©1991 TSR. Inc. ! 1991 , Inc. All rights reserved LIMITED WARRANTY Table of Contents Strategic Simulations, Inc. ("SSI") warrants that the diskette(s) on which the enclosed program is recorded will be free from defects in materials and workmanship for a period of 30 days from the date of purchase. If INTRODUCTION 1 within 30 days of purchase the diskette(s) prove defective in any way, you may return the diskette(s) to Your Qame Box Should Contain 1 Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086-2901 and SSI will replace Transferring Characters from Secret of the Silver Blades 1 the diskette(s) free of charge. In addition, if the diskette(s) prove defective at any time after the first 30 days, Before You Play 1 return the diskette(s) to SSI and SSI will replace the diskette(s) for a charge of $10.00 (each disk) plus Qefting Started Quickly 1 $4.00 for shipping and handling. California residents, add applicable sales tax. Using Menus 1 SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PRO- BEQINNINQ TO PLAY 2 GRAM RECORDED ON THE DISKETTE OR THE GAME DESCRIBED IN THIS RULE BOOK AND ADVENTUR- Starting Options 2 ER'S JOURNAL, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICU- Starting Menu 2 LAR PURPOSE. THE PROGRAM AND GAME ARE SOLD "AS IS." THE ENTIRE RISK AS TO THEIR QUALITY Modifying Characters and Parties 3 AND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, Party Creation/Training Hall Menu 3 INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR Non-Player Characters (NPCs) 4 GAME EVEN IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO Viewing Characters 4 NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL Character Status 5 OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.) View Menu 5 Items Menu 5 The enclosed software program, this Rule Book and the Adventurer's Journal are copyrighted. All rights are reserved. This Rule Book and Adventurer's Journal may not be copied, photographed, reproduced, or trans- ADVENTURING/ 6 lated or reduced to any electrical medium or machine readable form, in whole or in part, without prior writ- Display Screens and Points of View 6 ten consent from SSI. The program accompanying this Rule Book and Adventurer's Journal may be copied, Adventuring Options 6 by the original purchaser only, as necessary for use on the computer for which it was purchased. Adventure Menu 6 Encamping 7 ADVANCED DUNGEONS & DRAGONS, AD&D, and the TSR logo are trademarks Encamp Menu 7 owned by and used under license from TSR, Inc., Lake Geneva, Wl, USA. Rest Menu 7 Alter Menu 7 ©1991 Strategic Simulations, Inc. All rights reserved. ©1991 TSR, Inc. All rights reserved. Level Menu 7 Magic 8 WHAT TO DO IF YOU HAVE A DEFECTIVE DISK Magic Menu 8 Each of our games undergoes extensive playtesting prior to its release. Through this process we hope to Memorize Menu 8 uncover and correct any errors in programming. However, due to the complex nature of our simulations, Scribe Menu 8 some program errors may go undetected until after publication. In addition to errors in the program, there CIVILIZATION 9 are occasionally problems with the disk itself. We experience the industry standard of approximately a 3 to Shop Menu 9 5% failure rate of duplicated disks. Before assuming that a disk is defective, make sure to check your disk Temple Menu 9 drive. Up to 95% of the disks returned to us as defective will run fine on our computer systems. Often the problem is with a disk drive that needs servicing for alignment, speed, or cleaning. LIMBO 10 Limbo Menu 10 Should you have a defective disk, please return the disk only (keep all other parts of the game) to our Storage Menu 10 Customer Support Department, along with a note describing the problem you have encountered. A replace- ENCOUNTERS 10 ment disk will be provided upon our receipt of the defective disk. Sample Encounter Menu 10 Combat 10 Should you uncover an error in the program, return both your game disk and any "save game" disks to our Combat Menu 10 Customer Support Department. Please enclose a description of what was taking place in the game when the Aim Menu 11 error occurred. Upon correction of the program error, we will return an updated disk to you. After Combat 12 Treasure Menu 12 Always make sure to include your name, address, and daytime telephone number with any correspondence. Take Menu 12 We will do our best to see that any problems are corrected as soon as possible. INTRODUCTION from SECRET into POOLS, The first, and pre- will not be available every time a menu CREATE NEW CHARACTER is used to build a ferred way, is to load a saved game, then select appears. character. Detailed information about charac- Welcome to the official ADVANCED SECRET on the LOAD FROM command. The sec- ters, races, classes, and so on is available in the DUNG/EONS & DRAQONS® computer ond way is to remove SECRET characters from Example: Adventurer's Journal. This command displays product, POOLS OF DARKNESS, a their party, and add them to a new party by Treasure Menu the following menus to define the character. FORQOTTEN REALMS™ fantasy role-play- selecting SECRET from the ADD CHARACTER VIEW TAKE POOL SHARE DETECT EXIT • PICK RACE lists the six races a player-charac- ing epic, This game is based on the rules and command. background created by TSR, Inc. and a story The commands TAKE and SHARE only ter can be in the Forgotten Realms. line created especially for this game. Before You Play appear if there is treasure to take, The com- • PICK GENDER lists the sex the character can mand DETECT only appears if there is trea- Your party of adventurers has just arrived in There is no copy protection on your POOLS OF be. Qender affects the character's maximum sure and the active character has a Detect Phlan, the place where your fame was won so DARKNESS disks, so please make backup copies strength. Magic spell available. many years ago. In the years since you defeat- and put the originals away for safekeeping. • PICK CLASS lists the class or classes the char- ed Tyranthraxus, the city has grown peaceful When you start the game, you will be asked The Rule Book only shows the general menus, acter is qualified for based on race. and prosperous. The calm is satisfying, but to answer a verification question from this Special menus appear at various times to give • PICK ALIGNMENT lists all the possible align- where is the opportunity for adventure! Rule Book or the Adventurer's Journal before you all available options, you can play. Turn to the page indicated in ments for the character based on character class. The concept of the active character is central to Your Game Box Should Contain either this Rule Book or the Adventurer's After you select alignment, the computer ran- the game. Outside of combat the active charac- • Disks • Adventurer's Journal Journal, find the indicated word, type it in, domly generates the character's ability scores. ter's name is highlighted on the vertical menu. • Rule Book • Data Card and press [Return] or [Enter]. Remember: You can "reroll" the scores if you are not happy During combat the active character begins his Count section headings when looking up the with them. Remember that you can use the This Rule Book is designed to explain all your word. combat segment surrounded by a cursor. options and guide you through playing the MODIFY CHARACTER command on the Party game. If you are not familiar with the AD&D® If a command affects the whole party, just Creation/Training Hall Menu to change the game system, you will find helpful informa- Getting Started Quickly select the command. If the command affects a character's ability scores and hit points after the tion in the Adventurer's Journal. POOLS OF DARKNESS comes with a ready-made single character, make that character active and character has been generated. party that allows you to begin adventuring then choose the command. The Adventurer's Journal contains a variety immediately. Use the instructions on the Data • NAME CHARACTER provides a 15-letter of information including details about charac- Card to load the saved game that has been Example: To look at a character's items: space to type in the character's name, This ter classes, magic, combat, and an introduction provided and begin playing. Use this Rule highlight the character, then select the VIEW name will be automatically saved to disk. to the adventure story. The Journal also includes Book to answer any questions during play. then ITEMS commands. However, to have the entire party camp, simply select the • SELECT COMBAT ICON allows you to design the maps, information, rumors, and stories that the shape that represents the character in com- ENCAMP command, you will need to play the game. As you play, Using Menus bat. Customize this icon to represent the char- you will discover for yourself which of the All commands are menu based, and menus acter's favorite weapon, armor and colors. tales you hear are fact and which are fiction, are displayed either vertically or horizontally. BEGINNING TO PLAY Different computers and graphic adapters have different capabilities/ experiment to create the The Data Card explains how to start the Vertical menus indicate a character, item or To begin playing the game, you must load a game and how to select items and menu com- saved game or generate characters and band best icon for each character. The combat icon spell to be acted upon. If there are more choic- may be altered during the game to reflect new mands with your specific computer. It also es than fit on the screen at one time, use the them together into a party. shows how to get right into the game without armor or weapons using the ALTER command NEXT and PREV commands to view the addi- Starting Options from the Encamp Menu. On some computer having to read through the rules. tional selections. This first menu gives you the initial options: systems the character will be saved after the Transferring Characters from Example: When purchasing items, they combat icon is finished. Starting Menu Secret of the Silver Blades are highlighted on a vertical list then • EXIT returns to the Party Creation/Training POOLS OF DARKNESS accepts characters who purchased with the BUY command. CREATE NEW CHARACTER Hall Menu. ADD CHARACTER TO PARTY have adventured in SECRET OF THE SILVER Horizontal menus list available actions. In this ADD CHARACTER TO PARTY allows you to BLADES. There are two ways to get characters LOAD SAVED GAME Rule Book, menus are shown with all of their INITIALIZE MOUSE/JOYSTICK (Some computer systems) add characters to the party from the saved options, although in some cases, commands EXIT TO DOS game disk, A party is a group of characters DROP CHARACTER eliminates a character composed of up to six player characters (called from the party and erases him from the saved ^ CHARACTER SUMMARY SCREEN £ PCs) and up to two non-player characters game disk. A dropped character may not be

(called NPCs). A party should have a bal- recovered. Name Age Current Hit Points! anced mix of characters with different classes. MODIFY CHARACTER changes the character's cxxxxxxxxr>:>;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxjxxxxvvvvv^^^ For more information about building parties ability scores and hit points. Use MODIFY HLISTFTIR STFTTUS ; owre 1 Maximum Hit Points see the Characters and Parties section in the CHARACTER to change a character generated in MHLE 21 SEffRS » HTT POINTS 59X97 Adventurer's Journal. There is a WHERE POOLS OF DARKNESS to match a favorite NEUTRHL GOOD HUMFTN FROM option that allows you to add charac- AD&D® game character. A character cannot be ters from either POOLS OF DARKNESS or SECRET modified once the adventure has begun, EXPERIENCE; OF THE SILVER BLADES. LEVEL 15 2277791 TRAIN CHARACTER (from Training Hall LOAD SAVED GAME permits you to resume a STR 18 (.02 PLflTJNUM 5 Menu only) increases a character's level when HIT 13 GEMS : game that has been previously saved. The he has gained enough experience points LUIS 16 JEWELRY saved game provided with Pools of Darkness (EXP). Choose the character to train and, if he :DEX 14 can also be loaded. There is a WHERE has sufficient EXP, he will be able to advance con 16 FROM option that allows you to load saves one level. If a character has gained enough iCHfl 18 from either POOLS OF DARKNESS or SECRET OF experience to advance more than one level, he THE SILVER BLADES. will advance only one level and then lose all RRMOR CLffSS -3 ENCUMBRffNCE 1471 experience points in excess of one point below THHCQ 2 MOVEMENT 9 DFTMFTGE 1D8+6 INITIALIZE MOUSE/JOYSTICK sets up the that required for advancement to the next joystick or mouse. This command is only level. See the section on Experience Points in LONG SWORD +31 available on some computer systems. the Adventurer's Journal for an example. PLflTE MHIL +31 xxxxxxxxxx:'" EXIT TO DOS ends play without saving the Advancing in levels takes no game time. JTEMSI TRHDE DROP EXIT game. When magic-users advance, they may add a spell to their spell book. See the Maximum Non-Player Characters (NPCs) Viewing Characters Modifying Characters and Parties Level Limits by Race, Class and Prime The Party Creation/Training Hall Menu Requisite chart in the Adventurer's Journal for During the game the party will encounter The Character Summary Screen is displayed shows the characters currently in your party level limits. non-player characters (NPCs). There are three anytime you select the VIEW command. This and lists the commands for creating, modify- kinds of NPCs: those who volunteer to join screen displays important information about a HUMAN CHANGE CLASS (from Training Hall the party, those who give information, and character, such as ability scores, current and ing and training the party. Not all of the only) allows human characters to become dual options are available at all times. those who will only fight. NPCs that join the maximum hit points, readied weapons and class. Dual class characters lose the advantages party are treated like player characters with a armor, and wealth. of their first class until they exceed that level in Party Creation/Training Hall Menu few differences. The computer commands the new class. See the section on Character NPCs in battle. They also have morale, If Characters accumulate wealth in the form of CREATE NEW CHARACTER Classes in the Adventurer's Journal for more things are going badly for the party, NPCs gems, jewelry and coins as they go. The value DROP CHARACTER information. may run. Items can be traded to some NPCs, of gems and jewelry varies, and can only be MODIFY CHARACTER but they cannot be traded from conscious determined by having the items appraised in VIEW CHARACTER displays a character's abili- a shop. TRAIN CHARACTER (Training Hall only) ty scores, readied weapon and armor, and NPCs to other characters. If an NPC dies, HUMAN CHANGE CLASS (Training Hall only) more. See the Viewing Characters section for however, you can use the TRADE command on Encumbrance is the total weight (in gold VIEW CHARACTER more information, the Items Menu to take his items, Only two pieces) the character is carrying. ADD CHARACTER TO PARTY NPCs at a time may join the party, and they REMOVE CHARACTER FROM PARTY REMOVE CHARACTER FROM PARTY transfers Combat Movement is how many squares a character from the party to the saved game disk, may take a share of all treasures found. LOAD SAVED GAME character can move during a combat segment. SAVE CURRENT GAME SAVE CURRENT GAME stores the current game This is based on his readied armor, strength BEGIN ADVENTURING to the saved game disk or directory. and total encumbrance. EXIT TO DOS (Some computer systems) BEGIN ADVENTURING starts the game. Character Status Some items take both hands when readied levels, a paladin may perform one, at 6th to Combat view occurs automatically whenever OKAY status means that the character has (bows, quarter staffs, etc.), some take only one 10th levels two, etc. This command is only the party engages in battle. The combat screen positive hit points and can move and fight (long swords, wands, etc.) and others take no displayed if the paladin has a cure available. is a detailed view of the area the party was in normally. hands (rings, armor, etc). when the encounter began. ADVENTURING UNCONSCIOUS status means that the character • USE activates an item. In combat the Aim Adventuring Options has exactly 0 hit points. He cannot move or Menu appears if the item can be targeted. After setting up your party and reading the See the Combat section for details about the The following menu controls basic adventur- fight, but is in no danger of dying. background information in the Adventurer's ing, moving, encamping, and casting spells: Aim Menu. Journal, it is time to head for adventure and DEAD status means that the character has died. • TRADE from the Items Menu transfers an glory. The party will engage in fierce battles, Adventure Menu Non-elf characters have a chance of being res- find treasures, and sometimes have to stop, item from one character to another. Highlight MOVE AREA CAST VIEW ENCAMP SEARCH LOOK urrected with a Raise Dead or Resurrection recuperate and memorize spells for future use. spell. The character's chance of being resurrect- an item to trade, select TRADE, then select a MOVE is used to change the party's facing or to ed is influenced by his constitution. See the character to receive the item. Remember: A move forward. The party can turn right or left, Constitution Chart in the Adventurer's conscious NPC will not give up items. Display Screens and Points of View turn around or move forward. Normal move- Journal. • DROP permanently removes items from a ment in 3-D or Area mode takes one minute POOLS OF DARKNESS uses four different points FLED status means that the character has fled character. Dropped items may not be recovered, of game time per square. If the party has of view: 3-D, Area, Wilderness, and Combat, Search on, each move takes ten minutes. Refer from a battle. After the battle he will rejoin • HALVE divides a bundle of like items into the party. 3-D appears in areas such as towns or under- to the Data Card for computer-specific move- two bundles. For example, HALVE would turn ground. This view appears in the top left view ment information. Select EXIT to return to the one bundle of 42 Arrows into two bundles of PETRIFIED status means that the character has window to show the surrounding area from Adventure Menu. been turned to stone. The character can be 21 each. This is handy for dividing items to the party's perspective, Rotate the party's fac- returned to normal with a Stone to Resh spell. distribute among party members. AREA toggles between the Area (overhead) ing and move using the directional controls and 3-D view. This command may not be GONE status means that the character has been • JOIN combines all like items into one group. that are described in your Data Card. available in some regions. totally destroyed. Nothing can bring the char- No more than 255 similar items can be Area provides an overhead view of the party's CAST displays the Cast Menu if the active acter back to life. joined. Some items, such as potions, cannot be surroundings, replacing the 3-D view. Choose joined. character is a spellcaster. See the Magic section From the View Menu, several options are the AREA command from the Adventure Menu. for more information. Remember: Some spells available to inspect the active character. Not all SPELLS is a listing of the spells a character has This view is not available in all regions. only work in combat, others only while memorized and can cast. of these commands are available at all times. A cursor in the area display shows the party's encamped. TRADE from the View Menu transfers coins, position and facing. Simply move the party VIEW displays the Character Summary Screen View Menu gems and jewelry from one character to anoth- with the direction controls around the area map. ITEMS SPELLS TRADE DROP LAY CURE EXIT and the View Menu. er. Select TRADE, choose what type of money To the right of the point of view window, in ITEMS displays all the equipment the character ENCAMP displays the Encamp Menu. See the and how much to trade, then select the receiv- either 3-D or Area, are the map coordinates, is carrying and the Items Menu. Items preceded Encamp section for a description of the avail- ing character. current time, facing direction (N, S, W, E), by a YES are ready for use. Not all commands able commands. and what the party is doing (searching, in the Items Menu are always available. DROP permanently removes money from a character. Dropped money cannot be recovered, camping, etc). SEARCH toggles searching on and off. With Items Menu Search Off, the party takes one minute per LAY is a healing ability of paladins. Paladins Wilderness view displays a map in a large move. With Search On, the party takes 10 READY USE TRADE DROP HALVE JOIN EXIT may lay on hands and heal two hit points per view window with a cursor indicating the minutes per move because they are checking • READY changes the status of a weapon, level of damage a day. Select the LAY command, party's current location. You get to this view for secret doors, traps, etc. When a party has armor or other item. Only readied items can then select the character to be healed. This com- when you leave a town or other developed Search On, SEARCH is displayed on the be used in combat. A character cannot ready mand is only displayed when a area. Use the direction controls to move around screen to the right of the point of view win- more than two hand-held items at once. paladin has not yet laid on hands in a day. on the map and go from location to location. dow. Because the party is moving very slowly Arrows and crossbow bolts are assumed to be with Search On, the chance for random in a quiver and can be readied at all times. CURE is another healing ability of paladins - they may perform one Cure Disease per week encounters is greatly increased. for every 5 levels. For example, at 1st to 5th LOOK is used to search an individual square, • DAYS/HOURS/MINUTES selects the unit of When you choose to make the game more Once a spell is cast, it is gone from memory A LOOK command acts as if the party moved time to be changed by the ADD and SUBTRACT difficult, you are rewarded by receiving more until it is memorized again. Some spells only into the current square with SEARCH On. commands. experience points from your combat encounters. have an effect when cast during combat and When you choose to make the game easier, you others may only be cast while encamped. • ADD/SUBTRACT increases or decreases the are penalized by receiving fewer experience Encamping time that the party will attempt to rest. MEMORIZE displays the Memorize Menu, the points from your combat encounters. The Encamp Menu includes options such as Decreasing the time may not allow spellcasters character's spell book or clerical spell list, and saving the game, resting to heal and memorize to memorize all of their spells. FIX is used to heal many wounded characters how many spells of each level the spellcaster spells, and changing items such as game speed with a single command. All characters with at may memorize. Once all characters have ALTER displays the Alter Menu that is used to or party order. least first level clerical spells will memorize as selected the spells they want to memorize, change the characters in the party and the many healing spells as they can, cast them on choose the REST command to actually memo- parameters of the game: Encamp Menu the party, and then rememorize their previous rize the spells. SAVE VIEW MAGIC REST ALTER FIX EXIT Alter Menu spells automatically. FIX takes game time and Remember that spellcasters can have the same SAVE stores the characters and current game to may be interrupted by an encounter. If the ORDER DROP SPEED ICON LEVEL EXIT spell memorized multiple times, and they can the saved game disk or directory. Saved games party is severely damaged, you may need to automatically rememorize used spells simply may be loaded either from the Starting Menu • ORDER changes how the characters are listed select FIX twice or more. by selecting the REST command. when you start the game or from the Party on the screen and how they are deployed in combat. Characters at the top of the list tend to EXIT returns to the Adventuring Menu. Creation/Training Hall Menu. Save often - Memorize Menu especially after surviving really tough be at the front in combat. MEMORIZE NEXT PREV EXIT encounters, Magic • DROP eliminates a character from the party • MEMORIZE selects a spell to be memorized. and erases him from the saved game disk. A To get the Magic Menu options, the active VIEW displays the View Menu and the char- character must be able to cast spells. A spell is not actually memorized until it has acter screen of the active character. dropped character is gone forever and may not been chosen from the Memorize Menu and be recovered. Spellcasters can get a list of their memorized MAGIC is a very important part of POOLS OF spells from the CAST command of the Magic the character has rested long enough to imprint the spell on his mind. After selecting DARKNESS and is described under its own • SPEED controls the rate at which messages Menu or from the SPELLS command of the heading on page 8. are printed on the screen. If the game is run- View Menu. Magic-users can get a list of the spells to memorize, the computer will ning too slowly, use the FASTER command to their spells on scrolls from the SCRIBE com- verify your choices, REST allows characters to memorize spells and speed up the displays. mand in the Magic Menu. to heal naturally. When spells are being mem- • NEXT/PREV cycles through the available orized, the initial rest time is established by the • ICON is used to change a character's combat Spells are defined by who can cast them (cleric spells if they do not fit on one screen. time necessary to memorize any spells selected icon, or magic-user), when they can be cast, and SCRIBE displays the Scribe Menu and a list of with the MEMORIZE command in the Magic • LEVEL displays the Level Menu that permits their range, duration, area of effect and, of all of the spells on magic-user scrolls. Before Menu. For every 24 uninterrupted hours of you to adjust combat difficulty. course, their actual effect. The Spell Parameters spells can be scribed, they must either be iden- rest in camp, each wounded character regains List in the Adventurer's Journal summarizes tified at a shop or the magic-user must cast one hit point. Rest may be interrupted by Level Menu all of the available spells. When using spells Read Magic. To scribe, select any spells to be encounters. If possible find safe places to take NOVICE SQUIRE VETERAN ADEPT CHAMPION from the Encamp Menu or the Adventure scribed into the character's spell book and Menu (such as Find Traps or Haste), remem- long rests, such as an inn or places that you are The game is preset at the Veteran level. This is select REST to actually scribe the spells. ber that one round equals one minute of game told are safe during the game. the level at which we consider the game to be Scribing a spell takes the same amount of time time (one normal move) and one turn equals "balanced." To make the combat encounters as memorizing the same spell. Characters can automatically rememorize the ten minutes of game time (ten normal moves). easier, choose either the Novice (easiest) or spells they have used by simply selecting REST Look in the Adventurer's Journal for more Scribe Menu — this saves having to make selections from Squire level. To make the combat more diffi- information on spells and magic. SCRIBE NEXT PREV EXIT the Memorize Menu. cult, choose either the Adept or Champion • SCRIBE selects a spell to transfer from a (hardest) level, Magic Menu Rest Menu magic-user scroll into a spell book. CAST MEMORIZE SCRIBE DISPLAY REST EXIT REST DAYS HOURS MINUTES ADD SUBTRACT EXIT CAST displays the Cast Menu and the charac- • REST begins the resting process. Unless inter- ter's list of memorized spells. Select the spell to rupted, the party will rest for the indicated time. cast and then indicate the target of the spell. • NEXT/PREV cycles through the available • ID is used to identify an item. The shop LIMBO ENCOUNTERS spells if they do not fit on one screen. charges 100 platinum pieces for the service. Limbo is an ever shifting dimension without When a party comes across monsters or DISPLAY lists the magic that currently affects TAKE is used to pick up coins from the party's fixed points of reference. The POOLS OF NPCs, an encounter occurs. If the party the party. This includes spells like Bless or money pool. Select TAKE and choose the type DARKNESS traverse this region, although only attacks immediately, it may receive a bonus to Invisibility plus effects like diseases. This is an and amount of coins, gems or jewelry to take. beings of great power can navigate the unsta- combat initiative. If the monsters surprise the important command because diseased charac- party, the monsters can attack immediately and POOL places all of the party members' coins, ble sea. will guide you — he is one ters cannot regain hit points until they have a of the few who can travel in this dimension get a bonus to their combat initiative. If the Cure Disease spell cast on them. gems and jewelry into a pool which any member may use to make purchases. Use the without disorientation. A menu with the monsters do not attack immediately, the party can react by choosing from an Encounter REST is identical to the Encamp Menu com- TAKE or SHARE commands to pick up coins, following options is available when you Menu. Encounter menus vary, listing options mand. Remember: A character's spells are not gems and jewelry from the money pool. enter Limbo: memorized until he has rested the necessary for each situations. time. SHARE picks up all the coins, gems and jewel- Limbo Menu ry from the pool and distributes even shares REPAIR TRAIN STORAGE ENCAMP MOVE ON Sample Encounter Menu among the party. COMBAT WAIT FLEE ADVANCE CIVILIZATION REPAIR is identical to the Temple Menu APPRAISE determines the monetary value of command. In this sample menu you have opportunities to Towns provide many valuable services and fight immediately, wait and see, run away, or any gems or jewelry the character has. Select TRAIN takes you to a training hall. supplies for the adventurer. In these places you Appraise, then choose a gem or item of jewel- move forward. will find inns, shops, training halls, temples, ry, and an appraisal and purchase offer will be STORAGE requests Elminster to store items and and taverns. Qo to town not only to adven- made. Accept the offer and the item is sold. money for you. This service is very important Combat ture, but also to purchase new equipment and Reject the offer and the gem or piece of jewel- - most magical items cannot stand the trip into In combat the computer chooses the active magic items, and to rest and regain spells and ry becomes an item on the character's item list. other dimensions, and may be destroyed utter- character. Characters with higher dexterity hit points. Qems and jewelry cannot be used directly for ly if not stored before travelling. The following tend to go before characters with lower dexter- Inns are safe resting places where party mem- purchases, they must be appraised and sold menu appears when you select this command: ity. A character may hold his action until later first. with the DELAY command. There is a more bers can recuperate and regain spells and hit Storage Menu points. detailed description of combat in the Temples offer healing spells and perform other VIEW TAKE POOL MONEY ITEMS EXIT Adventurer's Journal. Shops are places to buy and sell equipment clerical services. Temple services are free. VIEW is identical to the Adventure Menu using the Shop Menu: command except that in the Items Menu, The active character is centered on the screen Temple Menu DROP is replaced by DEPOSIT, which places at the start of his combat segment. The active Shop Menu HEAL VIEW REPAIR EXIT items in storage. To store, select ITEMS, high- character's name, hit points, AC, and current BUY ITEM VIEW TAKE POOL SHARE APPRAISE EXIT HEAL displays a list of the temple's healing light an item, then select DEPOSIT. weapon are displayed. The Combat Menu spells. Select HEAL, choose the character on lists the character's options. BUY displays the items available in the shop. TAKE allows you to retrieve items and money Highlight the items that the active character whom to cast the spell, and then the spell to from storage, Select TAKE, then select what to Combat Menu will buy and select BUY. be cast. retrieve. MOVE AIM USE CAST TURN GUARD QUICK VIEW is identical to the Adventure Menu ITEM is a shortcut that is identical to selecting POOL places all of the party members' coins, DELAY BANDAGE VIEW SPEED END VIEW and then ITEM. command, gems and jewelry into storage. MOVE allows a character to move, You can REPAIR has the clerics cast all of the healing attack by moving the character into an VIEW displays the character screen with the MONEY is used to deposit money in storage, SELL and ID commands available in the Items and restorative spells needed to return your enemy's square. If the character moves away Menu. party to full strength and health. ITEMS takes you directly to the Items Menu of from an adjacent enemy, the enemy will attack the active character where you can store items. from behind. • SELL causes the shopkeeper to make an offer EXIT returns you to the street outside the temple. on the highlighted item. Sold items may not Taverns are rowdy places full of gossip, stories EXIT returns you to the Limbo Menu. be recovered, and information. Buy a round of drinks and MOVE ON displays a list of the places that listen to the stories. Elminster can transport you to. AIM allows weapons or spells to be targeted. Menu. Items such as scrolls and wands are SPEED changes the game speed and is Take Menu When aiming a ranged weapon, the range to then targeted with the Aim Menu. described under the ALTER command in the ITEMS MONEY EXIT the target is displayed above the menu bar. If a Encamp Menu. • ITEMS lists the equipment in the treasure. character moves adjacent to an enemy, and has CAST is only available to spellcasters when they have spells available. The spellcaster selects END quits a character's turn. Frequently, the weapons and armor used by no more movement remaining, the AIM com- monsters are not listed because they are poor mand can be used to attack with a melee from the list of available spells and then targets with the Aim Menu. If the character has been quality and not worth taking. weapon (sword, mace, etc). The AIM command After Combat hit recently, his concentration may be broken can also be used to survey the condition of your When combat is over you will see how many • MONEY displays the number and type of and the CAST command will not appear. parry and enemies. As you move the aim cur- experience points each character receives and coins, gems and jewelry in the treasure. sor over a character or monster, information TURN is a clerical power that attempts to then the Treasure Menu is displayed. Most of Indicate the type then number of items the about him is displayed on the right of your destroy undead monsters or drive them away the Treasure Menu commands work like the active character takes. commands in the Shop Menu. screen — use this to survey the battlefield. from the party. This will not affect the more POOL places all of the party members' coins powerful undead types or any other kind of Treasure Menu into the treasure. Use the TAKE or SHARE com- Aim Menu monster. mands to pick up coins from the treasure. NEXT PREV MANUAL TARGET CENTER EXIT VIEW TAKE POOL SHARE DETECT EXIT GUARD sets a character to stand and attack the • NEXT is used to look at all possible targets, VIEW displays the character screen and View SHARE picks up the money treasure, divides it first enemy that moves adjacent. GUARD is starting with the closest target and then Menu. into shares, and distributes it among the party. only an option if a character is armed with a going to the next farthest and so on. NEXT and melee weapon. TAKE permits the active character to pick up DETECT has the active character cast a Detect PREV only indicate targets in the character's treasure from defeated monsters. This only Magic spell. Magic items in the treasure or line of sight. QUICK turns control of the character over to appears if the monsters had a treasure or the party will be marked with an '*'. This com- the computer. Under computer control, a fight- • PREV (Previous) is the opposite of the NEXT party has pooled its funds. A character carry- mand only appears if the active character has a ing character with a readied missile weapon command. Use this command to look at the ing a large number of coins and heavy equip- Detect Magic spell available. will tend to hang back and attack from a dis- possible targets starting with the farthest target ment may be slowed in combat. tance. If a character has no readied missile EXIT leaves the scene of the battle. If any trea- and working back toward the character. This weapon, he will ready a melee weapon and sure remains, the option to return to the command is most often used to select a target charge. Single class magic-users will fire mis- Treasure Menu is displayed. for a missile or magic attack. sile weapons and cast spells if magic is turned • MANUAL permits the player to aim anywhere on (see your Data Card for details). They will on the map. However, only targets in the char- never rush into close combat, even if all of acter's line of sight can actually be fired at. their missile attacks are expended. • TARGET is used to fire a missile or spell at the Consult your Data Card for instructions on enemy where the cursor is currently located. regaining manual control and toggling magic This command can also be used to attack an on and off for your computer. adjacent enemy with a melee weapon (sword, DELAY causes the character to hold his turn mace, etc). If this command is not displayed, until after the other characters and monsters the target is out of range, not in line of sight, have acted, or invisible, BANDAGE gives first aid to a party member • CENTER centers the screen around the cursor. who is bleeding to death. BANDAGE stops the QUESTIONS OR PROBLEMS? This is helpful when targeting manually. bleeding and keeps the character from losing Our main business number is (408) 737-6800. If you encounter disk or system related problems you can call our • EXIT returns to the Combat Menu. more hit points. Technical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday through Friday, holidays excluded. NO C/AME PLAYINQ HINTS WILL BE QIVEN THROVC/H THIS NUMBER. USE allows a character to activate an item VIEW displays the character screen and View If you need hints, call our Hint Line at 1-900-737-HINT. Recorded hints are available 24 hours a day, 7 days a week. Calls to the Hint Line cost 95 cents for the first minute and 75 cents for each additional without having to go through the View Menu. The USE command appears on the minute. Children must get permission before calling. If you don't hear the information you need, please Items Menu to permit items such as wands to write with specific questions to: Hints, Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201, be used in combat, Sunnyvale, CA 94086 (include a stamped self-addressed envelope for reply). A FRIENDLY BEACON IN THE EVIL DARKNESS... othing is as it should be Nin the Forgotten Realms/ And when you and your party find out why, you'll wish you had sought help much sooner! The FOOLS OF DARKLESS CLUE BOOK is a powerful beacon that shines even in the evil SM1BOOK darkness between worlds! This valuable player's guide provides: <» Detailed maps for the entire game, including loca- tions of all major events in the adventure. <» Combat tips that allow you to defeat even the toughest opponents. »J* Locations and descriptions of all major magical treasures. «»« Checklists of encoun- ters and treasures — you won't miss any part of the adventure or loot!

To ORDER: VISA/MC-call l-800-245-4525 (in USA & Canada). By mail - send check or money order for $14.95 plus $3.50 shipping & ADVANCED DUNGEONS & DRAGONS, FORGOTTEN handling to: Electronic Arts, P.O. Box 7530, San Mateo, CA 94403. REALMS and the T5R logo are To receive SSI's complete product catalog, send $1.00 to: trademarks owned by and used under license from TSR, Inc. Strategic Simulations, Inc., GI99! TSR, Inc.ff>199 1Strategi c 675 Almanor Ave., Suite 201, Simulations, Inc. All rights reserved, Sunnyvale, CA 94086

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