darksun2-cluebook - Museum of Computer Adventure Game History
darksun2-cluebook - Museum of Computer Adventure Game History
darksun2-cluebook - Museum of Computer Adventure Game History
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I<br />
t DENIZENS OF THE DESERT t<br />
Adventuring in and around Tyr, the party <strong>of</strong> characters is sure to encounter<br />
many strange, devious, and dangerously vicious creatures. Below are suggestions<br />
on defeating these creatures.<br />
• AURUMVORAX<br />
t INTRODUCTION t<br />
Are your characters prepared for Athas? They'd better be . . . . It's a desert<br />
planet laboring under the oppressive heat <strong>of</strong> a crimson sun. Almost all<br />
<strong>of</strong> its mines have been tapped out, and monsters deformed by magic continue<br />
to emerge from its endless wastelands and plague all who inhabit the surface.<br />
Now, vicious, seldom-seen sorcererkings<br />
rule through religious organizations<br />
and enslave vast numbers <strong>of</strong><br />
people, order assassinations, and<br />
plot to gain evil power - power<br />
which, if unleashed, could devour<br />
the remaining life on Athas.<br />
The second computer role-playing<br />
game based on the highly acclaimed<br />
AD&D® 2nd Edition DARK SUN"'<br />
game world, WAKF. OF THE RAVAGER,<br />
begins when your characters enter<br />
the ancient City <strong>of</strong> Tyr and are met<br />
by a woman claiming to be from the<br />
mysterious "Veiled Alliance." She<br />
warns the party <strong>of</strong> the evil that has<br />
come to T'yr, but before she can<br />
reveal her secret, she is killed.<br />
Can your characters find the Veiled<br />
Alliance and stop those who would<br />
destroy all <strong>of</strong> Athas?<br />
The information in this clue book is a<br />
companion guide to WAKF. OF THE<br />
RAVAGER, and focuses on all aspects<br />
<strong>of</strong> the game. The "Denizens <strong>of</strong> the<br />
Desert" section contains specific<br />
hints on fighting the various enemies<br />
and monsters; the "<strong>Adventure</strong>rs'<br />
Guide" section contains maps,<br />
descriptions <strong>of</strong> the various regions,<br />
locations, and encounters that make<br />
up the adventure; and the "Treasure<br />
Guide" lists all the items found<br />
throughout the game.<br />
Use this book to answer questions<br />
about how the story <strong>of</strong> WAKE OF THE<br />
RAVAGER unfolds. If you have any<br />
questions about how to play the<br />
game, check the rule book; or, if you<br />
have installation questions, check<br />
your data card. Armed with this<br />
knowledge, and a bottle <strong>of</strong> sunscreen,<br />
your success is assured!<br />
t DEFILERS<br />
•DRAKES, AnlAsIAN<br />
These vicious little creatures can be deadly in large<br />
numbers. The best way to defeat them is by brute force.<br />
The whole party should rush forward and attack them<br />
with melee weapons.<br />
Defilers are quite skilled, and can cast 9th-level mage<br />
spells. Their favorites are cone <strong>of</strong> cold, fireball, ice storm,<br />
and lightning bolt. The best defense in this case is a strong<br />
<strong>of</strong>fense. Remember that hitting a spellcaster in combat<br />
prevents him or her from casting in that combat round.<br />
Drakes are gargantuan,<br />
reptilian<br />
monsters that use<br />
Athas as their<br />
personal hunting<br />
grounds. The best<br />
bet is to have<br />
characters with<br />
the most hit<br />
points and lowest Armor Class engage them. Spellcasters should move far<br />
away from these beasts and cast haste upon themselves as well as <strong>of</strong>fensive<br />
spells at the drakes.