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BATM LORD J1 a AW LM TO ZU OFITI COMPUTER PRODUCT he peace in Ansalon has DEATH K157GLflS OF KRYNN been shattered . Unspeakable forcesT have again risen from the very ashes of defeat to challenge the ! This RULE BOOK time, the massed forces of evil are ready for you - help is needed. Help is here! The DEAm KNIGHTS OF KRYIYr' CLUE BOON is the edge you need to defeat overwhelming forces! This valuable player's guide provides : Detailed maps for the entire game, including locations of all major events 4 in the adventure . *,'s Combat tips that allow you to defeat even the toughest opponents. Locations and descriptions of all major magical treasures . :* Checklists of encounters and treasures - you won't miss any part of the adventure or loot!

ADVAnceD DU-1011 1: DRAoons, TO ORDER: Visit your retailer or call : 1-800-245-4525 (U .S.A. DRAOONLANCC, and the TSR logo are & Canada) to charge on VISA or MasterCard . To receive SSI's *ss,mo- trademarks owned by and used under license horn TSR, Inc . 11991 TSR. Inc . 01991 complete product catalog, send $1 .00 to : Stategk Simulations, Inc. All rights reserved . , Inc . 675 Almanor Ave ., Suite 201 Sunnyvale, CA 94086

.u STRATEGIC SIMULATIONS, INC : LIMITED WARRANTY

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 within 30 days of purchase the diskette(s) prove defective in any way, you may return the diskette(s) to TABLE OF CONTENTS Strategic Simulations, Inc ., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086-2901 and SSI will replace the diskette(s) free of charge . In addition, if the diskette(s) prove defective at any time after the first 30 days, Introduction 1 return the diskette(s) to SSI and SSI will replace the diskette(s) for a charge of $10 .00 (each disk) plus Your Game Box Should Contain 1 $3 .00 for shipping and handling . California residents, add applicable sales tax. Transferring Characters from CHAMPIONS OF KRYNN 1 SSI MAKES NO WARRANTIES EITHER EXPRESS OR IMPLIED WITH RESPECT TO THE SOFTWARE PRO- GRAM RECORDED ON THE DISKETTE OR THE GAME DESCRIBED IN THIS RULE BOOK AND ADVENTUR- Before You Play 1 ER'S JOURNAL, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICU- LAR PURPOSE . THE PROGRAM AND GAME ARE SOLD "AS IS ." THE ENTIRE RISK AS TO THEIR QUALITY Getting Started Quickly 1 AND PERFORMANCE IS WITH THE B UYER . I N NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, Beginning to Play 2 INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES . (SOME STATES DO Modifying Characters and Parties 3 NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU .) Character Summary Screen 4 Non-Player Characters (NPCs) 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- Viewing Characters 5 lated or reduced to any electrical medium or machine readable form, in whole or in part, without prior writ- ten consent from SSI . The program accompanying this Rule Book and Adventurer's Journal may be copied, Character Status 5 by the original purchaser only, as necessary for use on the computer for which it was purchased . Adventuring 6 ADVANCED DUNGEONS & DRAGONS, AD&D, and the TSR logo are trademarks owned by and used under license from TSR, Inc ., Lake Geneva, WI, USA. Display Screens and Points of View 6 Adventuring Options 7 €1991 Strategic Simulations, Inc . All rights reserved . €1991 TSR, Inc . All rights reserved . Encamp 7 WHAT TO DO IF YOU HAVE A DEFECTIVE DISK Magic 8 Each of our games undergoes extensive playtesting prior to its release . Through this process we hope to uncover and correct any errors in programming . However, due to the complex nature of our simulations, Civilization 9 some program errors may go undetected until after publication . In addition to errors in the program, there are occasionally problems with the disk itself . We experience the industry standard of approximately a 3 to Encounters 10 5% failure rate of duplicated disks . Before assuming that a disk is defective, make sure to check your disk drive . Up to 95% of the disks returned to us as defective will run fine on our computer systems . Often the Combat 11 problem is with a disk drive that needs servicing for alignment, speed, or cleaning . After Combat 12

Should you have a defective disk, please return the disk only (keep all other parts of the game) to our Customer Support Department, along with a note describing the problem you have encountered . A replace- ment disk will be provided upon our receipt of the defective disk.

QUESTIONS OR PROBLEMS? Should you uncover an error in the program, return both your game disk and any "save game" disks to our our Customer Support Department . Please enclose a description of what was taking place in the game when the Our main business number is (408) 737-6800. If you encounter disk or system related problems you can call Technical Support Staff at (408) 737-6850 between 11 a .m. and 5 p .m ., Pacific Time, Monday through Friday, error occurred . Upon correction of the program error, we will return an updated disk to you . holidays excluded . NO GAME PLAYING HINTS WILL BE GIVEN THROUGH THIS NUMBER. If you need hints, call our Hint Line at (408) 737-6810 . Recorded hints are available 24 hours a day, 7 days a Always make sure to include your name, address, and daytime telephone number with any correspondence . week. If you don't hear the information you need, please write to us at Hints, Strategic Simulations, Inc ., 675 We will do our best to see that any problems are corrected as soon as possible . Almanor Avenue, Suite 201, Sunnyvale, CA 94086 (include a stamped self-addressed envelope for reply) .

INTRODUCTION transfer characters to DEATH KNIGHTS OF Using Menus BEGINNING TO PLAY All commands are menu based, and the KRYNN from the fantasy role-playing game, You must load a saved game or generate Welcome to the official ADVANCED concept of the active character is central to the CHAMPIONS OF KRYNN. It also shows how to characters and band them together into a DUNGEONS & DRAGONS' computer product, game. During combat the active character is get right into the game without having to read party. This first menu is displayed at the start DEATH KNIGHTS OF KRYNN, a DRAC0NLANCET" chosen automatically according to a character's through the rules. of a game: fantasy role-playing epic . This game is based initiative and random factors . Other times you CREATE NEW CHARACTER on the rules and background created by TSR, Transferring Characters from select the active character . Inc. and a story line created especially for this CHAMPIONS OF KRYNN If a command affects the whole party, just ADD CHARACTER TO PARTY game. DEATH KNIGHTS OF KRYNN will accept select the command . If the command affects LOAD SAVED GAME DEATH KNIGHTS OF KRYNN begins a year characters which were created and played in one character, make that character active and INITIALIZE MOUSE/JOYSTICK (Some computer systems) after the defeat of Takhisis' minions in CHAMPIONS OF KRYNN . There are two ways to then choose the command . EXIT TO DOS (Some computer systems) CHAMPIONS OF KRYNN . The Solamnic com- get characters from CHAMPIONS into DEATH Example : To look at a character's items, CREATE NEW CHARACTER is used to build a mander of Gargath Outpost has asked your KNIGHTS . The first, and preferred way, is to select that character, choose the VIEW command, character. Detailed information about characters back to celebrate the victory -to load a saved game and select CHAMPIONS on and then choose the ITEMS command. The characters, races, classes and so on is available share memories and feasting with old com- the LOAD FROM option . The second is to computer displays a list of that character's in the Journal under Characters and Parties rades . Your adventuring party looks forward to remove the characters from their CHAMPIONS items and their readied status . beginning on page 2 . This command displays a peaceful and uneventful celebration . .. party, copy them to your DEATH KNIGHTS save Menus are displayed either vertically or the following menus to define the character. € PICK RACE lists the seven races you can Your Game Box Should Contain disk or directory and add them to a new party. horizontally See your Data Card for more details . Vertical menus select the character, item, choose for a player-character. € Disks € Rule Book Note: If you transfer characters to DEATH or spell to be acted upon . If there are more € PICK GENDER lists the sex the character can € Adventurer's Journal € Data Card KNIGHTS before they have completed the choices than will fit on the screen at one time, be. Gender affects the character's maximum This rule book is designed to explain all CHAMPIONS adventure, they may lose some use the NEXT and PREV commands to view the strength. your options and guide you through playing items. additional selections. € PICK CLASS lists the class or classes the the game. If you are not familiar with the Example : When purchasing items, selec- character is qualified for based on race . Before You Play ADVANCED DUNGEONS & DRAGONS'game sys- tions are made from a vertical menu list of € PICK DEITY (clerics only) lists all of the tem, you will find helpful information about There is no copy protection on your DEATH equipment . gods a cleric character can choose to worship . how things work in the Adventurer's Journal. KNIGHTS OF KRYNN disks, so please make Horizontal menus list what the active Each deity confers unique powers to its clerics The Adventurer's Journal contains a variety backup copies and put the originals away for character can do, or what can be done to him . and determines which alignments a character of information including details about safekeeping. When you start the game, you In the rules, menus are shown with all of their can be . See the Deities section in the Journal character classes, magic, combat and an will be asked to answer a verification question options, although in some cases, options will for more details. introduction to the adventure story. The from this rule book or the Adventurer's Journal not be available every time a menu appears . € PICK ALIGNMENT lists all the possible align- Journal also includes the maps, information, before you can play. Turn to the page as indi- ments for the character based on character class . rumors and stories that you will need to play cated for either this rule book or the Adven- Example: The computer randomly generates the the game . As you play the game you will turer's Journal, find the indicated word, type it Treasure Menu character's ability scores after you choose discover for yourself which of the tales you in and press the or key . VIEW TAKE POOL SHARE DETECT EXIT alignment . If you are not happy with the hear are fact and which are fiction . Getting Started Quickly The options TAKE and SHARE will only character's scores you may roll them again . The Data Card explains how to start the Remember that you can use the MODIFY DEATH KNIGHTS OF KRYNN comes with a appear if there is treasure to take . The game and select items and menu options with CHARACTER command on the Party ready-made party in a saved game that allows option DETECT will only appear if there is your specific computer. It tells you how to Creation/Hall Menu to change the you to begin adventuring immediately. Use treasure and the active character has a character's ability scores and hit points (HP) the instructions on the Data Card to load the Detect Magic spell available. after the character has been generated. saved game and begin playing . Use this rule The rule book only lists the general game book to answer any questions during play. menus. Special menus appear with many encounters that indicate available options .

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€ NAME CHARACTER provides a 15 letter LOAD SAVED GAME permits you to resume a I CHARACTER SUMMARY SCREEN ~ space to type in the character's name. This previously saved game . The saved game name will be automatically saved to disk . provided with DEATH KNIGHTS OF KRYNN can I Moons of Krynn I On some computer systems the character is also be loaded, and on some systems you can a r n^ ^^t Hit Points named after the abilities scores are generated, CHAMPIONS OF KRYNN . I I directly load saves from Aii, on others the name is entered after the combat See your Data Card for more information . a m icon is selected . INITIALIZE MOUSE/JOYSTICK sets up the EUYR' Nw STf1Tus i O$f I € SELECT COMBAT ICON allows you to design joystick or mouse. This option is only available M E 350 SEflRS HIT P03 NTZ 9/50 Ill the shape that will represent the character in on some computer systems . CifIOT`1 C NEUTRHL OUHL`111EST'1 ELF I combat . Customize this icon to represent the EXIT TO DOS ends play. This option is only S11it]$RC 0LER30/r1QilTCR/RCb 11 T character's favorite weapon, armor and colors . available on some computer systems . Different computers and graphic adapters have LEVEL 6/7/6 EXPERIENCE 71332 different capabilities; experiment to create the Modifying Characters and Parties The Party Creation/Hall Menu shows the STII 16(63) , .STEEL 500 - best icon for each character. The combat icon IIWF i s may be altered during the game using the characters currently in your party and lists the 1141'1 S 14 ALTER command from the Encampment Menu . commands for creating and modifying the i DEX 13 € EXIT from any of the character creation party. Not all of the options are available at CON 17 menus returns you to the Party Creation Menu . all times . ICHf1 13 ADD CHARACTER TO PARTY allows you to CREATE NEW CHARACTER add individual characters to the party from the DROP CHARACTER I9RMMOR CLfiS5 -2 IEHCUMBRHNCC 9 saved game disk or directory. A party is a MODIFY CHARACTER I THfi00 10 1MOVE1 WT group of characters composed of up to six TRAIN CHARACTER (Hall only) ' D9M9QE iDS+4 I C,.,u,0 player characters (called PCs) and up to two KNIGHT CHANGE ORDER (Hall only) LOl SgUORO non-player characters (called NPCs) . A party VIEW CHARACTER 1'iaf[ E hi*11L should have a balanced mix of characters with ADD CHARACTER TO PARTY different classes . For more information about REMOVE CHARACTER FROM PARTY TIItiDE DROF EXIT building parties see Building a Successful Party LOAD SAVED GAME

on page 9 of the Journal. You will also need to SAVE CURRENT GAME TRAIN CHARACTER (from Hall Menu only) VIEW CHARACTER displays a Character indicate the last game the character adventured BEGIN ADVENTURING increases a character's level when he has Summary Screen for the active character. For in with the From Where Menu . EXIT TO DOS (Some computer systems) gained enough experience points . Characters more information see the Viewing Characters From Where Menu DROP CHARACTER eliminates a character may only advance one level per class per section . ADD FROM WHERE : DEATH CHAMPIONS EXIT from the party and erases him from the saved training session . See the Experience Points and REMOVE CHARACTER FROM PARTY transfers a € DEATH adds a character that was game disk. A dropped character cannot be Level sections in the Journal under Ability character from the party to the saved game generated in DEATH KNIGHTS OF KRYNN Or recovered . Scores and Other Attributes for more informa- disk or directory. MODIFY CHARACTER allows you to change last adventured there . tion . Training takes no game time . When SAVE CURRENT GAME stores the current game € CHAMPIONS adds a character that last the character's ability scores and HP . Use mages advance, they may add a spell to their to the saved game disk or directory. CHAMPIONS OF KRYNN . MODIFY CHARACTER to change a character adventured in spell books . There is no charge for training BEGIN ADVENTURING starts the game . € EXIT quits the ADD CHARACTER option . generated in DEATH KNIGHTS OF KRYNN to characters . match the ability scores of a favorite ADRD• KNIGHT CHANGE ORDER (from Hall Menu game character. A character cannot be only) allows a knight of sufficient experience modified once he has begun adventuring . and abilities to petition for admission into the next higher order. Look under Solamnic Knights on page 7 of the journal .

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Non-Player Characters (NPCs) Character Status be used in combat. Arrows are assumed to be levels 1-5, twice at levels 6-10 and three times During the game the party will encounter OKAY status means that the character has in a quiver and can be readied at all times . at levels 11-14 . This option is only displayed if non-player characters (NPCs) . They may talk positive HP and can move and fight normally . Some items will take both hands when the paladin has a cure available. to the party attack or even offer to join . There UNCONSCIOUS status means that the readied (bows, quarter staffs, etc.), some take HEAL (Paladin only) is an ability of paladins . are two kinds of NPCs : those who volunteer character has exactly 0 HP . He cannot move only one (long swords, wands, etc .) and others Paladins may heal two HP (per level) of to join the party and those who will only give or fight but is in no danger of dying . take no hands (rings, armor, etc) . On some damage each day. Select the HEAL command, information or fight . NPCs that join the party DEAD status means that the character has systems there are items that can only be then the character to be healed . This are treated like player characters with a few died . Non-elf characters have a chance of readied or unreadied while in either camp or command is only displayed when a paladin differences. being resurrected with magic . The character's combat . has healing available. The computer commands NPCs in battle, chance of being resurrected is influenced by his € USE activates an item . If you are using an and they have morale . If things are going constitution . See the Constitution Chart in the item in combat, the Aim Menu will appear if ADVENTURING badly for the party NPCs may run . If you Journal. the item can be targeted . See the Combat After setting up your party and reading the have a Knight in the party, his leadership DYING (combat only) status indicates the section for details about the Aim Menu . background information in the Adventurer's ability may place NPCs under your control character has between -1 and -9 HP and is € TRADE transfers an item from the active Journal, it is time to head for adventure, fame, (on some systems only - see your Data bleeding to death . Use the BANDAGE command character to another. Choose the item to trade and glory. Your adventuring party will engage Card) . Items can be traded to some NPCs, but to have another character stop the bleeding and then select which character is to receive it . in fierce battles and find treasures . Sometimes they cannot be traded from conscious NPCs before the character dies . Remember: a conscious NPC will not give they have to stop, heal wounds and memorize to other characters. If an NPC dies or is STONED status means that the character has up items. spells for future encounters . DROP unconscious you can use the TRADE command been turned to stone. The character can be € permanently removes items from a Display Screens and on the Items Menu to take his items . Only returned to normal with a Stone to Flesh spell character. Dropped items cannot be recovered. Points of View two NPCs at a time may join the party. which is available at any temple . Red Robe € HALVE divides a bundle of some item into mages may also learn the spell when they two bundles. For example, HALVE would turn DEATH KNIGHTS OF KRYNN uses four different Viewing Characters reach 10th-level. one bundle of 42 arrows into two bundles of points of view: 3-D, Area, Overland and The VIEW command displays the character FLED (combat only) status means that the 21 arrows each . This is handy for dividing Combat. summary screen . character fled from the battle . After the battle items to distribute among party members . To the right of the point of view window, The moons of Krynn affect the magical he will rejoin the party. € JOIN combines all similar items into one in either 3-D or Area, are the map coordinates, powers of all mages . For more information on GONE status means that the character has line. No more than 255 similar items can be facing direction (N, S, W, E), current time the moons see the Moons of Magic on page been killed and the body lost . Nothing can joined on one line . Many items, such as and what the party is doing (searching, 16 of the Journal. bring the character back to life . potions, cannot be joined. camping, etc) . Characters accumulate wealth, in the form From the View Menu several options are € SELL is described under the Shops Menu . 3-D appears in towns and underground. of steel pieces, gems and jewelry as they go . available to inspect the active character . Not all € ID is described under the Shops Menu . 3-D is a first-person perspective view that The value of gems and jewelry varies and can of these commands are available at all times . SPELLS lists all of the spells a character has appears in the point of view window and only be determined by having the items memorized. shows the surrounding area from the party's appraised in a shop. View Menu TRADE is used to transfer money, gems and perspective. Rotate the party's facing and move Encumbrance is the total weight the ITEMS SPELLS TRADE DROP CURE HEAL EXIT jewelry from the active character to another. using the directional controls . The direction character is carrying. ITEMS shows all the equipment the Select which character is to receive, and then controls for your computer are described on the Combat Movement is how many squares a character is carrying . Items preceded by a YES choose what, and how much, is traded . Data Card . character can move during a combat segment . are ready for use . Not all commands in the DROP permanently removes money from Area provides an overhead view of the This is based on his readied armor, strength Items Menu are always available . a character. Dropped money may not be party's surroundings, replacing the 3-D view. and total encumbrance. Items Menu recovered . Choose the AREA command from the READY USE TRADE DROP HALVE JOIN SELL ID EXIT CURE (Paladin only) is another ability of Adventure Menu . This view is not available paladins identical to the clerical spell Cure in all regions. € READY changes the status of a weapon, armor or other item . Only readied items can Disease . A paladin may cure once per week at

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In the area display a cursor shows the ENCAMP displays the Encamp Menu . See Rest Menu more difficult, choose either the Adept or party's position . On some computer systems the Encamp section for a description of the REST DAYS HOURS MINUTES ADD SUBTRACT EXIT Champion (hardest) level . the cursor is an arrow that indicates current available commands . € REST begins the resting process. Unless When you choose to make the game more party facing and allows movement as in the SEARCH indicates the party is to move interrupted, the party will rest for the indicated difficult, you are rewarded by receiving 3-D view. On other systems you cannot move slowly and examine their surroundings, time . while in this view. searching for secret doors, traps and so on . more experience points from your combat € DAYS, HOURS, MINUTES selects the unit of Overland displays a map of the area where LOOK encounters . When you choose to make the is used to search an individual square time to be changed by the ADD and SUBTRACT game easier, you are penalized by receiving the game takes place while the party is and takes ten minutes of game time (like options. This option is not available on all traveling cross-country. A cursor indicates the moving while searching) . computer systems . fewer experience points from your combat party's current location . Move around on the encounters . Encamp € ADD, SUBTRACT increases or decreases the overland map with the directional controls . time that the party will attempt to rest . The Encamp Menu includes options such as Receiving fewer experience points will slow The map in the Journal shows the game Decreasing the time may not allow spell- saving the game, resting to heal and memorize the rate at which your characters advance region with several major locations identified . casters to memorize all of their spells . Combat view occurs automatically when- spells and altering items such as game speed or levels. Advancing at a slower rate will give ALTER is used to change the characters in the party order. you less powerful characters which, in the ever the party engages in battle . The combat party and the parameters of the game . screen is a detailed view of the area the party Encamp Menu long run, may more than offset the benefits Alter Menu is in when the encounter begins . SAVE VIEW MAGIC REST ALTER FIX EXIT of playing at an "easy" level. ORDER DROP SPEED ICON LEVEL EXIT Adventuring Options SAVE stores the characters and current game FIX is used to heal many wounded characters € ORDER changes how the characters are to the saved game disk or directory . Save often All adventuring options are displayed in with a single command. All characters with - especially after surviving really tough listed on the screen and how they are deployed horizontal menus . The main Adventure in combat. Characters at the top of the list cure spells will memorize as many as they can, encounters . It is also a good idea to maintain cast them on the party and then rememorize Menu offers access to normal options . tend to be at the front line in combat. more than one save. See your Data Card for their previous spells automatically. FIX takes Adventure Menu € DROP eliminates a character from the party computer-specific instructions. game time and may be interrupted by an and erases him from the saved game disk. MOVE AREA CAST VIEW ENCAMP SEARCH LOOK VIEW displays Character Summary Screen encounter. FIX will not return HP to diseased A dropped character is gone forever and MOVE places you in a mode where you use for the active character. characters ; a Cure Disease spell must first be cannot be recovered . the direction controls to move and turn your MAGIC is a very important part of DEATH cast upon them . € SPEED controls the rate at which messages party; Normally, each move forward takes one KNIGHTS OF KRYNN and is described under its minute of game time . If the party has Search own heading . are printed on the screen . If the game messages Magic are displayed too slow, use the FASTER com- on, each move takes ten minutes . Refer to the REST allows characters to memorize spells To get the Magic Menu options, the active mand Data Card for computer-specific movement and to heal naturally. Characters catch their . If messages are displayed too fast, use character must be able to cast spells . Spell- the SLOWER command. information . Select EXIT to return to the normal sleep without having to encamp . casters can get a list of their memorized spells € ICON is used to change a character's combat Adventure Menu from movement. Spell-casters can automatically re-memorize any spells from the CAST option of the Magic Menu or icon . AREA toggles between the area and 3-D they have cast simply by selecting REST. To choose from the SPELLS option of the View Menu . LEVEL permits you to adjust combat view. In many regions this command is not new spells for memorizing, or make initial They can get a list of their spells on scrolls difficulty. After choosing LEVEL, you will see available . selections, use the MAGIC and then MEMORIZE from the SCRIBE option of the Magic Menu . the following menu : CAST displays the Cast Menu if the active options. When spells are being memorized, Magic Menu Level Menu character is a spell-caster. See the Magic the initial rest time is established by the CAST MEMORIZE SCRIBE DISPLAY REST EXIT section for more information . Some spells only number and level of spells selected to memo- NOVICE SQUIRE VETERAN ADEPT CHAMPION CAST displays the Cast Menu and the char- have an effect in combat. rize . For every 24 uninterrupted hours of rest The game is preset at the Veteran level. acter's list of memorized spells . Select the spell VIEW displays the Character Summary in camp, each wounded character regains one This is the level at which we consider the to cast and then indicate the target of the spell. Screen and the View Menu . HP. Rest can be interrupted by encounters . game to be "balanced ." To make the combat If possible, find safe places to take long rests encounters easier, choose either the Novice during the game . (easiest) or Squire level . To make the combat

10 IN.1:"Wil. 1110

NEXT/PREV Once a spell is cast it is gone from memory € cycles through available spells VIEW displays the Character Summary Bank Menu until it is memorized again . Some spells only if they do not fit on one screen. Screen with the SELL and ID commands avail- See your data card for details . work during combat and others only while DISPLAY lists the magic that currently affects able in the Items Menu . encamped . the party. This includes spells like Bless or € SELL indicates you wish the shopkeeper to ENCOUNTERS MEMORIZE displays the Memorize Menu, Invisibility plus effects like disease. This is make an offer on the highlighted item . Sold When a party comes across monsters or the character's book of spells or clerical spell an important command because diseased items may not be recovered. NPCs, an encounter occurs . If the party list and how many spells of each level the characters will not regain HP until they have ID is used to identify an item . Shops charge € attacks immediately, it may receive a bonus to spell-caster may memorize. Once all characters a Cure Disease spell cast on them . 100 steel pieces for the service . REST its initiative in combat. If foes surprise the have selected the spells they want to memo- displays the Rest Menu referred to in TAKE is used to pick up steel pieces, gems or party, they can attack immediately and get a rize, choose the REST command to actually the Encamp section . Remember: A character's spells jewelry from the party's money pool . Indicate bonus to their initiative . If the foes do not memorize the spells . Remember: Spell-casters are not memorized until he has rested the necessary time . what and how much the character will take . attack immediately, the party can react by can automatically re-memorize any spells they SPELLS are defined by their type (clerical, POOL places all of the party members' steel choosing from an Encounter Menu. Encounter have cast simply by selecting REST from the mage or druidic), when they can be cast pieces, gems and jewelry into a pool from menus vary and list options for each situation . Encamp Menu . (combat, camp or both) and their parameters which any member may make purchases . Use Remember that a spell-caster can have the (range, duration, and area of effect), and actual the TAKE or SHARE commands to pick up the Sample Encounter Menu same spell memorized multiple times . effect. The Spell Parameters List in the Journal pool. Caems and jewelry must be sold for steel ATTACK WAIT FLEE TALK summarizes all of the available spells . When Memorize Menu pieces to make purchases . In this menu you have opportunities to MEMORIZE NEXT PREV EXIT using spells from the Encamp Menu or the SHARE picks up everything from the pool fight immediately, wait and see, run away or Adventure Menu (such as Find Traps), and distributes even shares among the party. try to talk. € MEMORIZE selects a spell to be memorized . remember that one round equals one minute of APP A spell is not actually memorized until the (Appraise) is available in temples or game time (one normal move) and one turn shops to find the monetary value of gems or Combat character has rested long enough to imprint equals ten minutes of game time (ten normal In combat the computer chooses the active the spelhon his mind, The computer will ask jewelry. Choose a gem or item of jewelry and moves). For more information about magic an appraisal and purchase offer will be made . character. Characters with higher dexterity to verify your choices when you are done . and the effects of spells look iri the Journal. Accept the offer and the item is sold. Reject will tend to go before characters with lower € NEXT/PREV cycles through available spells the offer and the gem or piece of jewelry dexterity. A character may hold his action if they do not fit on one screen. CIVILIZATION . If until later with the DELAY command . There is SCRIBE displays the Scribe Menu and a list becomes an item on the character's item list Civilization provides many valuable ser- you wait to sell items later, you will only more information about combat in the Journal . of all of the spells available on mage scrolls . The active character is centered on the Before spells can be scribed, they must either vices and goods for adventurers . Shops sell receive 1/2 the appraised value. items the party will need to survive . Temples Temples offer healing spells and perform screen at the start of his combat segment . The be identified in a shop or temple, or the mage active character's name, HP, AC and readied must have cast Read Magic on them. Select offer healing spells. Banks will store money other clerical services. The commands on the Temple Menu are the same as those on weapon are displayed. The Combat Menu any spells to be scribed into the character's and (on some systems) items . Shops of various sorts sell goods such as the Shop Menu with the HEAL command lists the character's options . spell book. Once all characters have indicated The following menus may vary on some the spells they want to scribe, choose the REST armor and weapons or magical items . All replacing BUY. computers, although the functions are the same. command to actually scribe the spells . Scribing shops use the following menus to make Temple Menu a spell takes the same amount of time as mem- transactions . HEAL VIEW TAKE POOL SHARE APP EXIT Combat Menu MOVE AIM USE CAST TURN GUARD QUICK orizing the same spell . Mages cannot scribe a Shops Menu HEAL displays a list of the temple's healing DELAY BANDAGE YELL VIEW SPEED END spell of higher level than they can memorize . BUY VIEW TAKE POOL SHARE APP EXIT spells. Select the character on whom to cast MOVE . Attack by Scribe Menu BUY displays the items available in the shop . the spell and then the spell to be cast . There is allows a character to move SCRIBE NEXT PREV EXIT Select the item that the active character will no cost for any of the temple services. moving the character into an enemy's square . buy. C,argath Outpost Bank is a place where If the character moves away from an adjacent € SCRIBE selects a spell to scribe from a scroll to a spell book . characters can store money and (on some systems) items .

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enemy, the enemy gets a free attack at the USE allows a character to activate an item BANDAGE only appears if a party member is party pooled its funds. Remember : a character character's back . without having to go through the View bleeding to death . Use this option to stop the carrying a large number of steel pieces and AIM allows weapons or spells to be targeted . Menu . Items such as scrolls and wands may bleeding and keep the character from dying . heavy equipment can be slowed in combat . When aiming a ranged weapon, the range to then be targeted with the Aim Menu . YELL (Kender only) orders an active Kender Take Menu the target will be displayed above the menu CAST is only available to spell-casters with character to taunt opponents . If the taunt is ITEMS MONEY EXIT bar on some systems . If a character moves spells available . The spell-caster selects from successful all opponents will become enraged, € lists the equipment in the treasure . adjacent to an enemy, and has no more the list of available spells and then targets with suffer a combat penalty and direct as many ITEMS Frequently, the weapons and armor used by movement remaining, the AIM command can the Aim Menu . If the character has been hit, attacks as possible at the yelling character. monsters are not listed because they are poor be used to attack with a melee weapon his concentration may be broken and the CAST VIEW displays the Character Summary quality and not worth taking. (sword, mace, etc) . The AIM command can also option will not appear. Screen for the active character. The USE € displays the number of steel pieces, be used to survey the condition of your party TURN is a clerical power that attempts to command appears on the Items Menu to use MONEY gems and jewelry in the treasure . Indicate the and enemies . As you move the aim cursor destroy undead monsters or drive them away magic items such as wands in combat . type then amount of money the active over a character or foe, information about him from the party. This will not affect the more SPEED changes the game speed and is character takes . will be displayed on the right of your screen . powerful undead types and has no effect on described under the ALTER command in the POOL drops all of the party members' steel any other kind of monster. In some places the Encamp Menu . Aim Menu pieces, gems and jewelry into the treasure. power of evil is so great that turning is more END quits a character's turn . NEXT PREV MANUAL TARGET CENTER EXIT Use the or command to pick up the difficult . TAKE SHARE € NEXT is used to look at all possible targets, After Combat pooled money. GUARD sets a character to stand and attack starting with the closest target and then going SHARE picks up everything from the treasure the first enemy that moves adjacent. GUARD is When combat is over you will see how to the next farthest and so on . NEXT and pool and distributes even shares among the PREV only an option if a character is armed with a many experience points each character receives only indicate targets in the character's line of party. melee weapon . and then the Treasure Menu is displayed if the sight. DETECT casts a Detect Magic spell from the QUICK turns control of the character over to foes had treasure . Most of the Treasure Menu € PREY (Previous) is the opposite of the current active character. Magic items in the NEXT the computer. See the Data Card for commands work like the commands in the command. Use this command to look at the treasure will be marked with a '+' or an instructions on how to regain manual control Temple and Shops Menus . possible targets starting with the farthest target This option will only appear if the active of a character. Under computer control, a Treasure Menu and working back toward the character. This character has a Detect Magic spell available . fighting character with a readied missile VIEW TAKE POOL SHARE DETECT EXIT command is most often used to select a target EXIT leaves the scene of the battle . If any weapon will tend to hang back and attack for a missile or magic attack. VIEW displays the Character Summary treasure remains, the option to return to the from a distance . If the character has no readied € MANUAL permits the player to aim any- Screen and View Menu . Treasure Menu is displayed . missile weapon, he will ready a melee where on the map . Only targets in the TAKE permits the active character to pick up weapon and charge. Single class mages will character's line of sight can actually be fired at . treasure from defeated opponents. This will fire missile weapons and cast spells if magic is € TARGET is used to fire a missile or spell at only appear if the foes had a treasure or the turned on (see your Data Card for details) . the cursor square . This command can also be They will never rush into close combat, even used to attack an adjacent enemy with a melee if all of their missile attacks are expended . weapon (sword, mace, etc) . This option is not Characters remain under computer control displayed if the target is out of range, not in for all subsequent combats until manual control line of sight, invisible or under the effect of a is again selected . When a spell-caster character Blink spell. is on quick, you may toggle his spell casting on € CENTER centers the screen around the and off- consult your Data Card for instruc- cursor. This is helpful when targeting manual- tions on how to do this on your computer. ly. This option is not available on all computer DELAY causes the character to hold his turn systems . until after the other characters and monsters have acted .