by Ian Page
[16] (Section 107) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).
[17] (Section 110) This is the correct solution to the riddle in Section 264.
[18] (Section 120) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).
[19] (Section 172) You are forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more WILLPOWER points than you currently possess. If you do not have sufficient WILLPOWER points, you may choose to simply subtract the number of WILLPOWER points required to use the Power you select. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).
[20] (Section 183) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.
[21] (Section 193) The Yabari Ointment can be applied at any time and is effective until it is washed off or until this adventure is over. If you choose to apply the ointment, delete this item from your Action Chart but make a note that you are now wearing the ointment.
[22] (Section 193) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.
[23] (Section 204) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).
[24] (Section 211) You must have the Power of Evocation in order to attempt to raise the dead priest.
[25] (Section 215) If you have arrived here from Section 156, there is no description of how the Shadakine officer is killed. This appears to be an oversight by the author.
[26] (Section 215) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).
[27] (Section 215) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.
[28] (Section 229) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).
[29] (Section 245) Make sure to restore your Wizard's Staff, Backpack, and Backpack Items to your Action Chart.
[30] (Section 248) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).
[31] (Section 257) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).
[32] (Section 259) There are numerous unanswered questions with this combat. The addition of WILLPOWER and ENDURANCE is straightforward, but which attribute do you lower when wounded in this mental combat? A mental combat would suggest that you will lose WILLPOWER as this is the measure of you mental strength. It is possible to have a negative WILLPOWER score which would mean that the combat would only come to an end when the Darkling Room's ENDURANCE was lowered to 0. Using your true ENDURANCE score is the less paradoxical route.
In either case, if your WILLPOWER or ENDURANCE score is lowered during a round of combat, do you then adjust your combined WILLPOWER and ENDURANCE score which is serving as your COMBAT SKILL for this combat?
There are no easy answers to these questions. It is up to the reader to decide which solution is most appropriate.
Also, you cannot use your Wizard's Staff in this combat; since the combat is mental in nature, it would be inappropriate to use it, which means that you should not be able to use WILLPOWER to multiply your opponent's loss of ENDURANCE.
[33] (Section 264) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.
[34] (Section 279) If you do not have sufficient WILLPOWER points, you
may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).
[35] (Section 297) These empty Vials may be used later to contain potions. Some Vials are useless once contaminated.
[36] (Section 300) Keep note of your Backpack Items in case you should find your Backpack again later.
[37] (Section 304) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).
[38] (Section 311) Keep note of your Backpack Items in case you should find your Backpack again later.
[39] (Section 320) These losses are in addition to any you may have already sustained in your duel with the Kazim Stone.
[40] (Section 342) There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.
Table of Illustrations
The following is a list of all Sections containing illustrations found in this book:
Primary Illustrations
Illustration I (Section 1)
Illustration II (Section 18)
Illustration III (Section 29)
Illustration IV (Section 39)
Illustration V (Section 87)
Illustration VI (Section 101)
Illustration VII (Section 105)
Illustration VIII (Section 140)
Illustration IX (Section 149)
Illustration X (Section 175)
Illustration XI (Section 197)
Illustration XII (Section 224)
Illustration XIII (Section 233)
Illustration XIV (Section 241)
Illustration XV (Section 266)
Illustration XVI (Section 292)
Illustration XVII (Section 344)
Illustration XVIII (Section 350)
Illustration XIX (Section 350)
The Shadakine Empire
Action Chart
Secondary Illustrations
Magical Powers
Section 5, Section 179, Section 254
Section 13, Section 127
Section 34
Section 109, Section 124, Section 187
Section 146
Section 148, Section 342
Section 161
Section 183
Section 264
Section 271
Section 280
Project Aon License
21 August 2009
0. Preamble
Joe Dever, author of the Lone Wolf game books, and Ian Page, author of the World of Lone Wolf books are providing certain of their works for free (gratis) download from the internet. Rob Adams, Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Trevor Newton, Peter Parr, Graham Round, and Brian Williams are similarly offering the illustrations that they did for these books. This license is intended to protect the rights of the authors and the illustrators, grant rights to their readers, and preserve the quality of the books distributed in this way.
By viewing or downloading the books or the illustrations, you agree to refrain from redistributing them in any format for any reason. This is intended to protect readers from getting poor quality, unofficial versions or from being asked for payment in exchange for the books by someone who is redistributing them unofficially.
Anyone who wishes to simply view or download the Internet Editions for their own personal use need not worry about running afoul of the terms of this License. These activities are within acceptable behaviour as defined by this License.
This section does not contain the legally binding terms of this license. Please read the precise terms and conditions of this license that follow.
The current version of this license can be found at the following URL:
http://www.projectaon.org/en/Main/License
1. Definitions
1.0
‘License’ shall hereafter refer to this document.
1.1
‘Authors’ shall hereafter refer to Joe Dever, Ian Page, and Gary Chalk, copyright holders for the literary works covered by this license. Where Joe Dever, Ian Page, or Gary Chalk is mentioned singly, they will be referred to by name.
1.2
‘Illustrators’ shall hereafter refer to Rob Adams, copyright holder of portions of The Magnamund Companion; Paul Bonner, holder of the copyrights for the illustrations of the World of Lone Wolf books; Gary Chalk, holder of the copyrights for the illustrations of Lone Wolf books one through eight counted inclusively, holder of the copyrights of portions of The Magnamund Companion, and holder of the copyrights for The Lone Wolf Poster Painting Book; Melvyn Grant, holder of the copyrights for the illustrations of Freeway Warrior 1: Highway Holocaust; Richard Hook, copyright holder of portions of The Magnamund Companion; Peter Andrew Jones, copyright holder for the illustrations used in the Lone Wolf 10th Anniversary Calendar; Cyril Julien, copyright holder of portions of The Skull of Agarash; Peter Lyon, copyright holder of portions of The Magnamund Companion; Trevor Newton, copyright holder of the illustrations of Voyage of the Moonstone; Peter Parr, copyright holder of the illustrations of Black Baron and White Warlord, Emerald Enchanter and Scarlet Sorcerer; Graham Round, copyright holder of portions of The Magnamund Companion; and Brian Williams, holder of the copyrights for the illustrations of Lone Wolf books nine through twenty-eight counted inclusively with the exception of the illustrations for book twenty-one, The Voyage of the Moonstone, holder of the copyrights of portions of The Skull of Agarash, and holder of the copyrights for the illustrations of books two through four, counted inclusively, of the Freeway Warrior series. Where Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Trevor Newton, Peter Parr Graham Round, or Brian Williams is mentioned singly, they will be referred to by name.
1.3
‘Internet’ shall hereafter refer to any means of transferring information electronically between two or more ‘Licensees’. (The term ‘Licensee’ is defined in Section 1.5 of the License)
1.4
‘Internet Editions’ shall hereafter refer to the document or documents, any parts thereof or derivative works thereof (including translations) made available to the public under the terms of this License via the Internet. The term ‘Internet Editions’ is limited to the electronic transcription of certain text and illustrations by the Authors and Illustrators respectively as listed hereafter.
The following are the works written by Joe Dever which are being offered in English and Spanish under the terms of this license:
Flight from the Dark;
© 1984 Joe Dever and Gary Chalk.
Fire on the Water;
© 1984 Joe Dever and Gary Chalk.
The Caverns of Kalte;
© 1984 Joe Dever and Gary Chalk.
The Chasm of Doom;
© 1985 Joe Dever and Gary Chalk.
Shadow on the Sand;
© 1985 Joe Dever and Gary Chalk.
The Kingdoms of Terror;
© 1985 Joe Dever and Gary Chalk.
Castle Death;
© 1986 Joe Dever and Gary Chalk.
The Jungle of Horrors;
© 1987 Joe Dever and Gary Chalk.
The Cauldron of Fear;
© 1987 Joe Dever.
The Dungeons of Torgar;r />
© 1987 Joe Dever.
The Prisoners of Time;
© 1987 Joe Dever.
The Masters of Darkness;
© 1988 Joe Dever.
The Plague Lords of Ruel;
© 1990, 1992 Joe Dever.
The Captives of Kaag;
© 1991 Joe Dever.
The Darke Crusade;
© 1991, 1993 Joe Dever.
The Legacy of Vashna;
© 1991, 1993 Joe Dever.
The Deathlord of Ixia;
© 1992, 1994 Joe Dever.
Dawn of the Dragons;
© 1992 Joe Dever.
Wolf's Bane;
© 1993, 1995 Joe Dever.
The Curse of Naar;
© 1993, 1996 Joe Dever.
Voyage of the Moonstone;
© 1994 Joe Dever.
The Buccaneers of Shadaki;
© 1994 Joe Dever.
Mydnight's Hero;
© 1995 Joe Dever.
Rune War;
© 1995 Joe Dever.
Trail of the Wolf;
© 1997 Joe Dever.
The Fall of Blood Mountain;
© 1997 Joe Dever.
Vampirium;
© 1998 Joe Dever.
The Hunger of Sejanoz;
© 1998 Joe Dever.
The Magnamund Companion;
© 1986 Joe Dever.
Freeway Warrior 1: Highway Holocaust;
© 1988 Joe Dever.
Freeway Warrior 2: Slaughter Mountain Run;