                                Luraznia 1/2
                               Castle of Pain
                                     By
                            Gregg Abbott/Lutrian

        This game was written for the PC Games Halloween contest on
America Online.  This text is a hint file.

This adventure is a prequal to the upcoming Lauraznia 1: Prophets of
Armageddon, though the characters in this game are not meant to
transfer to Lauraznia 1.  This takes place about 10 years before
Lauraznia 1.

                                Hapsville
        There are several things that have to be done.  The town is
surrounded by a force field, which cooks anyone who tries to leave.
you have to find a scepter and have it charged by a certain NPC, so
it will act as a teleporter device.  Undead encounters can be a big
problem.  If the undead are thrashing you around, sleep in the inn
untill daytime.  You'll notice that the endead only assault the town
at night.  The only undead creature that will attack you during daylight
hours, is a Wraith a Pain, which inhabits a home.  Once you get the
scepter charged, take it to the fountain and teleport to the castle.

                        Castle, (ground floor)
        There are two guard rooms, east and west.  When you try and
pass them, all of the guards housed there will attack.  Prepare for
a tough battle with powerful undead.  The level is fairly 
straightforward.  Random encounters consist of mostly rats, though undead
of all kinds will attack.  There may be a few Wraiths of Pain to fight.
There is a rune shaped like a stylized X in one room.  Do not look at it,
for it will suck the soul from an adventurer, and turn it into a monster
ander Xanthar's control.  Do not enter the public rest rooms, unless
you want to fight the bathroom fixtures, animated as Porcalain Golems.

                        Cstle (central tower)
        Completing this tower is not nescessary for completing the game.
There is some nice treasure laying around on the first floor.  DO NOT
CLIMB THE STAIRS TO THE SECOND FLOOR!  Doing so, will destabalize the
entire central tower.  If you do climb the stairs, you should leave
the tower immediately, or you'll die.  If you want to destroy the tower
by climbing the stairs, search the place first, because you'd be unable
to enter the tower once it comes down.

                        Castle (Northwest Tower)
        There are several major encounters, some of which aren't needed
to complete the game.  Random encounters include similar monsters to the
lower level, along with a number of scavenger species, such as Gelatinous
Cubes and Carrion Crawlers.  There is some nice treasure in some of the
rooms.  At the top of the tower, is a tough plant encounter, and two
secret doors that lead to riches, and a special key.  Do not enter the 
center of the room, for there is an inadvertant Rotten Floor trap that 
will drop you to the bottom level.  Also, beware of the Iron Golem 
trap located somewhare in this tower.

                        Castle (Dungeon)
        This leads to a laboratory where a mad scientist is creating
an improved troll for Xanthar.  When you disturb him, his hunchbacked
assistant uses a Deck of Illusions to create an army of monsters to
attack you.  After the battle, the scientist's special troll attacks
along with an army of experimental subjects.  A kay card can be found
here.

                        Castle (Southeast tower)
        This tower is where you chase Xanthar.  Encounters are similar
to the previous tower.  Near the end of the chase, you'll have to fight
two Wraiths of Pain, and you'll find the book of near the stairway.  
The final battle, is a Wraith Dragon (low level) who is quite capable 
of destroying the party in two rounds.  During the adventure, you 
should have picked up a cleric scroll, which has the spells you 
need to kill it (energy drain messes this creature up).  Also before 
the fight, use all available helper spells.  After the battle, the
castle will start to blow itself up.  There is a rope at the top of the
tower, along with a place to rappel down.  !!!Congratulations!!!


                        Special Lauraznian Monsters
ADVENTURER SOUL -- You shound never have to fight this creature unless
you stared at the X rune.  It uses electrical based spells at a high 
power level.

GELATINOUS CUBE -- A cube shaped jelly, this thing attacks with a
paralyzing touch.  Once paralyzed, a victim is engulfed as food.  These
creatures are the dungeon's clean-up crew.

PLAGUE RAT -- This is a normal rat infected with a contagious plague.
They can be easilly distinguished fron normal rats by the blood and
pus matting their fur.

PORCELAIN GOLEM -- Thease are animated plumbing fixtures.  They attack
by slamming lids, or swinging popes.  The toilet forms give off a
terrible stench.

RAT SKELETON -- This is a weak skeleton of a giant rat.  They turn easilly
and they are easilly killed.


XANTHAR'S MINIONS -- These are creatures created by Xanthar
  Lithiquill -- This was once a normal porcupine, with some cockatrice
  gene spliced to it.  It can shoot quills that can petrify on impact.
  It's evergrowing incisers are used th gnaw its petrified prey.

  Terror toad -- This is a relatively mondame giant toad, but with
  mildly poisonous saliva.  It's tongue paralyzes large prey, which it
  swallows whole.

  Wraith of Pain -- This was created for Xanthar by the great shadow.
  Its touch can paralyze its victims with a searing pain.  These are
  intelligent undead that delight in the suffering of others.  They
  turn as special undead.

  Electric Troll -- This is a troll modified by a scientist employed by
  Xanthar.  It can shoot lightning bolts, and electricity makes it
  stronger.

  Jack 'o Death -- This is a pumpkin vine, with the pumpkin pre-carved
  to resemble a jack 'o lantern, with a hellish glow inside.  It right eye
  paralyzes, and it's left eye charms.  It's mouth spits a corrosive acid.

