Académique Documents
Professionnel Documents
Culture Documents
.. .. . .•
120
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114
-·- 96-f1 80-31 30-06
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"' • THE ADVENTURES OF INOIANA JONES, gemo Dlomonts and char- • • THE ADVENTURES OF INOlANA JONES, game elements and c,-.
actOI' Ml"l\01 Md lik&Mnea are lrademarka of weftsfilm Ltd. used Kt., namoa and tikooease• are trademark• of Lue.t fifm Ltd, used
~ authcwWltlon. undtt authorludon..
80 --- . . ., IU-31 30-18 15-GIJ • • IO --- lti-91 IU-31 30-18 15-GIJ • •
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58 -·- 91-67 58-29 28-15 14-08 • • 56 -·- 91-67 58-29 28-15 14-08 • •
55 -·- 96-&9 55-28 27-14 13-08 • • 55 -·- 95-56 55-28 27-14 13-08 • •
54 -·- 96-66 54-28 27-14 13-08 • • 54 -·- 95-66 54-28 27-14 13-08 • •
53 --- 96-54 53-27 29-14 13-08 • • 53 -·- 96-54 53-27 28-14 13-08 • •
li2 --- 86-63 52-27 28-14 13-08 • • 52 -·- 96-63 52.27 28-14 13-08 • •
61 --- 95-52 51-28 25-13 12-08 • • 51 --- 95-52 51-28 25-13 12-08 • •
50 --- 96-61 50-21 25-13 12-08 • • 50 --- 96-61 50-21 25-13 12-08 • •
49 -·-96-50 49-25 24-13 12-08 • • 49 -·- 96-50 49-25 24-13 12-08 • •
49
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-·-96-49 48-25 24-13 12-08 • • 48 -·- 96-49 48-25 24-13 12-08 • •
48
96--94-48 47-24 23-12 11-08 • • 47 96-- 94-48 47-24 23-12 11-08 • •
96-83
92-47 48-24 23-12 11-08 • • 48 96-83 92-47 48-2423-12 11-08 • •
45
44
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96-83 82-42 41-21 20-11 10-08 • • 41 96-83 82-42 41-21 20-11 10-08 • •
40
39
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21 96-43 42-22 21-11 10-08 •□ 21 96-43 42-22 21-11 10-08 •□
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12
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THE ADVENTURES OF I NDIANA JONES, game element• and character names and likenesses oro t rademarks of lucufilm, Lt d. Used undnr twthnrlzatlon.
aBC"f- - - 7£WI - - - -
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... THE ADVENTURES OF IN DIANA JONES, garne element& and d,a,~o, namos and l'ikenessas Me trad&martcs of Lucasfilm ltd. used und&r authorization.
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THE ADVENTURES OF IN DIANA JONES, o•m• t lt mt nl• and charecttr namet and llkentHH trt trademark• Of Luc:Hfllm, Ltd, Uttd under IUthorlHtlon.
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c 1995 LuCHfllm• Ltd, All Rl ghla A e H rve d.
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~ SURFACE
6754XXX1439
.. . THt AOVENTUR£S OF INOIANA JONES, game elernenu and charCM.Wr names and lkenesaes aro 1'1M:temorks of luca8fllm Ltd. used und&r authOrit;ation.
HOW TO ASSEMBLE COMPUTER:
The INDIANA JONES™* Adventure computer is easy to
assemble.
Tools Needed
• Sharp, small scissors
• White glue or paste
• Tape
Cutting Apart
1. Cut apart the two computer slides.
2. Cut apart the two score cards on the facing page.
L/1
3. "Score" - Using a ruler and a pen draw along the dot-
ted line on the slides.
i7i i
!/
4. Now, being careful, cut a slot from the right side of the
slide along the base of the gray spaces and cut out the "Score" and
windows. I I ~
, ~ u l U <heenUµleces
Assembling
Once all of the gray windows have been cut out fold the ' Applyglue
Anrls of thA slirlAs hl'!ck. (For more support you can use
transparent tape on the back of the slide to tape the slots.)
Apply glue to the area indicated and glue a front panel to
a back panel by gluing each end of the slide making a tube.
(See diagram).
How To Use
To use the Adventure computer, insert one card into each
slidt::, 111c1L1,;hi111:1 Lilt: sidt:: of the i.:c1rd to the appropriarn side
of the slide.
'"* THE ADVENTURES OF INDIANA JONES, game elements and character names and likenesses are tradeffl81'ks of Lucasfilm,
Ltd. used under authorization.© 1985 Lucasfilm, Ltd. AH Rights Reserved.
(SCORES 121M11) (SCORES_,)
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ABILITY CHECK RESULTS
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HOW lO U SE:
1. Locae score and m ove to desired modifie-.
2 . tf mcxiifier is 2 x or Nornal match up the s•mbols on the
far rght (if they don't <natch you are usiog the w rong
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row)
3. Roll :he dice and locat, the range of nunbers the dice
roll hUs w ithjn on that KJw.
4. The ,esult of the roll is ndicated by the cdor band.
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HOW T.>USE;
1. Loca:e score and m ove to desired modifie~
-
-
.......
2. If mcdifier is 2 • or Normal matc!l up the s,mbols on tha
far ri;Jht (if they don't nateh vo.u are usi,g the wrong
row)
3. Roll ·he dice and locat• the range of nunbers the dice
roll hUs within o n that row.
4. The esult o f t he roll is i,dicated by the coor band.
...
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0
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X
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o 19151.ueMfh\, L1d. All Rlgha ~
.,"',_
ACCESSOR'I DESIGN: HOWTOUSE ................................................................... 1
HAROLD JOHNSON CREA11NG CHARACTERS .. . . .. . . . . . . . . . .. . . . . . . . . . • . . . . • .. . • . . . . .. .. • • . . . . . • • . . 2
with ED CARMIEN RANDOM IIUINS .....................................................•... , .. • . . 3
DUlUNG WITH THE UNKNOWN .. .. • • . .. • .. • . .. .. . . .. • . .. . .. . . .. • .. .. . • . .. • .. .. . 7
ADVENTURE FOLD-UP~ FIGURES DESIGN:
NEW FLOW CHARTS ................................ , .. .. • .. . . . .. .. .. . • . .. .. • • . . 8
DENNIS KAUTH SPICING UP CHASES .....•.......•.•.. , •..••.......................•.•......... iO
MARSHA KAUTH STUNTING WITH CARS ....... , ....... , • , ................... , ................. 10
COVER: FOOT CHASES •.•..•• , ..•...•..••• , , ......................... , •• , •••. , ....... 10
CLYDE CALDWELL NEW HAZARD ft SHORTCUT TABLl!S ............ , .................... , , ....... io
GRAPHIC DESIGN: RUNES AND SECRET WRITINGS ............................................. , ... 11
DENNIS KAUTH GENERIC RUIN MAPS ..•. , .•..•. , ............. , ........... , , ....... , ••.•• , • , .• • 12
ILL\JS I KAI IONS: VIHK:Ui A-M8L1 lfttiTRUCl'IOl'IS .................... , ... , ............... , , , • i3
DENNIS KAUTH GENERIC FORM ASSEMBLY INSTIIIJC110NS ......... , ...... , .................... 18
MARSHA KAUTH
CARTOGRAPHY & KEYLINE:
HOW TO USE THIS PRODUCT If tt-ere is combat between two planes, just detel'-
minA ht)W cln~ they aro 111nd wh9thor thoy are
DAVE SUTHERLAND Ill The INDIANA JONES...,.,. Survival Pack is a co below, lev&I, or above the foe.
TYPOGRAPHER: 1ection of new materials to add new excitement to Aircraft a"e affected by the speed o~ the wind
adventures. The most cok>rful part is the four and storms. In fact, balloons can only move in the
BETTY ELMORE direction o1 the wino -- thougii the wind may be
ADVENTURE FOLD~l.JP"" vehicles and barroom
fhe m1mei, of 1,.;haracter~ u:stn.l herei11 c:111:1 hcLiliuu:s blowing t'irOO difforont direction:, at the different
figures. complete mstruct10ns tor assembty are
levels. To determine if the wind affects flight, ml
and do not refer to anv persons living or dead, given ir the back of this booklet and should 00 10 sided die once each hour of movement. The
Ary slmllarity 10 anv perso~s liv·ing or dead ·1s read and followed carefuily. judge decides which. way the wind blows.
mere1y coinddental. In aodition, there \s wrnet'ning new: two colo,-
"ul combat comput.,rs trnllt you t:i~errble you,~ ' lAILWlNO !add ldlOxlO mph to speed);
This accessory pack is protec~ed under tne copy• self. These computers will speed play by doing all 2-8 • NO EF'ECT
(1grt laws of the United States of America, Any the figuring to determine the results of an Ability 9 • HEADWIND isubtractTd10x10 mprl;
reproduction or other t.nautt-orized use of the Check. Instructions for aSMmbly and use are 10 ~ STORM (Headwind! Canrot turn! Vehicle
material or artwork co1tained herein is prohibitad nrinted on thA r:nmputArn Rating Check of blt.e or wh.ite result is
without the ex.prnss wrinen permission of LucasM Alsc> included ·1s a sup:,lernental reference Forced Land'1ng; a Bad Break ,s a Crash,)
film Ltd. and TSR he. screen for the judge, plus sections to help you
8,c)au: Boats may be cowered by fuel, wine or
create ruins faster and new flow charts and rules
Distributed !o u·.e
book trade by Random House for rna~ing chases more interesting.
muscle, They are aftected by currents and wind in
d si111i11:ir marmo:r ttt> aircraft. The judge should
nc. and in Canada by Random House ot Canada,
decide if there is any current or wind and then use
L.td. SUPPLEMENTAL JUDGE'S SCREEN
O\stribute.d \{) 1M toy and hoboy trade bv regional t'ne fo\-\owing ettects.
distr'tbutors. The new judge's screan prov)des information on
Piotributed in the United Ki,-,gdom by TGR UK ntd smrt nAW wA:1rv.,,n'1, vAhicl0s. and commonly UP CURRENT/AGAINST TH, WIND
encountered animals, Stud~ the tables carefully; {suotract ldl0/2 x 10 mpc to speed);
t.td.
rules on how to use the informatio.,, provkted are DOWN CURRENT/WITH THE WIND ••
in the game rules. ladd 1d10/2 x 10 mph to speed);
TSR. Inc. TSR UK L<d. STORM/CHOPPY WATERS !Treat as Up Cur-
POB 756 TM Mill, Rl'lthmnrA AOAtl If you want to use a weapon, whicle or animal
not listed on the chart, use an entry that is similar rent. 1:verv time cratt turns make a Vehicle
t..aka Geneva Cambridge CB1 4AD Rating Check; a blue or white resul-:. means
WI 53147 United Kingdom - such as using the APE scores for an Yeti, or the
the boot is sinking in 1d10 min.; a Bad Break
ELEPHANT for a Dinosaur. means the boat s capsized I
TSR, Inc. Abbreviations and their rneanklgs are given on
PltODUCTSOf YOUtt IMA,O.INAn<)N lltt1 ti:lble Utl'luw. Following are some additional Anirneb,~ Gmup<3. o~ awma\'!:t a~il: \\st'W C"'r ,ne
explanations. chart including; flocks, herds, packs, piranha,
... THE ADVENTURES OF INOIANA JONES, game ei.ments
and cMracte, nami,t11 ar.d llkenesl'lff are trademark, of Lu¢al- and swarms. These groups may attack several
hl'l'J l'.d. Uffd :JndM AUlhOl"iz•t:oo. C1SJt:l5 Luculllm Ud, All Aircraft, vehlole! Aircraft have two new vehicle times a ro1.,11d, If an aniMal is involved tn a chase
A,[JhlA~•(I. eco,ee - Climb and Ohio. Thooo scoros ore added use the paremhetical mpti speed II listed or else
or subtracted from the Speed and Acceieration use the equivalent man Movement speed.
PRODUCTS OF YOVA IMAGINATION. ADVENTURE FOf.D•Uf', when climbing or diving. F°' simplicity, there are
the TSR logo ari:t trademarh ownoo by TSA. Inc.
e,nd only throe heights to worry about in the game:
Low - near the ground. trees & buildings;
Level - above major obstacles except sky-
scrapers, clouds and mountains;
High - thin, cold atmosphere; above the
clouds.
2
RANDOM RUINS To IOCate a Find in a ruin, the judge may roll room 41 l>wtwiwailN WHal or lluoii11 • ,.,..,.., t' n,.,.
the path you want and then roll two dice to deter·
contents randomly until a Find is indicated or may
The heart of an INDIANA JONES""" adveoture is select a specttic pillce In the ruin for the Find, The mkle if the next area is a hall or room. One die will
the exploration of an ancient ruin. This sect,on is charact8m Cihould fu1vll!I, ~t:.'I l'."IV4r<'..'omAJ JWl!l..41. at IA~f indicatA the area is ah.all or room. An odd number
designed to help the judge to quickly create inter- five Noteworthy items before k>cating a Find. is a hall, an even number is a room. The second
esting ruins Nithout a lot of work by using a series If you want to make it harder, pick a number will give a pair of diagrams from which to choose
of ranoom tables. from 1 to 5: this reoresents the number o~ rooms shape.
l't is easy to follow the step by step procedure to where the Find might be. Every time a Find is indi- The first die wf I also indicate if the area is
1
create your own ruins. It re:,qu!l'e~ Lht, Lwu Ji1.;t: cated, check the chance that th& Find is there; empt¥ or contains SQmething Noteworthy.
from the game and making choices. The steps to eventually it will be located. To determine if the
follow to crea1e a ru'n are numbered and detailed Flnd ls really in a room, determine how many Flm
on this page. T'1e tables to be used are numbered rooms it may still Min, including this one (see the Die Roll Moaq
the Game as the step with which they are u,;ied. If
chan: below). Roll one die and If the number i~
there are several tables for use with a step, they Odd (1,3,5,7,91 Hall
less than or equal to the chance on tt-e chat1 Even(2,4,6,8,0I Room
will be numbered first with the number of the beloW, tbe Fi~d is here in this room. If the room
steo, then separated by a petiod there will be a 1,2,3,4 Nothing
dQes not contain i, Find, i: has Treasure instead.
second number lea. 1.2, 6.3, etc.:. 5,6,7,8,9,0 Something
If there are several tables, the second die may Noteworthy
Number of Romla
be useo to indicate which table to use. This will be 1\-.ing
noted at the top of the tables. 5> Dwttwmln• General D11a!;,tiolt. Roll two
At times yo·.1 may prefe~ to ci,oose a certain 5 2 cice. Tile first die will note what is being
result, rather than roll dice. In this case, the tables 4 3 ooscrlbec: O<ld a Featun:1; 1w1:1n Cu11ttml1:>.
may be used as a handy reference. If your ruin 3 4 The second die wrn indicate a specific ertrv. If
doesn't make sense, don't be afra·d 10 make 2 5 Contents are indicated there are separate tables
changes. This is only a beginning and you :nav 1 THIS IS ITI f:>r Halls and Rooms,
~---
Wdlll tu HAf.J<'llnd 011 lhe 1.-urrent t-,ble$ or croote P:QII th& two dico 39afn for Descript:on. ihe
21 O.tannlne tfM; Tyl)I of R._, Roll one oie or first indicates which Table to use; the second indi-
your own.
pick what type the ruin is. The Type will give a cates a speciifc Description.
short explanation of what it is, what it looks tike,
some examples and the m.imber of entrances it 61 Dete1111'Nl1a No.. wmttn Tvue. If the area hM
1) o.111.tha Find. When p~ve, characters a~e may hc'Ne. soniethirig Noteworthy, roll two d'tce and consult
exploring a ruin, tMy are usually looking for a
special archeaok>gical "Find" that is: unique and
will identify who built the ruin or whose tomb it is.
31 - 1he l!ntr-. The judge should
choose how many entrances there are tnto the
the HaU or Room Noteworthy table to determine
the Type.
A "FirlQ" j3 tho gqol of the ,;1dve-nture, nnd once ei rui·1 f1orn tl,e ,ar,ve given witti the Ruin Type. 71 Daflne the Notewo,tlly Item. once tne I ype
character has found it, he has succeeded. !\:ext, roll one die and add the Type number for of Notewonhy item is determined, first determine
"Finds" come in many forms and you should eacr entrance and consult thti: Et1IIC111N Tableth where it is located in area, then roU two dice and
use the Find..,.._ to determiM what the i~em This will de1ine the way the entrarce is reached. consult the appropriate tables.
looks like. Finds may be mer&tv !':rw,,ci.::il proof that Roll thG s:ocond die, or pick one- of the En'try Halli:t
the ruin was found or it may be a fake created bv to start the rui.1. If alt the routes deadend, add Noteworthy Type• include:
natives or irom another era than that of the ruir. Secret Ways to c.ontmue the n..in to the F,nd, Treasure
Fakes turned over to museums will hurt a criarac~ Trail'
ter's reoutat'10n. So0cret Ways
To determine what a Find is tolttwo dice one for Creatures
what Type and the other to determine its Nature. Obstacles
Once you know its Type, you may choose what it l:fliHI\IE THE RI\ID.
Predecessors
is.specificatty. If a Find is Special, roil two dice and Spectacles
determine what it can do, .J.J LM: U!RMINE RUIN I YPI::. lncredibles
In this game, a Find may possess miraculol.s and Dilemmas.
powers, You should be carefu'. when a Find has 31 DFRI\IE THE ENTRANCES.
special powers. The player characters should not
bo ollowod to koop :,ooh an itom, fo, it would
make them svper men, Special Finds should De ,,, i;t,TfRMINE I\IEXT AREA - HALL OR
ROOM,
iooght over by 'l\\lains and ate used to make an
adventure interesting, giving a character a special
power in an emergency. But once thev have liv- ':· IJH!!RMII\IE GEI\IERAL DESCRIPTIOI\I.
ened up the story they should be lost er taken
away. For further iniormation, read the section 01 Dl!Tl!RMINE I\IOTEWORTHY ITEM TYPE.
on ~ wllh 1he UnknOwn.
71 DEFII\IE THE I\IOTEWORTHY ITIIMII.
1,0 FINDS
1.1 TYPE OF FIND
(11 INSCRIPTION (21 REMAINS (3,41 SYMBOL (b,l:U PRECIOUS• l/1 ARTIMCT \HI WEAPON \~I LIVII\IQ PROOF (0) SECRET Of*"'
Calendar Stone Grave Idol Gem Throne Spear Rare Plant Mysterious RL:tns
Stone Tablet Skeleton Signe1 Ring Platter Chariot Sword Rare Animal Lost Civilization
Scroll Sk:11II SP.#11 NP.r.klAC.P. Ark/Shrine Axe Dinosaur Fabled La:1ds
Codex Burial Cloth Sceptre Bracelet/bracer Boat Breast~ate Giant Relic
Monument Ashes Crown Rirg Wheel Shield Sea Serpen1 Catastropny Site
Plaque Mommy Helm Coins v... Slaff Fabted Creature Whee4 of Till'e
Map Hand Robe Goblet Totem Flail Vanished Race Fountain of Youth
Clay Tablet Raiment Medallion Sculpture Pottery Throwing stick Evolved Race P1ilosopher's :stone
Tapestry Bust 1-'orn Belt/Girdle Chest Net Intelligent Animal Unicorn's Hor11
figuri1e Death Mask Ba,1ner/Flag Masks Table War Club Prehistoric Man Shape Shifters
ENTRY HALLS
0 1 2 3 4 5 6 7 8 9
IIHIIIIH
• Antechamber - roll another room; two rooms are connected by a door. 0
4
HRH
Secret Room - roll agem, a second room is connected by a secret door.
4.1 HALL OR ROOMINOTPVORTHY7
DleRal Die Roll 8.2 NOTEWORTHY ROOM.
Die
ODD 11,3,5,7,91 HALL EVEN 12.4,6,8,01 ROOM
RoN Type
1,2,3,4 Nothing
5,6,7,8,9,0 NOTEWORTHY 01-10 Treasure
4.2 ROOM SHAPES. 11-16 Find
■nmmm•••••
17-31 Trap
32-36 Secret Way
37-43 Creature
44-53 Obstacle
54-59 Predecessor
■11■3■11■■■■
60-63 Spectacle
64-66 Incredible
67-72 Dilemma
.. Antechamber roll another room; two rooms are connected by a door. /3 Treasure & Trap
Secret Room - roll agaln, a second room is connected by a secret door. 74 Treasure & Secret Way
4.3 HALL SHAPES, 75 Treasure & Obstacle
0 1 76 Treasure & Predecessor
77 T,ea:i.urt:i ft Dilt11nmt1
78 Find & Trap
79 Find & Creature
BO Find & Incredible
R1 Trap & SGcrGt Way
82 Trap & Creature
83 Trap & Obstacle
84 Trap & Predecessor
6, 1 FEATURE OR CONTENTS. 85 Trap & Spectacle
When using this section to create a description for the area use the terms given in the following 86 Trap & Dilemma
phrases: 87 Secret Way & Dilemma
FEATURE: "The (feature) is (description)." ODD 11,3,5,7,91 • FEATURE
88 Creature & Obstacle
89 Obstacle & Predecessor
CONTENTS: "The aree contoin:; (conltm~)
EVEN 12.4,6.8.01 CONTENTS
90 Obstacle tt ~pectacle
that is (description)." 91 Treasure-trap-Secret Way
92 Treasure•Trap-Obstacle
HALL ROOM 93 lreasure-Creature-Predecessor
FEATURE CONTENTS CONTENTS 94 Treasure-Obstade·0'1lenur1d
1l The Walls are Pillars A Dais and Throne 95 Find-Trap-Spectacle
21 The Floor is Rubble A Platform 96 Find-Creature-Incredible
3) The Ceiling is Stone Benches A Dead Tree 97 Trap-Obstacle" Predecessor
41 The Entry is Statues A !=:tt'lnA ,;trl{J@ Pool 98 SAr:rAt Wi=ay-PrPrlPtcl:l',I.W.,r-Dilemma
5) Before You is Boulders A Fountain 99 Treasure-Trap-Predecessor-
6) The Corners are Scaffolding An Altar Incredible
71 To the Left is Tapestries An Idol 00 Find, Trap-Creature-Dilemma
8) To the Right is Pottery A Large Table
9) The t-ar Wall IS A Stream channel A Sarcophagus
0) Beside the Entry is A Bridge Support Beams
7,0 PLACEMENT.
5.2 DESCRIPTIONS. This defines where each Noteworthy item is
Once you have rolled a Feature or Contents, roll again for the description.
located. You should roll or choose each item. The
judge should decide what the "item" is based on
11.2.3.41 FEATURE 16,8,7) 18,9,01 the description of the area,
CONTENTS 11,2,3,4,61 18,7,8,9,01
11 Crumbling Huge Small/Narrow 1) In the center of area
2) Barren Broken/ Cracked/Torn Rough Hewn/Made 2) On something
31 Caved In Untouched Well Crafted 31 Behind something
41 Damp/Dry Covered with Cobwebs Tiled/1nlaid 4) In a secret chamber/Hidden
51 Cloaked by a Mist Overgrown Covered with Paintings 51 Beneath something
61 Cloaked in Shadow Blackened/Stained Intricately Carved 6) In something
7) Caressed by a cool/warm breeze Crusted with Mud/Ice/Mold Cool/Warm to the Touch 71 Across the area
8) Covered with Dust/ Dirt/Slime Buried beneath Leaves/Sand Oddly shaped/ distorted 8) Beside the entrance
9) Buckled Llnered Plain 9) Above in the rafters
0) Unblemlshed Toppled/Empty/Worn Pristine Ol Disguised as something else
6
7.8 INCREDIBLE 7JI DILEMMAS
The Incredible borders on the fantastic, however Dilemmas are hazards that need to be crossed or judge should decide what exact hazard the char-
it can easily be accepted as possible, if somewhat tasks that must be undertaken to continue. This acters will face. The ability which the player
bizarre. Beyond the Incredible is the Unknown section breaks Dilemmas down into the action would need to check has also been listed. The
and thtlt ia detailed in tl oe<.tion following. needed to l:lui.;1,;t,e,d, followt,d Uy ~uggestlons of judge should also aecide how difficult the action
the type of hazard that must be overcome . .The is and what modifiers to use.
ODD
1) Mammoth Solar Calendar ACTION MAZARD
2) Huge Natural Magnet
3) Natural Laser (burns things) 1) Nerve to Pass IBKI Feat - snakes, fire, height, hot coals.
4) Wind Tunnel (Pneumatic Tube) 21 Climb IMVI Cliff face, shaft, trees.
5) Natural Magnifying Lens 3) Balance IMVI Narrow ledge, ice, tightrope.
0) Huuti WimJ Mill/TurlJint! 4) Jump Across IMVJ Chasm, Pit,
71 Glow·,ng Crystal 51 Jump/Dive Down IMVI Waterfall, a Dropoff.
8) Echo Room 6) Swim IMVI River, submerged tunnel.
9) Giant Lightning Rod 71 Swing IMVI Vine, or rope across a gap; flagpoles.
10) 00' Tall Gong 8) Dodge IMVI rolling rock:s.
91 Care IPR! Poisonous plants, minefield, trip wire.
EVEN io) Endure IBKI Po'1son gas, swimming underwater, hanging on.
1l Giant's Room
2.1 Midget's Room
31 Non-human Room
4) Giant Insect Colony/Rat Den
51 Crystalline Chamber
61 lmmonl>o Waterwheel
71 Dancing Swarm in Hive
81 Amplification Room
9) Heavenly Voices-Natural Radio
10) CrmiA Static Eler.tric C,P.nP.r:itor
• 1981 I.FL.
7
CITYSTREETS
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..
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inte=rse=c,=J --,,,. Thoroughfare**
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9
SPICING UP CHASES
c2(10r
a.
ell.I.
-'"
(a)
~ Aa. ~
~ Ca-a) (a, ·a,)
a "'"f (a.) oc) f
ooeor T r
--
0 .0 <..) ~\:
English into simple sounds - "cable" becomes
.__a
"kabel" for instance. Third, find the symbol or
:5ubstitute for ooch letter or lette, pail (~u~h ais
a,a~
or a Ca·a)
. . .
( I,)
.. f:-. 00 (i:.-u.) (u.) (u) ~
TH) and rewrite the message with the new alpha-
bet. In some cases, the alphabet does not have an
equivalent letter, so alternate letter symbols have
hAAn propo,;Q(I or you may leave a space for the
:
b =:f j] B,s ls oi (o•yo; (u-ol (o·ii.) f
. . <o-o)
I
(a-o.J
. <ol.
ow
._
missing letter. This will help to further confuse the
(a'.-iL)
mets.age tor the translator.
You now have some secret writing. As is, a sim• c(s) (s) Cs) (s) ~ . .
pie decoding will reveal the moaning of what you '
©
f s
rr r' sh -::T,T
<< 1:5:D
(s-h) (s-h)
T,,. t
g(j) <r,· (g) (9) (j)
.(;
,th f(T ~
£:::I
es I> :
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':'
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u" ('tt V Cu) f')
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1.,/, Cu-ZD ~ Tv foo):
►l< 1>
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(g) (g)
KK h
(k) (k)
V ►y'E (.P) (pf])
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<► h IJ\A /'
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1m ya f(:: (7) ( u.) (y)
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(n-g) (h-9)
en-ti- (') c<>. c-) c-> c-)
'1981 LFL.
11 - ·b
Knossos \Gargantuanl ~ Church of the Holy SepulGhre {CmhudrulJ
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Karnak {Columnadedl
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12
I
How 10 Aanmble ADVtNTURE CUTTING APART GLUING
FOLD-UP•Flgwe8
Use a pair of sharp small scissors for cutting. Most places that are to be glued are noted with
TS R's ADVENTURE FOLD-UP"' figures are Only cut apart the pieces of one figure at a the symbol for "glue here.'' There are two
easy to assemble, because thev all use the same time. such as the motorcycle-so as not to lnM exception.ct i:mrl thA~A ~rq notP.ti with thie figures
basic shapes. Once you, know how to assemble any pieces. following.
these shapes, you can put together most fold~ Most pieces are labelled with a number and a To glue apply the paste thinly and evenly all
up figures. All you have to do is cut them apart, letter, The number indicates the order to which the way to the edges of the space to prevent
fold on the dotted lines and glue them together. to assemble the piece. The letters indicates lose corners. Paperclips are useful for holding a
which figure the piece belongs to. figure togethe until the paste dries. If corners do
TOOLS NEEDED A ,,. Jeep C "" Motorcycle become unglued, a bit of transparent tape can
old ball point pen ruler
J " Jeep S " Staff Car be used to hold them down,
white glue scissors T .. Truck When gluing, it is best to glue one side at a
transparent tape paper clips Cut only on the ::;olid black outline:;. Th1;1 lime (tnd let 1t dry before glulng the other Sides,
SCORING FOR FOLDING dotted lines are for folding. for a more even shape,
To make it easier to make straight folds along FOLDING SYMBOLS
the dotted lines you should use the following ThQ figuree fold ono of two wuyo, backwards or Cuts--- roldUp-----
method.
forwards. Backwards folds are noted by a Glue Here llllEI Fold Down - - - - - - -
Before cutting the figures apart you should
dashed )ine. forward tolds are noted by a dash
"score" all the dotted lines. Scoring, is creating These are the symbols which are used on the
and dotted line. Study the figures carefully
a crease in the paper. You will need an old ball full color fold~ups.
before folding. some oieces fold both ways.
point pen thdt no lon9e1 wrile-~ or u:.t:ii. IJl1;1<,;k.
ink, and a ruler. ASSEMBLING
To score, use a ruler to help you draw a
straight line, and using the old pen, draw along Each figure should be assembled in the order of
thP. fnlrlino linA, ruA~~ina rlmNn to leavQ a crease the numbered pieces as noted in the diagrams
in the paper. Scoring before cutting the figures below. Assemble piece /11 first and then piece
apart is just easier.
#2 and so forth.
A. ARK BOX
\
I
ft\
~
13
T. TRUCK f2ll ploceol 4. Flatbed Wall 9. Cab Roof
5. Fenders (Do not glue to cab; use as box top,
1. Chassis
(Once assembled these glue to the underside then characters may be placed in cab.)
2. Engine Hood
3, Cob
and side of the chassis.) 10. Luggage Rack
6. e-ront Bumper 11. Reor Canopy
(Before gluing, cut out 14T, the steering
7. Headlighto (Do not glue to truck; just slide into
wheel, and glue to the dashboard with a spot
8. Saat place, then may use as flatbed when
ol glue.\
\Glues to thel\oor ol the cab.\ de$inltl.\
12/13. Tror.lr WhAAli:t - Frnnt ft Rear
B1/ B2. Machine Gun and Tripod
'
-- I
,,,,-,
"-::::: ' ''
'~~' ~
' ::---,
14
J, JliliP 123 ........1
1. Chassis
2. Engine Hood
3. Dashboard
(Before attaching the dashboard, glue 13J,
the steering wheel to the dashboard with a
spot of glue,)
4. Front Divider
5. Rear Divider
6. Fenders
(Fenders attach to the underside and side of
the chassis. l
7. Front Bumper
(Should hide the end of the chassis tubes.)
8. Headlights
9. Seats
(Glue to floor and divider wall.)
10. Gun Mount
11. Machine Gun
12. Wheels
9. Wheel~
15
HOW TO UR use Of the figures iS only limited to your Ull!lftlllC FIUURH
imagination. For example: cutting two slots in a
These four vehicles can be used to liven up your An extra sheet of generic figures has been
character figure allows you to clip the figure to
chases when used with the character figures in included for use as props for creating a barroom
the wall of the truck flatbed as if he was
the oame. The characters can ride in the 1,;li111lii11y 1;1lu11y Ll1t::1 t:n.ly11:::1 ur lh11:::1 llu1.k., and ruin. They also may be used with the
vehicles. These figures are used to show the Or tipping the ramp up on end makes it a vahiclaa. There are barriers to crash through, a
distance and position of those involved in the ramp for jumps and for two wheeling, and
wall.
chase, cargo to be carried.
Set you imagination free and enjoyt
Used with the generic figures the vehicles These shapes are simple to assemble, except
may be used to perform stunts or be loaded for the pit. Study the diagram for the pit
with cargo. carefully before assembling,
PIT
(First fold up the inside tabs and fasten
much like a table. Then fold down the
outside flaps and glue together.)
I (These four use a star shape. Glue is spread on
tho entiro bock of the figuroo.)
)
J
SCY'l'HWQ Ill.ADI:$
ALTAR/CHIMNEY
0-
SHELVES, TCltll ond Short
(These three pieces may be used together to (To add more support, you may want to use
form a fireplace or may be used separately transparent tape to fasten the sides to the
as a nook, trapdoor and altar.) back. These may be also used as tables,)
6754XXX1501
16
.,
0
VEHICLES
TYPE RAn ACC CL/DV BRK TRN RED MAX CAP RNG TYPE RAn ACC CL/DV BRK TRN RED MAX CAP RNG
Arplailll PEDICAB 20 10 10 10 10 50 3 50
AUTOGYRO 30 20 -10/ +10 20 ANY 90 110 1 250 RICKSHAW 20 10 20 10 10 20 2
BAILOON 10 50 70 5 200 scoonR 2G 2G 20 30 40 IO 2 30
BIPI.ANE 40 20 -10/ t 20 10 ANY 100 120 3 400 STREETCAR/BUS 8G 10 10 20 40 50 30 120
DIRIGIBLE 90 10/2 10/2 30 70 90 34 5000 TANK/BUllDOZER 100 10 10 20 30 30 5 80
SEAPlANE 80 20 -151 + 10 2G 50 8G 128 9 1500 TRACTOR 40 10 20 20 30 50 2 50
SPEEDER 50 30 ·10/ +30 10 100 150 300 2 300 TRAIN ENGINE 150 20 10 50 8G 120 360
TRIMOlOR 80 30 ·20/ +10 20 80 120 250 9 1000 TIida
Rold Ythldes UGtfTTRUCK 50 10 30 20 40 50 3• 150
BICYCLE ARMORTIIUCK 80 10 20 20 30 40 3+ 200
20 10 10 20 30 40
c.a HEAVY TRUCK 70 10 20 20 40 50 3+ 250
CLUNKER 30 10 10 30 40 50 4 100 Boats
COUPE 50 30 40 30 50 70 3 200 CANOE 10 10/2 10/2 10 10 20 4
DUSENBERG 80 30 40 40 80 90 4 240 ~NBOAT 30 20 10 30 30 40 2 30
LUXURY SEDAN 50 20 30 30 70 90 8 150 ROWBOAT 20 10/2 10/2 10 10 10 5
ROADS1ER 50 30 40 40 90 140 2 120 SAILBOAT 30 10 10/2 20 20 30 3
RUNAWAY CAR 20 10 10 30 40 70 SAil.SHiP 120 20 10 30 30 40 50 ➔
SEDAN
CART/WAGON
40
40
20
10
30
10
30
20
50
30
70
50
6
M
180 SPEEDBOAT
STEAMSHIP
IO
18G
30
20
10
20
30
20
40 50
40 50 •
200 +
100
1500
HANDCAR 10 10 - 10 20 30 40 4 SUBMARINE 80 10 -101 n o 10 20 3030/40· 35 800
JEEP/STAFF CAR 50 30 20 40 50 70 4 120 TORPEDO BOAT 80
..
20
MOlORCYCLE
w/CIDECAA
20
:Ill
30
:Ill
40
iO
30
iO
50
•• ..
90 2
a
50 TRAWLER 100 10
. °""'•-"""-,J"'' a.I•--'"""·
20
10
30
20
50 80
30 40
13
20
450
500
11;~
ABBREVIATIONS
Ace • Accelention
Atk • Attack Damage Fonn
t2l - 2 attack• 6ICh round
11,k - llraliing
BK • BACKBONE ability
Cap • Capacity (Number of "-'gen) "' 1981 LFL
Cl • Climb: 1h11 Is a number aubtrected from apeed when climbing
Dv • Dive: this ii a number added to speed when diving
DR • Damagellag
G • Goon
IN • INSTINCT ability
lnj • lnjmydamage
Mu • Maximum speed
"' 1981 LFL
CHASES
CHASE TRACK: This will help you keep track of the dis1lnce between opponents ruing
MV
PR
• MOVEMENT ability
(101 - Maximum cruising speed for the creature
• PROWESS ability
• clm9. To . . the track, assemble !he small figure of the lead ca/pe,IOII. During a Rm - Vehicle Rag
c:t.e, place !he leader figure next to the cheM track and . . !he folowing two rules to Rd • Round
determN how nw,y spaces separate the leader from the chaser. Always count spaces Red • Redline
from the tail of the lead piece. Rng • Cn,iaing range in milll on a tllnk of gaa.
Severity • Numben folowing !he type of damage Inflicted under ATK o, alte, !he
1. ffonu Stop: I +1/·11 SURV type indic:ate the aeverity moclliar for damage caused o, taken.
Add l.Aa,w'• ............ + I IAafMr'e nvtv• - r.:luMa.'• 1'1V1,VA - lfnNath,a_lhifttM-U!'lnA...._,_,lt_
- If positive, llift the result down to a W01111 r8SIA
2. Eadl 11111 Moving: SPCL • Spedal Attack
Leader'& move - Cllller'1 move ST • STRENGTH abllity
• - Ar,inwa can carry up to 4X 1heir ST score
Clollng the Gap; This can only be done by SURV • Slnival Type (Character Type equivalent to anima111
- liking rilk1, IIICh II unlng a comer too fest; Tm • Turning Speed
- liking a "lhortcut"; roll a Movement chedc and if successful, gain a bonus of 1-5 V • Villain
apace1, if fail, chedc result on Shom:ut hazard chart
..
Wnd • Wound damage
• Gl'Oupl of anlmak 8C1kig together, !hey may have multiple attacks 81 wel
· A 81 l1l9Cial attacks.
« -1 21 &I al 10 1
1n--
ELEPHANT (RHINOI 140 41110! M Wnd +2 32 V-2 TRAMP
50 foot effect 12 naJ
Club (llodc) 0 lnj +1
Can throw
ElK (MOOSEI
FLOCK.. -
88 Ml40I
56(20!
51
28
Wnd
lnj (21
IO
18
48 G-1
28 G-1
--
Derringer 0 Wnd Onelhot GOAT(RAM) 21 n 38 lnj SI 44 G -
GOOSE -
'"
I 1eaal 24 31 48 G
..
Dynamite ST In feet Wnd DR • 80; +20 eech stldc;
HEROH - 52l20I 32 Wnd(41 31 28 G-2 TRAMP
effect • 15 fNI 1 S1k
+5 feet par add. lticl< HIPPOPOTOMUS 108 32110! 58 Wnd +1 38 G-2 SWAMP
firebomb ST In feet
Rreb1ingullher 0/ 112
Wnd
lnj -1
DR • IO; 1 - elflct
8llnds target; extinguiah 10
HORSE
LION
MAGPIE
84 58(50)
91 7l(20)
4 32(10)
..
IO Wnd
Wnd
40 lnj -1
M
..
76
18 G-1
eo V
40 G +2
-
-
-
FnHoM 1/ 214 lni
!:>R ..... f!..fo,, .........
4 ., -
·-
RAT 44 Wnd 28 21 G +1
Llndmlne Penonal Wnd DR • 150; 1 - effect must SCORPION 1 24 28 Wnd -1 JI 20 G•2 POISON
be stepped on or driven over "'SHAAK 80 Wnd +1 64 38 V-1 REND
lasso 0 lnj -1 Emangles 1111d pulls down SNAKE,eon..lctor 52 21 48 Wl'II 32 20 G +1 CONSTII
(1/2 MV checkl; 2 ns SNAl(~ 18 32 40 Wl'll -1 4 18 G +2 POISON
to - . if not SPaR 1 80 32 Wnd -1 28 eo G +2 POISON
puled taut SPIDER,Gin 100 40 48 Wnd +1 48 40 V POISON
MachnlGun 418/11 Wnd Fire 3 limes par round; SWARM'• - 11111«. 41 ~(J fill 20 G-1 STING
takes 2 men to use TIGER 112 72l2Q fill Wnd +1 44 48 V-1 RENO
-
Mot1ar 418/16 Wnd +1 DR • 130; 1 - effect
VUIJ1JRE 12 281211 38 Wnd 38 44 G -
Musket 21 4/ 8 Wnd -1
WOlftDOGI 24 4G 48 Wl'II 44 84 G - ~