Curse Of The Azure Bonds Clue Book Download

Curse of the Azure Bonds - Cluebook - PC - Free download as PDF File (.pdf), Text File (.txt) or view presentation slides online. Gold box hint. Curse of the Azure Bonds (aka Vol. II), a really nice role-playing (rpg) game sold in 1989 for DOS, is available and ready to be played again! Also available on Mac, Commodore 64, Amiga, Apple II and PC-98, time to play a fantasy, turn-based, licensed title, dungeon crawler and d&d /.


Area Note
Unlike the other optional areas in the game, Oxam's Tower has fixed battles, and you'll need to explore to find them. Some of the battles are very difficult, so you should wait a while before coming here.
The tower rooms and the dungeon are colored in light gray. The caverns are in a darker gray. This is just to make the divisions easier to see.
1 - Sitting Room
If you 'search' in here you'll find a random treasure.
2 - Minotaurs
You'll be attacked by several minotaurs here. On their bodies you can find plate mail +1 and battle axes +1.
3 - Treasure
If you 'search' in this room you'll find a random treasure.
4 - Stairs to the Top of the Tower
There are five more levels to the tower, but they are small and relatively uninteresting. The main attraction is at the top, where you'll face a high priest of Bane, plus some otyughs and a few Zhentil fighters. If you cast 'silence' on the priest, then this is a very easy battle. Once it is over, you'll find plate mail +2, plus some random treasures.
5 - Entrance to the Dungeon
6 - Medusas
You'll face three medusas here, along with several griffons. Obviously, concentrate on the medusas first since they are the nastier of the two. You'll receive a random treasure from the encounter.
7 - Arrow Trap
8 - One-way Teleporter
The teleporter will take you back to the entrance of the tower.
9 - Fighter Battle
You'll be attacked by about 15 Zhentil fighters here.
10 - Otyugh Battle
You'll have to fight a trio of otyughs here.
11 - Battle
You'll face a medusa and some ogres and griffons here.
12 - Gas Spore
The gas spore looks like a beholder, but if you 'attack' it, it will explode, damaging your party. If you 'leave' it instead, nothing will happen.
13 - Entrance to the Caverns
You'll meet a man here who will tell you, 'The Beholder Corps is.. Gaak!' Then a large round shape will disappear into the darkness. If you haven't saved for a while, now would a good time to do so.
14 - Beholder
The beholder will tell you that you're not invited to the conference going on, and he'll allow you to leave peaceably. But if you want to visit the rooms to the west, you'll have top fight him. Beholders can't be hit by spells, so you'll have to rush him with your melee fighters.
15 - Dark Elf Lord
On the lord's corpse, you'll find an invitation to the conference. You should also find some random treasures.
16 - Guards
The guards will 'cower back' at your approach, but if you 'attack' them they'll turn out to be rakshasas. If you instead 'leave,' then you'll appear back in the hallway, but the rakshasas will disappear.
Rakshasas can't be hit by spells, but they won't have any problems pegging you with 'lightning bolts' and spells of their own. The best way to deal with them (if you want to deal with them at all) is to buff up before the fight and then hope your melee fighters kill them quickly. You'll find an invitation to the conference on the corpses of the rakshasas.
17 - Beholders
You'll face thee beholders here. If you can kill them without having anybody disintegrated (which takes some luck), then you'll earn about 60,000 total experience, and you'll find a list indicating that rakshasas and dark elves are attending the conference, but that efreet, vampires, and liches all declined to come.
18 - Conference
You'll stumble into a conference discussing 'the fate of adventurers,' and you'll be given two options: 'flee in panic' or 'throw caution to the wind.' There is absolutely no way to win the battle unless you have the dust of disappearance from the Fire Knives Hideout. Among other things, there are 15 beholders involved. So if you don't have the dust, flee and just skip this battle.
If you have the dust, then if you use it before the battle starts, it will prevent enemies from casting spells on you, and it will only allow enemies to use melee attacks against you if you're adjacent to them. With that sort of advantage, you should be able to work your way through the enemies, and earn a whopping 76,508 experience for each character in your party. You'll find random treasures after the battle.
19 - Treasure Room
You'll find a good-sized treasure here, but it's all random. So save your game before going in, and load if you get the wrong sorts of objects.
Exits:
  1. Front door of the tower.
  2. Stairs between the first and second levels.
  3. Exit to the Wilderness.

Contents PlotThe party is magically summoned to the mining town of, located in a valley deep in the, in hopes that they will save the town from the overwhelming evil that threatens it.New Verdigris is located on the ruins of a much older city that was suddenly covered by a glacier three hundred years ago. However, the glacier is now receding, which led to the town being reestablished and the resumption of mining operations. While New Verdigris initially prospered, three months ago, a new mineshaft was opened and monsters began pouring through from an unknown source.Previous efforts to stop the monsters have failed and they have made it to the ruins and are threatening to invade the town. The party is the town's last hope of finding the source of the evil and clearing the scourge.GameplayTo play Secret of the Silver Blades, one simply needs to create characters and form a party.

The gameplay basics are identical to all games in the series. Characters can also be imported from. Secret of the Silver Blades is similar to its two predecessors in gameplay and graphics.

There is no overworld in this game, however. It takes place entirely in the first person maps. Graphics did improve slightly, though everything was still drawn in 16 colors.The game includes some new features introduced with Champions of Krynn, and adds a difficulty selector that the player can used to change the power of the enemy creatures.

The game world was the largest yet for a Gold Box game, and it included cut scene illustrations of the story. Title screen for Commodore 64 edition.AppendixThis page uses content from. The original article was at. The list of authors can be seen in the.

As with, the text of Wikipedia is available under the Creative Commons License. Additional terms may apply. See and for further details.Game Credits Amiga.

Story and development: David Shelley. Amiga Producer: Daniel Cermak. Amiga Development: David A.

Lucca, Nicholas Beliaeff. Musical Score: John Halbleib.

Encounter Design: David Shelley, Michael Mancuso, Ken Humphries, Graeme Bayless, Rick E. White. Playtest: Jeffrey Shotwell, Cyrus G. Harris, Dennis Zahina.

Graphic Arts: Mark Johnson, Laura R. Bowen, Fred Butts, Cyrus Lum, Susan Manley, Michael Provenza, Tom Wahl. Programming: Ken Nicholson, Russell Brown. Box artwork: Larry Elmore. Project Director: Jason T.

Linhart. Design: Kiri Naiman, Stephen Linhart. Playtesting: Herb Perez, Kiri Naiman, Richard K. Ware.

Programming: David Blake, Jason T. Linhart.

Art: Carol Tanguay, Herb Perez, Kiri Naiman. Music: Doug HewittCommodore 64. Programming: Paul Murray. Encounter Design: David Shelley, Michael Mancuso, Ken Humphries, Graeme Bayless, Rick E. White. Story and Development: David Shelley.

Graphic Arts: Mark Johnson, Laura R. Bowen, Fred Butts, Cyrus Lum, Susan Manley, Michael Provenza, Tom Wahl. Musical Score: John Halbleib. Playtest: Cyrus G. Harris, Don McClure, David A.

Lucca, Clifford Mann, Rick Wilson, Erik Flom, James Young, Larry Stephen WebberDOS. Project Development: David Shelley. Programming: Russell Brown, Ken Nicholson. Encounter Authors: Graeme Bayless (Middle Level of Castle), Ken Humphries (Mines / Temple of Tyr / Ice Giant Village), Michael Mancuso (Ruins / Well of Knowledge / Dungeon / Ice Crevasses), David Shelley (New Verdigris / Castle Entrance / Finale), Rick E. White (Drider Base). Art Director: Mark Johnson. Graphics / Artwork: Laura R.

Bowen, Fred Butts, Mark Johnson, Cyrus Lum, Susan Manley, Michael Provenza, Tom Wahl. Music: John Halbleib. Sound Effects: John Halbleib. Writing / Dialogue / Story: David Shelley. Playtesting: Erik Flom, David A.

Lucca, Clifford Mann, Don McClure, Larry Stephen Webber, Rick E. White, Richard Wilson, James Young, John Kirk.

Documentation: Rick Wilson. Project Manager: Victor Penman. Art, Graphic Design & DTP: Louis Saekow Design, Peter Gascoyne, David Boudreau. Pre‑press Production: Louis Saekow Design, Kirk Nichols, Ray Garcia. Printing: Muller Printing Co. Clue Book Writter: David Shelley, Michael Mancuso, Ken Humphries. Clue Book Art, Graphic Design and Desktop Publishing: Louis Saekow Design, Peter Gascoyne, David Boudreau.

Clue Book Printing: A&a Printers and LithographersMacintosh. Mac Producer: Daniel Cermak. Mac Playtest: John Kirk, John C. Boockholdt, Mike Balajadia, Glen A.

Cureton. Encounter Design: David Shelley, Michael Mancuso, Ken Humphries, Graeme Bayless, Rick E. White. Story and development: David Shelley.

Mac Development: David A. Lucca, Nicholas Beliaeff. Graphic Arts: Mark Johnson, Laura R.

Bowen, Fred Butts, Cyrus Lum, Susan Manley, Michael Provenza, Tom Wahl. Programming: Ken Nicholson, Russell Brown. Project Director: Jason T. Linhart. Design: Kiri Naiman, Stephen Linhart. Playtesting: Herb Perez, Kiri Naiman, Richard K. Ware.

Spirit Lords is a mobile dungeon crawler RPG developed by KABAM games. In a unique real-time adventure designed exclusively for mobile devices, players can battle dozens of unique races and vile bosses through a variety of landscapes; from lush forests to subterranean caves and crypts. Spirit Lords is a free to play mobile action RPG from Kabam's RPG studio arm. The game aims to provide a deep RPG experience with real-time combat built directly for mobile platforms. Players can customize their characters from multiple options for race, class, and equipment. Apr 13, 2015. Ultimately, Spirit Lords’ free-to-play barriers are relatively minor. They’re definitely worth looking past if you’re in the market for a charismatic game that lets you collect oodles of loot and brilliant-looking ghosts. Facebook is showing information to help you better understand the purpose of a Page. See actions taken by the people who manage and post content. Spirit lords game. Spirit Lords Key Features: Persistent world with instanced dungeons. Tap-based gameplay with touch and gesture controls that provide intuitive action combat. Two classes (Barbarian and Sorcerer). Unique Element and Spirit skill system. Over 100 Spirits to collect and over 1,000 pieces of.

Lost soul aside ps4. We play as Kazer. PlotLost Soul Aside's action takes place in a universe where magic mixes with futuristic technology. Our goal is not only to eliminate the monsters that broke into his world but also to discover the reasons that were behind the attack.

Programming: David Blake, Jason T. Linhart. Art: Carol Tanguay, Herb Perez, Kiri Naiman. Music: Doug HewittPC-98. Story and Development: David Shelley. Programming: Ken Nicholson, Russ Brown.

Encounter Design: David Shelley, Michael Mancuso, Ken Humphries, Graeme Bayless, Rick White. Musical Score: John Halbleib. Graphic Arts: Mark Johnson, Laura R. Bowen, Fred Butts, Cyrus Lum, Susan Manley, Michael Provenza, Tom Wahl. Playtest: Rick White, Don McClure, David A.

Lucca, Clifford Mann, Rick Wilson, Erik Flom, James Young, Larry Stephen WebberFurther Reading., and (November 1990). “: Review of Secret of the Silver Blades.”. 48., and (July 1991). “: Clue Corner: Secret of the Silver Blades”. 64., and (September 1991).

“: Clue Corner: Secret of the Silver Blades.”. 60., and (November 1991). “: Clue Corner: Secret of the Silver Blades.”. 60., and (January 1992).

“: Clue Corner: Secret of the Silver Blades.”. 66., and (February 1992). “: Clue Corner: Secret of the Silver Blades”. 63. (2015-10-16). Retrieved on 2018-05-23.See Also.Connections.

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