture.
Instead, map squares where events have
been placed are shown as hollow white
frames. When you move the mouse
cursor over the map square at column
13, row 7, for example, you see that an
event of type transfer module has been
placed there.

Hold down the mouse cursor over the
map menu list. Note that in overland
regions the Backdrop placement
command is dimmed, while the Wall
placement command becomes Block
placement. Select the command Block
placement now. In this mode, the
impassable map squares are shown
surrounded by a thin, white line. This
line represents an impenetrable barrier
to the party.

By default, the pen is set to assign a
PASSABLE obstruction level to all four
edges of any map square you click on. For
example, click now on the map square at
column 20, row 14 ~ in the water at the
lower, right-hand corner of this map. The
thin border around this square
disappears. Press the SELECT button.
Instead of showing a wall menu, the map
editor simply toggles the current pen
setting to its opposite -- IMPASSABLE.
Now click again on the map square at
column 20, row 14. Once again, the party
is blocked from entering this square.

Change modes again, this time selecting
the Zone placement command. A small
patch of color in the middle of each map
square now indicates the zone to which
each square has been assigned. In
overland regions, the backdrop art
displayed during combat depends on
which zone the party is in.
Consequently, zones should be assigned
according to the terrain depicted in the
overland map picture.

Notice that in the mountains the small
patches of color have white centers;
when you move the mouse cursor over
one of these map squares, the map
square information panel reports that it
is NOT ENTERABLE.


Transporting the Party in an Overland Region

Choose the Entry points command
from the utilities menu list, and then
click on the west side of the overland
map square at column 17, row 3. Select
the item Entry 8 from the list of entry
points that appears. This is the entry
point you specified when you placed a
transfer-module event in your
dungeon. When you are satisfied that
you have placed entry point 8 in the
correct place, press the 0K button to
return to the map editor.

Change to event mode once again. The
transfer-module events that have already
been placed in this map are linked to
various adventure modules. You will
have to place your own event to link this
overland map to dungeon 10. Click the
mouse on the map square at column 18,
row 3 -- directly over the tiny image of a
castle. In the list of event types, select
Transfer module.

--Page 106--
--Page 107--

This event questionnaire should be filled
out in much the same way as the one for
the transfer-module event you placed in
your dungeon. On page 2 in the event
editor, set this gateway so it is active
then the party tries to enter the map
square. Click on the button labeled No
art and select the picture named Tower
5 . Change the message in the large text
box labeled ASK to read: DO YOU
WANT TO ENTER THE CASTLE?

Press the NEXT button, On page 3, click
the button that says DUNGEON 0l
and change this selection to DUNGEON
10. In the pop-up menu next to the word
PLACE, choose At an entry point.
Change the number box next to the
words ENTRY POINT from 1 to 8.
Click the large text box labeled THE
PLAYER READS and type something
like: THE AIR HERE FEELS WARM
AND DRY. A FINE LAYER OF DUST
COVERS THE FLOOR. Press the OK
button to return to the map editor. Your
new event is displayed as a hollow white
frame around the map square at column
18, row 3. Save your work.

Now you are ready to test your transfer-
module events, Leave the map editor. In
the design menu, press the button
labeled GAME SETTINGS. Change the
module listed below the phrase THE
ADVENTURE BEGINS IN from your
dungeon to Overland 0l. Press OK to
return to the design menu. Press EDIT
MODULES and open the Overland 01
adventure module. From the map
editor's utilities menu list, select the
command Test Module.

Your party should begin in the first
overland region, just to the west of a
castle. Move the party east toward that
castle. When asked if you want to enter
this castle, press the YES button. The party

should find itself in a corridor with
smooth, block walls, facing a stairway in
the distance. The air here should feel
warm and dry. Turn around, and step
forward through the wooden door. Answer
YES again, and the party is transferred back
to the Dyedand region, where it can admire
tall, hazy mountains in the distance.


Creating a Special Event Chain.

Notice that the party can do little in this
overland region, besides explore the
dungeon you have been working on. If it
moves west, the party cannot cross the
mountains, as no more events have been
placed on the east side of the mountain
range. Encamp, and then press DONE to
return to the map editor.

Make sure the map editor is in event
mode, and scroll the map of the overland
region so you can see everything on the
east side of the mountains. Click once on
the map square at column 26, row 7,
directly over the small image of a town.
One way to implement a town in an
overland region would be to create an
event of type small town. For now,
select an event of type temple instead.
Visiting a temple will give the party a
chance to heal any wounds they might
have received in your dungeon.

On page 2 of this event questionnaire,
change the number box next to MAX
SPELL LEVEL from seven to five. Only
less serious wounds may be healed in
this rural temple. Locate the pop-up
menu beside the phrase COST
FACTOR. The FREE setting in this
pop-up menu makes healing spells
available at no cost to the patient, while
NORMAL assigns standard prices to all
spells. In this temple, make the spells
cost half as much as usual by selecting
DIV 2 (for divide by 2).

--Page 107--
--Page 108--

Visitors who can afford it are expected to
contribute to this temple's support. In
the center of the page, turn on the yes/no
button next to the question ALLOW
DONATIONS? Set the donation
threshold number box to 30 platinum.
Click the yes/no button next to the
question CHAIN WHEN THRESHOLD
REACHED? to turn it on. Now click the
button labeled NO EVENT, next to the
word CHAIN.

You see the vertical list of event types
again. You are being asked to select the
type of event that will occur when the
party has given enough to this temple.
Choose an event of type teleporter'.
Accept the defaults on page 2 of this
teleporter questionnaire and go to the
next page. Set the values in the number
boxes and pop-up menu so the party is
moved to COL: 12, ROW: O,
FACING north. In the text box labeled
THE PLAYER READS, you might enter:
WELCOME TO THE WILDERNESS!
Press OK to accept this teleporter event.


Editing Event Branch Points

In the chain-of-events editor, notice that
the current teleporter event is listed as
CALLED ON MADE DONATION from
the previous event. Events are normally
linked through the CHAIN EVENT
button on page 1 of an event
questionnaire. A few events, such as a
temple, also allow you to link an event to
some special condition -- a temple
donation, for example. If the special
condition is ever satisfied (in this case, if
the party donates enough), the event
chained to that special condition will
occur instead of any normally chained
event. In effect, this creates branch
points in a game's story line.

Edit the temple event again. Notice that
the CHAIN button on page 2 is now
labeled Teleporter. To complete the
other side of this branch point, go to
page 1 of this temple questionnaire. Click
on the button beside the words CHAIN
EVENT and select a training hall
event. In the new questionnaire that
appears, select Normal for the COST
FACTOR. Go to page 1 of this training
hall questionnaire, and click on the
CHAIN EVENT button. This time,
select a shop event.

In the shop questionnaire, click the
button labeled TYPE 2, and select +0
ARMOR. On page 3, click to turn off
any yes/no buttons next to weapons you
wish not to be sold in this shop. On page
4, do the same thing for any armor items
that should not be sold here. If you like,
you can add more categories on page 2.
When you are satisfied with this shop,
press the OK menu button.

In the chain-of-events editor, scroll up to
the teleporter event. Notice that the chain
of events shown is the one linked through
normal events. If a special event is also
linked to the previous event in the chain,
providing a branch point, the ALT menu
button will be active. Press this button
now. At the top of this chain, you still see
the temple event anchored at column 26,
row 7. But the normally chained training
hall and its next event, a shop, have
now disappeared. Instead, you now see
the specially chained teleporter event.
Press the ALT button again to view the
normal chain.

Scroll up to the temple event, at the
beginning of this chain. Press INSERT,
and add a text statement to introduce
this chain of events. In TEXT 1 , enter
a sentence like: AS YOU WALK
THROUGH A CROWDED MARKET,
MANY VENDORS COMPETE FOR

--Page 108--
--Page 109--

YOUR ATTENTION. You might select a
sound such as Treasure, as well, and a
perhaps a picture like Town 3' that
suggests a market place. Press NEXT.

For TEXT 2, enter the sentence
DISCOUNT HEALING! (with
quotation marks). Turn off MUST
PRESS RETURN and turn on
HIGHLIGHT. For TEXT 3, enter the
message: SHOUTS A CLERIC. YOU
DECIDE TO ENTER HIS BOOTH.
Press 0K. Now leave the chain-of-events
editor and return to the map editor.

Scroll the overland map so you can see the
west side. In the map square at column
12, row O, place another teleporter event.
On page 3 of this teleporter questionnaire,
set the new location to column 25, row 7,
facing EAST. Enter a message such as:
A SMALL TOWN APPEARS TO THE
EAST, then press 0K.

You can now save your work and test
this module again, using the teleporter to
cross from one side of the mountains to
the other. In order to enter the teleporter
from the small market town, you will
have to enter the temple and donate
thirty platinum (you can make this
donation over several visits). If you
donate less, you will simply pass through
the market place, visiting a training hall
and a shop before you leave. When you
have finished exploring these events,
encamp and return to the map editor.

In this tutorial, you have learned how to
link two adventure modules together to
form a larger design. You have also
learned how editing an overland region
differs from editing a dungeon. You have
seen one method for simulating a rural
marketplace in an overland region, and
you have learned how to create a branch
point combining normal and special
chaining in a single event.


CUSTOMIZING CHARACTERS: THE MONSTER EDITOR

The monsters you have included in
combat events so far have been the
standard monsters provided for you.
UNLIMITED ADVENTURES also allows you
to replace any standard monster with a
custom monster you specify. The
tutorial in this chapter guides you
through the process of creating and
testing your own monster.


Tutorial: Creating a Kobold Guard

In this tutorial, you will learn how to use
the monster editor to replace one
monster with another. You will also see
how to restore the standard monster
supplied in UNLIMITED ADVENTURES.

In the design menu, press the button
labeled MONSTER EDITOR to display a list of
monsters. Adventure designs come
completely filled with default monsters;
you cannot add a new monster to the
current design without removing an
existing one. The monster name you
select now will be the one replaced.

For this tutorial, highlight the name
KOBOLD' and note the image
displayed. This is just a standard kobold,
but for the Tutorial Design you might
want a more formidable opponent such
as a trained kobold guard. You can do
this with the monster editor.

--Page 109--
--Page 110--

Transforming a Monster

Press EDIT to see page 1 of the monster-
editor questionnaire. Click the text box
labeled NAME and change it to read
KOBOLD GUARD. Press the Tab
Key to select HIT POINTS, and change
this value to four. On the next page,
change the number of experience points
the party gets for killing this monster
to fifteen.

Go to page 4 and find the label ATTACK
1 under COMBAT ATTRIBUTES.
Since a kobold guard can do 1-6 points
of damage, change the 4-SIDED DICE
to read %. Modify the armor class for
this monster by changing the number
box labeled BASE AC to six.

On the next page, locate the three
buttons under ITEMS. Click the button
labeled DAGGER and select +0
WEAPONS B. In the next list that
appears, select SHORT SWORD.
Leave the item SHIELD unchanged,
and click on the button labeled NO
ITEM. Select +0 ARMOR and then
choose RING MAIL. When you are
satisfied with your changes, press 0K.
You now see the name kobold guard in
the list of monsters.

While this monster's name is now
different and its capabilities have
changed, the image displayed is still the
same. This would be a serious problem if
you were changing a kobold into an
entirely different kind of monster. If you
are not able to find a monster of suitable
appearance to replace, you can change
one of the standard monster's images.
The next chapter shows you how.

Leave the monster editor and edit your
dungeon (its name begins with
DUNGEON 10 in the list of adventure
modules). To test your new monster,
make sure it is included in the combat
event you created for beholders. Change
the map editor to event mode, if
necessary, and edit the chain of events at
column 4, row 2. Examine page 3 of the
questionnaire for your combat event.
You may notice something strange here,

If you added kobolds to this event in the
chapter entitled Fixing a Design, your
event will now specify kobold guards
instead. This is because monsters are
remembered internally by the position
they occupy in a list of all the supplied
monsters. When you replace one
monster with another, your new creation
is automatically used in place of the
discarded monster throughout the
current adventure design. No other
design is affected.

If no kobold guards exist in this combat
event, add several now. Return to the
map editor, and select Test Module
from the utilities menu list. When play
begins in the first overland region,
move the party east to enter the castle.
Follow the corridor with smooth block
walls toward the marble hall, until the
party is attacked by beholders and
kobold guards.

Make sure the kobold guard behaves as
you would expect during this battle.
Though hardly of the same caliber as a
beholder, your new monster should be
more of a challenge than an ordinary
kobold. When you have finished testing,
quit and return to the map editor. Go
back to the design menu and press
MONSTER EDITOR again.

--Page 110--
--Page 111--

Restoring the Default Monster

You can also use the monster editor to
restore a standard monster to the current
design. Be aware, however, that your
custom monster will be destroyed in this
process. If you don't mind losing your
kobold guard, try this now. Make sure
the KOBOLD GUARD (or whatever
you now call your custom monster) is
still selected in the monster gallery, and
then press the DEFAULT button. The
highlighted name changes to
KOBOLD. Now the DEFAULT button
has dimmed, indicating this is a
standard monster.

The characteristics of this monster have
been restored to their defaults. Press EDIT
and review the monster editor's
questionnaire to confirm this. When you
are done, click CANCEL. The standard
kobold has now been restored
everywhere in the current adventure
design. For example, your combat event
in dungeon 10 should now specify a
kobold rather than a kobold guard.

Now that you have seen how to make a
relatively minor adjustment to a monster,
you might want to try something more
ambitious. You could try turning a mon-
ster like the kobold into something com-
pletely different -- a centaur, for exam-
ple. For now the art will still be wrong,
but you can test your monster in combat.

Note that a few characteristics cannot be
changed in the monster editor. For
example, if the standard monster you
replace is of the complex variety, and
counts double in reckoning the total
monsters allowed during a combat event,
your new monster will be like that as well.
Since a kobold does not count double, you
cannot replace it by a complex monster.

You have learned in this tutorial how to
design and test your own custom
monster. You have also seen how to
discard your changes, and restore the
standard monster supplied with
UNLIMITED ADVENTURES. In the tutorial in
the next chapter, you will see how add
custom art to your design.

--Page 111--
--Page 112--

CUSTOMIZING ART: IMPORTING YOUR OWN DRAWINGS

lust as you are not limited to the standard
monsters supplied with UNLIMITED
ADVENTURES, SO YOU are not restricted to
the standard art images. If you or a friend
can draw well, and you own a copy of
one of the supported paint programs (e.g.,
Electronic Arts' DeluxePaintTM or ZSoft's
PC PaintbrushTM), you can create your
own pictures, big pictures, combat icons,
and sprites.

The tutorials in this chapter lead you
through the process of creating and
importing a custom sprite image. They do
not describe how to accomplish specific
operations in any given paint program.
The more familiar you are with your
paint program, the easier it will be to
follow the first tutorial and to be creative
in designing new art.


Features of Art Template Files

You can use the supplied template
files to draw and import your own art
images. These ternplate files are located
in the ART subdirectory, inside
the directory in which you installed
UNLIMITED ADVENTURES. File formats for
a variety of paint programs and com-
puters are supported -- consult the data
card that came with your UNLIMITED
ADVENTURES package.

A separate set of ternplate files is
supplied for each supported paint
program. Each of these sets contains one
ternplate file for each type of art you may
import -- pictures, big pictures, combat
icons, and sprites. A ternplate file is
essentially a framed canvas prepared for
your new art image. It displays
instructions for creating the particular
type of art you are working on, and
provides one or more frames within
which your new image must be drawn.
For color art, the ternplate includes a
palette key explaining which portions of
the palette you may use.


The Palette Information Key

All color art images in UNLIMITED
ADVENTURES are drawn using the colors
currently loaded in a palette with 256
slots. Since different types of art must
share the screen at the same time, each
art type is allocated its own range of slots
in this color palette. When an art image
is loaded from disk, only the screen
colors in palette slots allocated to that art
type are replaced by the new image's
colors -- other screen colors are not
affected. You must be careful when
creating a new color image not to rely on
colors in any palette slot outside the
range allocated to the particular type of
art you are drawing.

Template files for color art include a
palette information key to make this task
easier. This key consists of a 16 x 16
grid, representing the 256 slots in the
screen palette. Slots are counted from
top to bottom in the key, one column at
a time, starting with zero at the top of the
left-most column. The palette
information key clearly designates which
palette slots are available for you to use
and shows other information about the
type of art you are creating.
Some slots in the palette information key
appear bright pink in color. These slots
are off limits: they are allocated to other
types of art than the one you are
creating. Palette slots are not just
reserved for the images you see in the art
gallery, such as backdrops or walls, but

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--Page 113--

for all the images displayed by UNLIMITED
ADVENTURES. For example, palette slots
16 through 3 1 are reserved for drawing
window borders and controls such as
menu buttons, If you draw with the colors
in these bright-pink slots by mistake, it
may look fine in your paint program,
When you import such an image into
UNLIMITED ADVENTURES, however, some of
the image's colors will rotate in an
alarming and unattractive manner.

This same phenomenon could happen,
even if you are careful to use only the
colors in palette slots allocated to the art
type you are drawing. You must also be
careful never to use any operation in your
paint program that might re-order the
color palette supplied with each ternplate
file. Otherwise, you will have to start over
with a flesh copy of the ternplate.

Note that palette slot 255 (the bottom
of the right-most column in the palette
information key) is reserved for the
transparent color. This color is used
only for types of art that move over a
fixed background, such as combat icons
or sprites. Any part of an image of one
of these types which you draw with
the transparent color will allow the
background to show through, after
you have imported the image into
UNLIMITED ADVENTURES.


Frames

Each ternplate file also contains one or
more frames. These are hollow rectangles
outlined with a bright pink border within
which your entire image should be
drawn. Frames mark a predetermined
area which will actually be imported into
your UNLIMITED ADVENTURES design, If
you move a frame, or draw on or outside
it in the ternplate file, your art image will
not be imported correctly.


Pictures and Big Pictures

Palette slots 32 through 254 are allocated
to pictures and big pictures. You can
manipulate these specific palette slots
any way that you wish in creating your
image. Do not use the color in slot 255
(the transparent color) -- doing so will
cause holes and black-and-white spots to
appear in your image after it is imported.
You will not be able to create pictures
that pop outside the solid stone frame in
the game, such as the dolphin, or
pictures that animate, such as the sea
dragon. You can, however, use color
gradients and create pictures such as
limbo that use color cycling if your
paint program supports these features.


Combat Icons

Combat Icons are drawn in pairs,
showing a monster at rest and in action.
The ternplate for a combat icon
consequently shows pairs of frames. The
image you draw inside the ternplate flame
labeled READY should show the
monster at rest, while the image you draw
in the frame labeled ACTION should
show that same monster attacking.

A further complication is added by the
fact that combat icons may be drawn in
any one of four different sizes, depending
on what size monster you wish to depict.
The ternplate for a combat icon includes
four pairs of frames, one pair for each
monster size. You should use only one of
these pairs of flames to draw your
monster. It is possible to create up to
four different monsters, using a single
template, but you could still import only
one frame pair at a time into your game.

The smallest frames are one combat cell
high and one cell wide; they are used
most often for small monsters and
human-like creatures. The tall frames,
which are one cell wide and two cells

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--Page 114--

high, are generally used to draw giant-
like creatures. Four-looted monsters,
such as hell hounds or gorgons, are
typically drawn inside the wide flames,
which are two cells wide and one cell
high. The biggest frames are two cells
wide and two cells high; these are
used for exceptionally large monsters,
such as dragons.

Palette slots 144 through 255 are
reserved for combat icons. Do not
change these palette slots! They are shared
by all the combat icons in UNLIMITED
ADVENTURES. Any part of the area inside
the READY and ACTION frames that
is not used to draw your monster must be
filled with the transparent color: the color
in palette slot 255. This is required so
that the background will show through
when the combat icon moves. For your
convenience, all the frames in the
ternplate for combat icons are already
filled with this transparent color. Note
that combat icons ignore color cycling,
even if your paint program supports it.


Sprites

Sprites are drawn in three different image
sizes, depicting the same figure at three
different distances from the viewer.
UNLIMITED ADVENTURES can display all
three images in rapid succession,
creating the illusion that one figure is
moving toward you. The first flame, on
the left in the sprite ternplate file, should
show the figure up close. The middle
frame is for the same figure seen nearby
(in the middle distance). The third flame,
on the right in the ternplate file, should
depict this figure far away. Besides
varying the size of the figure, you should
also subtly alter its posture in these three
flames, so it will appear to be moving in
some appropriate manner: walking,
crawling, flying, or whatever.

Palette slots 176 through 255 are
reserved for sprites. You may change and
manipulate the colors in these palette
slots, using color cycling if your paint
program supports it. Just as with combat
icons, any area inside the frames that is
not used to draw your sprite must be
filled with the transparent color.


Tutorial: Preparing Art to be Imported

You will learn in this tutorial how to use
the supplied ternplate files to create your
own sprite. You will see how to select the
correct ternplate, where to place your
image, and which palette slots to use for
your colors. This tutorial assumes that
you own one of the paint programs
supported by UNLIMITED ADVENTURES
(see the data card), and that this
program is already installed on your hard
disk. It also assumes that you are using a
color computer; if you are working with a
monochrome computer, you will use
different templates, and you should
ignore all references to a color palette.


Opening and Copying an Art Template

Quit UNLIMITED ADVENTURES and open
your supported paint program. First,
you must locate and open the correct
ternplate file for your paint program, and
for the type of art you wish to create. The
Ternplate files are all located in the
ART subdirectory, inside the directory
in which you installed UNLIMITED
ADVENTURES. When you try to open a
file in your paint program, it may list
only the appropriate files it finds. If not,
you can identify which ternplate files
are suitable by examining the suffix of
each file name. Consult the data card for
more information.

--Page 114--
--Page 115--

The template files for creating sprites are
all named DRAWSPRT. The names
DRAWPIC, DRAWBPIC, and
DRAWCPIC are used, respectively, for
picture templates, big-picture templates,
and combat-icon templates. Thus, if you
were using DeluxePaintTM whose files
have a .LBM suffix, for example, the
file named DRAWSPRT.LBM would be
the correct ternplate to open now.

As soon as you have successfully opened
the correct sprite template, use your
paint program to save a copy of this file
by a new name. This step is crucial! You
should always draw on a copy of the
template file, never the original.
Otherwise, you might have to reinstall
UNLIMITED ADVENTURES in order to
recover the unspoiled templates. Save
the ternplate copy under a name that
describes the image you plan to draw. In
the next tutorial, you will replace the
BLACK PUDDING with the image you
draw here, so you might call this
ternplate copy a PUDDING.


Drawing in an Art Template

Now examine your new copy of the
sprite ternplate file. Across the top of the
screen, you see three rectangles, each
surrounded by a bright pink border. Do
not move these frames, or draw on or
outside the bright-pink border. Frames
show only maximum dimensions -- your
figure might be shorter or narrower. A
human-like creature, for example would
fill less space than a large dragon.
Always draw with this idea in mind:
center each image horizontally in the
frame, and align the bottom of each
image vertically with the frame bottom.

As you examine your copy of the sprite
ternplate, notice the palette information
key in the lower, left-hand corner. This

key shows the palette slots your sprite
image may use. Any bright-pink slots are
off limits. The other colors in this key
represent the colors assigned to actual
palette slots for your sprite. The
transparent-color slot (255) is clearly
marked. Notice that this color has
already been used to fill the three frames
in the sprite ternplate.

The third portion of this ternplate is an
instruction panel, displaying a brief
summary of the important points to
remember when creating a sprite. Review
these instructions now.

You are ready to draw your images in the
three frames at the top of the page. For
a sprite, you may change or manipulate
the colors in palette slots 176 through
254, as indicated in the palette
information key. Be sure, however, that
the transparent color in slot 255 does
not get mixed into the ordinary palette
slots for your sprite. This transparent
color must appear only in the unused
space around your character. Do not
perform any operation in your paint
program that might change the order of
the color palette.

Start with the frame at the left -- the one
labeled UP CLOSE. Draw an image of
an interesting creature here, as if it were
very close to you and moving forward in
a menacing manner. Use only the palette
slots indicated in the template key, and
save your work often. When you are
done, be sure the area inside the frame
that is not actually used by your image is
still filled with the transparent color.

Save your work so far, and start on the
middle frame, labeled NEARBY. This
frame should contain an image of the
same creature, drawn in the same colors
as in the first frame, but now seen from
further away. You should vary the

--Page 115--
--Page 116--

posture of the creature in the middle
frame to give the appearance that it is
moving. A pudding, for example, might
wiggle from one frame to the next. Keep
the bottom of the creature aligned with
the bottom of the flame in each view.

Finally, save your work again and draw
the same character in the smallest frame,
labeled FAR AWAY. Again, the figure
should be nearly identical, only drawn
considerably smaller, and with a wiggle
or other appropriate motion. When you
are done, check that all three figures are
aligned with the bottom of their flames,
and that all unused areas inside each
frame are still filled with the transparent
color. Review the color palette one last
time, to make sure you have used the
slots correctly. Save your completed
work now, making sure it is saved in the
ART subdirectory, where you found the
original sprite ternplate. Now you are
ready to import the finished image into
an adventure design.

In this tutorial, you have learned how to
select the correct ternplate and copy it for
use. You have seen where to draw your
custom art image inside the flames of the
ternplate, and how to interpret the key so
you use only the appropriate palette slots
for your colors.

Creating a picture, big picture, or combat
icon is actually easier than creating a
sprite. If you have successfully mastered
the material presented in this tutorial,
you should have no trouble creating
these other types of art images. For
example, if you created a centaur or
some other interesting monster in the
previous chapter, you could try drawing
a combat icon for it now. In the following
tutorial, you will see how to add your
drawings to UNLIMITED ADVENTURES.


Tutorial: Importing and Restoring Images

Now that you have created a custom
sprite image in the correct ternplate, you
will learn how to add your new image to a
game design. The present tutorial shows
you how to use the art gallery to import
and view custom art images. If you did
not complete the drawing exercise in the
previous tutorial, you will still be able to
follow most of the present tutorial.


Importing New Art

In the design menu of UNLIMITED
ADVENTURES, press the button labeled ART
GALLERY and select SPRITE. Notice that
two new menu buttons have appeared at
the bottom of the art gallery's screen:
IMPORT and UNIMPORT. These buttons
appear when you enter the art gallery
from the design menu, provided you are
editing sprites, combat icons, or pictures
and their variants.

Search for the sprite named Black
Pudding, which is the standard art
image you will replace with the art you
drew in the preceding tutorial. If you
prefer the standard pudding to your own
creation, don't worry. You will see later
how to restore the standard image.

Since you are currently viewing a Black
Pudding, whatever art image you import
now will replace that sprite. Art images are
remembered internally by their slot -- the
position they occupy in a list of all the
supplied art items of the current type.
Thus, anywhere in the current adventure
design that a Black Pudding has already
been specified -- perhaps in a combat
event, for example -- the image you
import will appear from now on. This
situation will continue, until you unimport
that specific piece of art, restoring the
standard Black Pudding image.

--Page 116--
--Page 117--

Another peculiarity of art importing is the
fact that UNLIMITED ADVENTURES cannot
tell whether or not you drew the new art
image with the ternplate for a sprite. If in
fact you drew this image using a picture
ternplate, for example, the image will
look very strange indeed. Try this now:
make sure Black pudding is still
selected, and then press IMPORT. In the
vertical list that appears, select
TOWN.LBM from the list of file names.
In the art gallery, be sure the VIEW button
is set to display the currently selected
image. You will notice that the picture of
a town looks very strange when viewed
as though it were a sprite.

Try the art image you designed in the
previous tutorial. Press the IMPORT button
again and look for the name pudding
(or whatever name you used when you
saved your new art work). If you do not
see this name in the list, you may not
have completed the previous tutorial.
Perhaps you saved your work
somewhere other than in the ART
subdirectory. In that case, you will have
to return to the previous tutorial and
save your new image again.
If you can find the name by which you
save your art (e.g., pudding) in the list of
files, select that name. After a certain
delay, you should see your new image
displayed as a sprite, in the top half of the
screen. Hopefully, it will look like the
creature you drew, seen at three different
ranges. If the new sprite looks totally
strange, as did the TOWN.LBM, you
probably drew your new image using some
ternplate other than the one for spates.

If your new image is recognizable, but
the colors are strange -- particularly
in the backdrop behind your sprite

image -- you may have used one of the
reserved palette slots, or failed to fill the
frame with the transparent color. If this
happens, you will have to go back and
edit your art, being sure that the reserved
palette slots contain the original colors
used in the sprite ternplate file.

It is possible that your sprite image will
appear cut off, or in the wrong position.
If this happens, you probably drew
outside the frame on your copy of the
sprite template. Only the part of the new
image you drew that was inside the pink
frames will be picked up during the
importation process.


Restoring Default Art

If your new art image does not appear
the way you thought it would, you can
restore the standard art image of a black
pudding. Simply press the UNIMPORT
button now. The new image you drew is
discarded from the current adventure
design, and the standard image of a
Black Pudding appears in its place.
Note that the file containing your new
image has not been destroyed. As long as
this file can be found in the ART
subdirectory, you can always import
your image again.
If you like, you can quit UNLIMITED
ADVENTURES now and go back to your
paint program to edit your new art
image. When it looks the way you
think it should, save it in the ART
subdirectory again. Then start again at
the beginning of this tutorial.

If you are satisfied with your image, or if
you skipped the previous tutorial, you
can try to import the image in the file
TOWN.LBM again. Press LEAVE and
select PICTURE. Highlight the name of
any picture you would like to replace --
Town 1 for example. Then press IMPORT

--Page 117--
--page 118--

and select TOWN.LBM in the list of
files. You should now see a reasonable
picture of a town on the screen. This
particular image was drawn using the
ternplate for a picture; it looks much
better, therefore, if you import it when
you are editing pictures rather than
sprites.


Renaming an Art Item

When you import new art into an
adventure design, the image is changed,
but not the name by which that image is
listed. Your new art item may represent
something quite different, however, from
the default image it replaced. You can
easily change the name of any sprite,
combat icon, or variant of a picture.

Highlight the Black Pudding and press
RENAME. In the text box that appears,
enter a new name for this art item. When
you are satisfied with the new name,
press the RENAME button to accept this
change. If you change your mind, you
can discard the new name by pressing
CANCEL. Note that the name you give an
art item is for your own use when you
view a list of items in the art gallery. The
player will never see this name during a
game, only the image itself.

In this tutorial, you have learned how to
replace a standard art image with one
you import from a file saved in the ART
subdirectory. The process is exactly the
same for files saved in a variety of
different paint-program formats. You
have also seen how to discard a custom
art image, by restoring the standard art
supplied in UNLIMITED ADVENTURES.
Finally, you have learned how to change
the name by which art items are listed in
the art gallery.


PLAYING AN ADVENTURE: THE FINISHED PRODUCT

You have now modified one dungeon
module and linked it to a copy of an
overland region from the supplied game.
You are ready to complete your new
dungeon, copy more modules from
The Heirs to Skull Crag adventure
design, and play your completed game.
The tutorial in this chapter guides
you through the process of playing a
completed design as an ordinary
player -- without any special powers
or an unusually strong party.


Testing vs. Normal Game Play

You have seen that when you need to
test a few events or rooms in an
adventure module, the quickest and
easiest method is to select the Test
Module command in the map editor.
Testing in this manner gives you special
powers an ordinary player would not
possess. It also gives you an unusually
strong and able party.
While this is good for testing purposes, it
is certainly not challenging enough for
ordinary play. Once you have completed
a design, you will want that adventure to
behave like any normal AD&D Gold
Box game. To play an adventure in a
normal fashion, you can start it from the
design menu by pressing the button
labeled PLAY THE GAME.

--Page 118--
--Page 119--

Tutorial: Playing the Tutorial Design

In this tutorial you will see how to
conduct the ultimate test of your
adventure by taking on the role of an
ordinary player and starting from the
beginning with a normal party. You will
also learn how to protect your completed
design so it cannot be examined or
edited by a player.


Completing the Design

If you have been following the tutorials
in this manual, you are almost ready to
play your Tutorial Design adventure.
Probably this design will be more
interesting if you fill out Dungeon 10 a
bit more. For example, you might place a
give treasure event somewhere in the
Great Hall or in the Marble Hall. You
could add some new combat or trap
events in key parts of this dungeon. With
new text-statement events, you can
provide special hints or give welcome
messages in certain sections of the
dungeon. Don't neglect the global
information editor, where you can add
events that occur while the party is
resting or moving in selected map zones.

To make this adventure design more
interesting still, you should copy all the
named dungeon modules from the
default game. Do this in the same
manner that you copied the overland
region. First, open an unused module in
the Tutorial Design (start with

DUNGEON 0l ). Next, select Copy
from... in the file menu list, and choose
the module with the some number from
the design Heirs to Skull Crag.

The transfer-module events that link
dungeons and overland regions work
internally by number rather than by
name. Be careful, therefore, to copy each
module into the dungeon in your
Tutorial Design having the same
number as that module uses in The
Heirs to Skull Crag. You do not need to
copy any unnamed adventure modules,
since these are empty.

Examine the adventure modules you
copied for examples of how to use all the
types of events not explicitly discussed
in this Design Guide. The time you
spend examining these modules will be
well rewarded as you pick up tips for
designing a clever and entertaining game.


Adding Password Protection

When the Tutorial Design is completed
to your satisfaction, make a last check of
the game settings. Does the player start
at the correct module and entry point?
You may also wish to enter a password
on page 1 of the game-settings
questionnaire. If you do, the buttons in
the right-hand column of the design
menu will be inactive whenever this
adventure design is selected. From now
on, you will have to press UNLOCK EDITOR
in the design menu and enter the correct
password before you may edit this
design. This feature works until you
delete the password in the game-settings
questionnaire.

--Page 119--
--Page 120--

Be careful to record any password that
you enter. Should you forget this
password, you will not be able to access
the GAME SETTINGS button to find out
what it was. In fact, you will not be
permitted to edit your design at all! Of
course, neither will anyone else.

To play the completed Tutorial Design,
make sure it is selected in the design
menu as the current game design and
then press PLAY THE GAME. As play begins,
note that you are now permitted to load
a saved game. Try this now. Have the
party make camp, and examine the
menu buttons again. You can no longer
press DONE; instead, you see the normal
SAVE button. Games are saved in the
directory of the design you are currently
playing. You may also load games that
were saved in a different design. When
the party engages in combat, there is no
WIN button. Such is life!

In this tutorial you have seen how to
play a completed adventure design.
You have practiced copying modules
from one design to another, and you
have learned how to protect a design so
it can no longer be changed. You now
have the basic tools you need to create
and play unlimited adventures. The rest
is up to you.


APPENDIX: SHARING ADVENTURES

It is easy to share adventure designs with
another registered owner of UNLIMITED
ADVENTURES. TO do this, you need to
understand how designs are stored.
UNLIMITED ADVENTURES is saved on your
hard disk in the directory you named
when you installed it. We will refer to
this as the FRUA directory, since that
is the default name.

Inside the FRUA directory, each
adventure design is represented by a
separate subdirectory. The name of a
design subdirectory consists of the first
few letters of the design's name followed
by a .DSN' suffix. The name of the
current design's subdirectory appears to
the right of the phrase CURRENT
GAME DESIGN in the design menu.
For example, if you select HEIRS TO SKULL
CRAG as the current game design, you see
that it is stored in a subdirectory named
HEIRS.DSN. All the information
needed to define the adventure is stored
inside this one subdirectory.

A variety of information is stored in a
given design's subdirectory. For example,
all the adventure modules you create or
copy while editing this design, as well as
any changes you make to the supplied
art and standard monsters, are saved
here. Default information shared by
every game design -- such as the
standard art images and monster
definitions -- is not duplicated in
adventure design subdirectories. instead,
each design inherits such information
from UNLIMITED ADVENTURES.

--Page 120--
--Page 121--

Before sharing an adventure design with
a friend, be sure to protect it with a
password unless you want your friend to
be able to edit it (see the chapter entitled
Playing an Adventure). Next, select
your adventure in the design menu to
find out the name of its subdirectory.
Locate this subdirectory inside the FRUA
directory on your hard disk and copy
the entire subdirectory to a floppy
diskette.

On your friend's hard disk, find the
directory where UNLIMITED ADVENTURES
was installed. Check inside that directory
to be sure there is no subdirectory with
the same name as the one you wish to

share. If such a subdirectory does
already exist, you should rename it (just
be certain the new name ends in
.DSN). Now copy the entire design
subdirectory from your floppy diskette
into the FRUA directory on your friend's
hard disk.

When you have finished, your adventure
can be selected in your friend's registered
copy of UNLIMITED ADVENTURES just like
any other game design. If you did not
protect your design with a password, your
friend can also use the map editor to copy
individual modules from your adventure.

--Page 121--
--Credits--

CREDITS

MICROMAGIC, INC.

Director:                   Jason Linhart

Programming:                David Blake, Bill Sloan, Jason Linhart

System Design:              Jason Linhart

Adventure Design:           Kiri Naiman

Additional Design:          Wayne Horgan, Emma Tailleir,
                            Tao Rodriguez-Seeger,
                            Thomas A. MacMahon, Bill Sloan
                            Carol Tanguay

Art:                        Herb Perez, Eric Halloran

Additional Art:             Bill Sloan, Kirt Natman

Documentation:              "The Fat Man" George Mistair Sanger

Music Production:           David Govett

Music Composition:          John Ratcliff

IBM Digital Sound Driver:   Wayne Horgan, Emma Tailleir,

Playtesters:                Tao Rodriguez-Seeger,
                            Thomas A. MacMahon


STRATEGIC SIMULATIONS, INC.

Designer's Journal Editors:   Kym Goyer, Eileen Matsumi,
                              Al Brown

Producers:                    Bret Berry

Associate Producer:           James Young

Playtesters:                  Joshua Cloud, Forrest Elam,
                              Cyrus Harris, Brian Lowe

Test Support:                 Sandy Sturtevant

Graphic Design and DTP:       Louis SAEKOW DESIGN:
                              David Boudreau, Leedara Sears

Printing:                     Banta ISG

Real Printing:                Paul A. Weier, "Rectange-Cut man"
                              John M. Barton, "ScanMan"

--Credits--
--Warranty--

STRATEGIC SIMULATIONS, INC. LIMITED WARRANTY
Strategic Simulations, Inc. ("SSI") warrants that the diskette(s) on which the
enclosed program is recorded will be free from defects in materials and
workmanship for a period of 30 days from the date of purchase. If within 30
days of purchase the diskette(s) prove defective in any way, you may return
the diskette(s) to Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201,
Sunnyvale, CA 94086-2901 and SSI will replace the diskette(s) free of charge.
In addition, if the diskette(s) prove defective at any time after the first 30
days, return the diskette(s) to SSI and SSI will replace the diskette(s) for a
charge of $10.00 (each disk) plus $4.00 for shipping and handling. California
residents, add applicable sales tax.

SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT
TO THE SOFTWARE PROGRAM RECORDED ON THE DISKETTE OR THE GAME
DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE,
MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE
PROGRAM AND GAME ARE SOLD "AS IS." THE ENTIRE RISK AS TO THEIR
QUALITY AND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI
BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN
IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME
STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED
WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL
DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.)

The enclosed software program and this rule book are copyrighted. All rights
are reserved. This rule book may not be copied, photographed, reproduced, or
translated or reduced to any electrical medium or machine-readable form, in
whole or in part, without prior written consent from SSI. The program
accompanying this rule book may be copied, by the original purchaser only, as
necessary for use on the computer for which it was purchased. Any persons
reproducing any portion of this book for any reason, in any media, shall be
guilty of copyright violation and subject to the appropriate civil or criminal
action at the discretion of the copyright holder(s).

ADVANCED DUNGEONS & DRAGONS, AD&D and the TSR logo are trademarks owned by and
used under license from TSR, Inc., Lake Geneva WI, USA. All TSR characters,
character names, and the distinctive likenesses thereof are trademarks owned
by and used under license from TSR, Inc.

Copyright 1993 TSR, Inc. Copyright 1993 Strategic Simulations, Inc. All Rights
Reserved.


WHAT TO DO IF YOU HAVE A DEFECTIVE DISK
Each of our games undergoes extensive playtesting prior to its release.
Through this process we hope to uncover and correct any errors in programming.
However, due to the complex nature of our simulations, some program errors may
go undetected until after publication. In addition to errors in the program,
there are occasionally problems with the disk itself. We experience the
industry standard of approximately a 3 to 5% failure rate of duplicated disks.
Before assuming that a disk is defective, make sure to check your disk drive.
Up to 95% of the disks returned to us as defective will run fine on our
computer systems. Often the problem is with a disk drive that needs servicing
for alignment, speed, or cleaning.

Should you have a defective disk, please return the disk only (keep all other
parts of the game) to our Customer Support Department, along with a note
describing the problem you have encountered. A replacement disk will be
provided upon our receipt of the defective disk.

Should you uncover an error in the program, return both your game disk and any
"save game" disks to our Customer Support Department. Please enclose a
description of what was taking place in the game when the error occurred. Upon
correction of the program error, we will return an updated disk to you.

--Warranty--
--Help Desk--

QUESTIONS OR PROBLEMS?
Our main business number is (408) 737 8800 If you encounter disk or system
related problems you can call our Technical Support Staff at (408) 737-6850
between 11 a.m. and 5 p.m., Pacific Time, Monday through Friday, holidays
excluded. NO GAME PLAYING HINTS WILL BE GIVEN THROUGH THIS NUMBER. You can
write to us lot hints at: Hints, Strategic Simulations, Inc., 675 Almanor
Avenue, Suite 201, Sunnyvale, CA 94086 (include a stamped self-addressed
envelope for reply).

IBM COMPATIBLE COMPUTER INFORMATION:
Many of our games will work on IBM compatible computers. If you own an IBM
compatible computer we suggest that you consult with our Technical Support
Staff at (408) 737-6050 between 11 am and 5 PM, Pacific Time, Monday through
Friday, (holidays excluded) to see if an SSI game you're considering purchasing
is compatible with your computer. If we have insufficient data to determine
compatibility, you may wish to purchase the game and test its compatibility
yourself. If the game proves to be incompatible, you may return it within 14
days with your dated receipt and we will refund your money. Or, if you return
the game within 30 days, you may exchange the game for another.

--Help Desk--







