INFO on 'Heart of Darkness': a new Halloween module by Bryan Smith (aka
Coric), the UANL editor and creator of the mega-epic, 'Minions of
Twilight'. It contains 20-odd pieces of art, two dungeons, and a complete
story/journal in an executable format.

    This single-map module can be a beast to conquer. It took me four
hours to finish it - and I knew exactly where to go, and when. Some
people may argue that it is too difficult; this is not true. As I
said in the game docs, 'Heart' can be defeated by a strategic player
in a single sitting, without dying once.
    But for those of you who aren't military-history gods or chess-
fiends, I have compiled this little help file.  If you follow these
tips, Rascyc the Hunter is guaranteed a much longer unlife. :>

1) GENERAL COMBAT TIPS
    I compare this module's combats to a good game of chess. Each one
has been delicately calibrated to bring out a great challenge - but
there is always a way to win.  Depending on the way you handle a
fight, Rascyc could die - or he could drink deep on the blood of his
enemies without sustaining a hit.
    With a single character to play with, you have to be pick your
strategies with care. One slip-up and Rascyc becomes just another
bloated corpse in the decayed Mission. Yes, he is undead, but he is
NOT undefeatable.
    First and foremost, you must gauge your enemies.  Learn their
attack-patterns, and, if possible, their weaknesses.  Some enemies can
be taken down with just your sword; with others, you may need magic;
and in other combats, you may need your vampire abilities.  Only with
experience (or with some help from other sections of this guide) will you
be able to choose the 'exact' strategy for all monsters.  Until you
know exactly what each critter is capable of, do NOT engage them in
close combat!  Stay at a (far) distance and attack with magic.
    Here are some things to keep in mind when analyzing your opponent:

-IS IT FAST OR SLOW MOVING?  With slow creatures, you can utilize hit-
and-run tactics.  Get close, attack, then teleport out of the enemy's
range before it can hit you back.  With fast creatures, you will have
to be more careful.  Try to stay very far away (say, 26 squares) and
just blast it with magic.  Once it is sufficiently weakened, close in
for the kill.

-WHAT KIND OF SPELLS DOES IT USE, IF ANY?  Magic-users can be deadly
to Rascyc.  He is magic resistant, but a 20th level mage with a
lightening bolt up his sleeve can cook your vampire in two rounds!  If
you're facing offensive spells, try to get behind cover or surrounded
by weak enemies (the mage/cleric won't fire any area-affect spells at
you if he'll hit a comrade in the process).  Watch out for dispel evil
spells, too.

-IS IT POISONOUS?  Poison will end your game quicker than anything
else.  If Rascyc dies, the game is over.  And he IS susceptible to
poison.  Try to kill any poison-wielding creatures from a respectable
distance.  If this is not possible, become invisible and get hits in
when you can.

-WILL IT DISEASE YOU?  Disease is also deadly to your vampire.  While
he won't die immediately, the disease will gradually destroy his
immune system.  If you let it go too far, no healing spells that
Rascyc has will help.  His bracers will be useless; your only course
of action is to find a coffin and cast a 'cure disease' spell before
you completely rot away.

-DOES IT REFLECT GAZES?  If so, you might be in for some trouble.  Do
not let Rascyc go crazy ('quick mode') or he'll get paralyzed!

-HOW HIGH IS ITS LEVEL?  Low-level creatures usually can't harm you
with brute force.  Moreover, a single drain to a level 2 monster will
destroy it, even if it's got 200 hp (no, there is no such beast in
this game :)

-DOES IT REGENERATE HIT POINTS OR RISE FROM THE DEAD?  If so, do not
let up on a creature until it is 100% dead.  If you let a monster that
regenerates live, it will eventually get back up to fighting strength.
And when facing monsters that rise (always a nasty surprise when you
learn this), try to end the combat as soon as possible or risk
fighting the same foes over and over again.

    Here are some general strategic tips for winning big:

-DO NOT GET FLANKED!  Get your single-character-butt into a corner and
stay there, if at all possible.  The less sides that you can be
attacked from, the better.  It is generally a bad idea to stay in the
center of the map and let eight enemies swarm about you (unless one of
them can cast lightening bolts, in which case it is to your advantage
to get out of the corner).  If you get under too much fire, just
teleport to another corner of the room and use your offensive magic.

-REST UP AFTER COMBAT!  Once all the enemies are dead, you can
continue to regenerate hit-points.  Simply continue combat until you
are fully healed - you never know what awaits you on the other side of
that door or behind that building!

-TRADING BLOWS WITH LYCANTHROPES ISN'T A GOOD IDEA!  Werebears inflict
massive damage and can squeeze the life out of you; werewolves are
quick and attack many times per round and usually move in packs.  If
you get hugged by a werebear, teleport out of his range and blast him
from a distance until he lets go.  With werewolves, try to lure them
into an isolated area, one by one.  They aren't really powerful alone,
but if you get two or three around you at one time, look out!

-GATE IN SOME GARGOYLES FOR 'CANNON FODDER'!  Those gargs are great
for slowing down enemies while you regenerate hit points or prepare
that massive spell.  They can also take some of the punishment that
would have otherwise been directed at you.

-USE THE TELEPORT AND HEAL METHOD!  If you're hurting, teleport to an
isolated area of the map and use your bracers until your wounds are
gone.  If an enemy gets too close (within 12 squares) gate out.

-A COMBINATION OF MAGIC AND DRAINING WORKS WONDERS!  Rascyc has some
great spells in his grimoire; use them!  But if you can get close to
an enemy without worrying about being flanked or poisoned, do so.  His
draining ability is much more powerful than mere spells.

    Adventuring tips:

-Take notes on everything; you never know what might be useful later.

-Keep track of all the important quests that you embark on.

-Search everywhere, do everything, and don't shy away from combat.

-Look for secret doors and try to avoid traps with the 'search'
command.
              
-Try diplomacy before resorting to your swords!

-When in doubt or stuck... backtrack!  You probably missed something
important and so, will not be able to move further into the game.
----------------------------------------------------------------------
    Thus ends the general tips.  The following sections provide an in-
depth look at the monsters, areas, and items of the realm.  DO NOT
READ THESE SECTIONS UNLESS YOU ARE COMPLETELY AND 100% STUCK!

    
Monsters (short bio, attacks, weaknesses): 

ANIMAL SKELETON: When their evil masters died long ago, their favored
pets went with them.  And when some of these mages returned from the
dead, they brought them along.  ANIMAL SKELETONS are generally found
guarding their beloved masters or their homes.  They will fight to the
'death' and are completely loyal. They are most often encountered in
packs of three or more.
    They attack with a vicious bite and sharp claws.  Despite their
low hit points, they do pack a wallop, so be extremely careful.  Watch
to see that the pack doesn't surround Rascyc - they are fast, and
can get in more hits than he can.
    'Hold monster' spells tend to work wonders on these undead beasts.
And because they are pack-hunters, area-effect magic like fireballs
and ice storms work well against them.  They have low hit points and
can be dispatched in a few rounds.

BLACK JELLY: Animated from the decaying mass of the grave, these
undead horrors tend to do more damage than the average adventurer
would assume.  They are fairly intelligent (for the undead) and like
to act independently; as such, they act fairly erratic.  Only one
thing is ever certain about the black jelly creatures: they are always
hungry, and are always looking for food.  They move very quickly and,
because of their small size, are more maneuverable than other undead
creatures.  
    Using pseudopods of massive size and strength, these creatures can
knock a mid-level warrior down with a single hit.  They can also 
engulf their victims, making movement impossible and hampering attacks
on them.
    Again, these are fairly low-level creatures.  Rascyc can drain
them in a matter of two rounds.  Be warned, though: they are virtually
immune to fire and actually grow when hit by electricity.  Getting in
close and dirty is probably your best bet.

SKELETAL WARRIOR: Born in the bubbling cauldrons of the black-robes,
these mindless undead creatures are fairly common and easy to
dispatch.  Despite their imposing regalia (often created by a mage
just for the intimidation effect), these monsters aren't really
anything to worry about.
    They attack with +3 axes and can do quite a bit of damage to
Rascyc if he isn't paying attention.  Because of their bony structure,
cutting weapons only do 1/2 damage on them.
    However, they have a high THA0 and often miss.  They move very
slowly and can be outmaneuvered with ease.  If you are confronted by a
large group of skeletal warriors (as is often the case, especially
when there is a cauldron nearby), try to hammer them from the
distance.  Don't forget to pick up an ax or two after the combat, as
they do quite a bit more damage than your sword.

BEASTIE: No one is really sure where these creatures came from - or how
they came about, for that matter.  They tend to be independent and
very, very deadly.  Beasties (named by the young lad who first
discovered them climbing out of a fuming pit in the wasteland) will
hunt down a foe until it is dead, and then will move on to the next,
as methodical as clockwork.
    They attack with claws and a razor-sharp tail.  They attack many
times per round, but rarely do much damage.  But because they move
quickly and hit often, they can take down a much more imposing foe
than one would guess at.  Beasties sometimes get super bonus attacks,
where they can inflict massive damage.
    They have no real weaknesses.  Their level is fairly high, as are
their hit points.  They move quickly and are fairly intelligent. Magic
seems to work on them, for the most part, but they have been working
on immunities to certain spells.  However, they are usually not much
of a problem unless encountered in large packs.

GIANT SKELETON: these are some of the more fearsome-looking foes in
the Mission.  Low-level mages often resurrect the remains of a great
giant warrior because of the ease at which they are bound to eternal
service.  They carry a massive spear wrought of human bone and are
armored with tough leather garb.  
    Giant skeletons attack many times per round.  Because of their
sketchy origins (most GS masters are poorly trained in the Art), they
tend to miss a lot.  
    Out of all the enemies in Darkspire, these are the least of your
worries.  They are slow, dim-witted, and fairly weak.  Only rarely do
they do any serious damage (and that is considered a fluke by most
experts).  In short, leave these critters be until the other foes have
been dispatched with.

ROTT: These undead creatures are kin to ghasts and ghouls.  A rott is
created when a tortured body is forced to rise from the grave to
continue a mission that they never completed in life.  They are not
necessarily evil; but many are forced into the control of an evil
master because of their low wisdom (they care only for the
unfinished quest).
    As their name implies, rotts usually attack with diseased limbs
and a stinking aura.  The mere sight of one of these decomposing
corpses is often enough to make the halest of warriors nauseous.  They
are also accomplished combatants.  Moreover, rotts can rise from the
dead as often as necessary.  They must complete their quest... and so,
have often caught unwary adventurers off-guard.
    Rotts are susceptible to fire.  A good blast can toast a whole
contingent of 'em.  If at all possible, try to stay away from them -
the disease that they carry is enough to kill Rascyc in a few rounds.

WEREBEAR: When a full moon rises, men and women afflicted with
lycanthropy begin their horrible transformations.  The rage and
insatiable appetite of the were-creature takes control of an otherwise
sane person; they go into a furry rampage that doesn't end until the
moon drops.
    Werebears are the most powerful creatures in the Mission.  They
attack with massive paws and can squeeze the life out of most people,
in the traditional 'bear hug'.  Most often, they are solitary
creatures and prefer dark caves to the sun-drenched Plains.
    They are also very slow and bulky.  As such, it is possible to run
rings around them.  A constant barrage of magic and ranged weapons is
enough to weaken them to the point where you can advance and attack
with your weapons.  If you cannot escape, try using gargoyle fodder to
slow them down and occupy their rage.
    
WEREWOLF: Like their cousin, the werebear, these lycanthropes come out
to play in the silver light of the full moon.  They are lean and quick
and deadly, and favor attacking in packs.  They are very much like
normal wolves - on steroids.
    They attack many times per round and move rapidly.  They are
fearless and will not quit until the combat is over.  But their most
important - and most deadly - ability is their power to rise from the
dead.  It is often difficult to dispatch an entire pack before one of
them comes back to haunt you.
    Kill them quickly.  Magic works well; your draining will slow
their attacks down some.  Patience is a virtue with the werewolves:
wait for your opportunity, and then take it.  Then get out of there
before they can react!
    
WITCH:  These undead creatures often pose as lost or befuddled young
woman (they have the ability to shape-shift at will), and lure hapless
adventurers into their midst with feminine charms and a hypnotizing
song.
    Witches are very dangerous foes.  They can attack with both
standard arms and magic.  Their spellbook is the most potent of their
weapons, so it is best to close in for hand-to-hand (to prevent their
use of magic).  
    They have no real weaknesses.  Witches are nearly immune to all
magic and have a high number of hit points.  Their spellbook is wide
enough to retaliate against any attack, and when forced into close
combat, they are adept with a +1 short sword.  Luck and some good hits
are what you need to take them down.

CONVERTS: These are the lost red-robes that the Conclave sent out. 
Forceas has twisted their minds into believing that he is a god.  They
are now willing to die for him, willing to hunt down all his enemies.
    Converts are mage/fighters.  They attack with heavy maces that can
inflict massive damage.  They also possess the ability to dispell
evil, which can be a problem for Rascyc (he is mostly immune to the
spell, but there have been times when he isn't prepared...).
    Try to hit them with magic from a distance.  They move slowly and
don't have any powerful ranged spells.  If forced into close combat,
try to drain them to a very low level (3 or so) and let them attack
you - they won't do any damage!  Use these weakened foes as human
shields against more powerful enemies.
    
BLACK-ROBES: Besides Forceas, these are the most powerful of the mages
in the Mission.  They have been attracted to his banner by his
promises of fame, glory, and wealth.  Many have also brought huge
armies of undead servants to aid them in their search for conquest.
    Black-robes are 100% mages.  They do very little damage in close
combat, but with magic, they can cut Rascyc down in a matter of
minutes.  Their most potent spells include ice storm and fireball.
    Get in close and hack away ASAP.  Do not let them get a spell out
- or face the consequences.  In any combat, try to kill them first.

MAD MONK: driven insane by the destruction of his temple, this priest
will attack any undead creature he comes upon, out of pure revenge.  He is
old... but very powerful.
    His spells are potent and his sword arm isn't half-bad.  If not
handled properly and quickly, he can become a serious threat to the
health of Rascyc.
    He is fairly easy to hit.  Blast him with a fireball and then rush
in with your swords.  The techniques used on the black-robes work well
on him.

FORCEAS: He is the big boss, the head-honcho.  He has become a dying
lich through a magical process gone bad (it was supposed to have given
him immortality).  His mind was also shattered in the process; the
Dark Queen has taken control of what remains.  In his madness, he has
set out to destroy the world and set himself up as supreme King - even
a god.  Rascyc will have to duel him to the undeath, one-on-one in his
burning chambers.
     He is, bar-none, the most dangerous of all of Rascyc's foes.  He
has more hit points than you can shake a stick at and an extremely
high level (making death by draining difficult).  Forceas attacks with
a Drow Long Sword +3 and a truly impressive spellbook.  He favors
lightening bolts, ice storms, and magic missiles - all of which cause
massive damage.  He also drains one level every time he connects with
a sword-blow. 
    You will have to develop your own strategy for him.  There are
several ways to beat him, but it will take luck, courage, and LOTS of
strategy.  Happy huntings!
----------------------------------------------------------------------
    Areas:

THE VAMPIRE GATHERING: Listen to the monologue of the head-vampire. 
Then, interrupt the Gathering and kill the vampires.  Try to attack
them from a distance, as they will drain your levels - and your
lifeblood - at a rapid rate.  In the back room you will find a coffin
in which you are able to rest.

LYCANTHROPE ALLEY: defeat the werebear to the east and take its
jewelry.  Then head Northwest.  Fight the werewolves and enter the
room beyond.  Talk to the villager; record what he says.

THE TAVERN: slip in and take out the opposition at the door.  Then
find the old man in the corner.  Kill him - he is evil and he is your
enemy.  Take the statue piece and get out.

THE HANGING PRISONS: fight your way past the first set of guards. 
Enter the cell at 9,16 (break the door in).  Search for the statue
piece and get out (you'll have to fight another set of guards).

THE SMITHIE: after you defeat the undead warriors, search the stall to
the North for weapons.

THE EMBASSY: Just some combats here.

THE RUBBLE-CAVERN:  Walk around and fight the spiders.  Then, listen
to the woman - BUT QUESTION HER.  You may or may not fall under her
spell; keep trying until you break free.  When she turns into a witch,
do not hesitate: destroy her immediately (it helps to hold the animal
skeletons that guard her, first).  Search to the South for a statue piece.

THE TEMPLE: push through the consecrated building as fast as possible,
heading for the point 10, 19.  There, fight the mad monk.  Then,
travel one step East and another South to find the fourth statue
piece.  Go to the point 9, 19 (still in the temple) and find the
secret door.  Once at the altar, reassemble the statue and head for
the Mission gates.

    Inside Darkspire Mission:

THE MAGE'S ROOM: read the journal to the South.

THE FEAST: fight.

THE WEREBEAR RUSH: fight again.

THE UNDEAD RUSH: fight once more.

-Once you've won each of the fights and have read the journal, head
back towards the werebears.  On the wall to the South of their door
you will find a secret entrance.  Push though the magical barrier...

THE BLACK-ROBES: Do the dishonest, sneaky thing: Kill the mages while
they sleep.  Then, finish 'em off in a lightening round of combat.

RASCYC VS FORCEAS: Do not join him.  Instead, engage the dying lich to
a duel.  Beat him, and win the game.  Lose, and die a slow death.
----------------------------------------------------------------------
ERRATA: I forgot to mention that the comic book/video game 
'Chakan' was a major influence in the writing of this mod. My appologies
to the game's creators (if you're listening :)

Any other questions can be sent to 'Bryan SM@AOL.COM'