CHAMPIONS OF KRYNN

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STRATEGIC SIMIJIATIONS, me: 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 , Inc ., 675 Almanor Avenue , Sunnyvale, CA 94086-2901 and SSI will rep lace the diskette(s) free of charge. In addition , if the diskette(s) prove defective at any time after the first 30 days, INTRODUCTION ...... - ...... l 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. Before You Play ...... : ...... 1 SSI MAKES NO WARRANTIES , EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PRO­ Getting Started Quickly ...... I GRAM RECORDED ON THE DISKETIE OR THE GAME DESCRIBED IN TH IS RULE BOOK, THEIR QUALITY, Using Menus ...... I PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM Beginning to Play ...... 2 AND GAME ARE SOLD "AS IS ." THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH Modifying Characters and Parties ...... 3 THE BUYER . IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUEN­ Non-Player Characters ...... , ...... 3 TIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN Viewing Characters ...... 4 ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, Character Status ...... : ...... 4 SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.) ADVENTURING ...... 5 The enclosed software program and this Rule Book are copyrighted. All rights are reserved . This Rule Book Display Screens and Points of View ...... 5 may not be copied , photographed , reproduced , or translated or reduced to any electrical medium or Magic ...... 7 machine readable form , in whole or in part, without prior written consent from SSI. The program accompa­ nying this Rule Book may be copied , by the original purchaser only, as necessary for use on the computer SPELLS ...... 8 for which it was purchased . CIVILIZATION ...... 8

ADVANCED DUNGEONS & DRAGONS, AD&D , and the TSR logo are trademarks owned by ENCOUNTERS ...... 9 and used under license from TSR Inc., Lake Geneva, WI , USA Combat...... 10 Copyright ©1990 Strategic Simulations, Inc. All Rights Reserved. Copyright ©1990 TSR, Inc. All Rights Reserved.

WHAT TO DO IF YOU HAVE A DEFECTIVE DISK 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, 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 5% failure rate of duplicated disks. Before assuming that a disk is defective, make sure to check your disk APPLE D AND ffiM COMPATIBLE COMPUIBR INFORMATION: drive. Up to 95 % of the disks returned to us as defective will run fine on our computer systems. Often the Many of our games will work on Apple II and IBM compatible computers. problem is with a disk drive that needs servicing for alignment, speed , or cleaning. Most of our games will work on an Apple II GS in the Apple II emulation mode. Should you have a defective disk, please return the disk only (keep all other parts of the game) to our If you own an Apple II GS, Apple compatible or IBM compatible computer we suggest Customer Support Department, along with a note describing the problem you have encountered . A replace­ that you consult with our Technical Support Staff at (408) 737-6850 any workday ment disk will be provided upon our receipt of the defective disk. between the hours of 11 a.m. and 5 p.m., Pacific Time, to see if an SSI game you're con­ sidering purchasing is compatible with your computer. If we have insuffcient data to Should you uncover an error in the program, return both your game disk and any "save game" disks to our determine compatibility, you may wish to purchase the game and test for compatibility Customer Support Department. Please enclose a description of what was taking place in the game when the yourself. If the game proves to be incompatible, you may return it within 14 days with error occurred. Upon correction of the program error, we will return an updated disk to you. your dated receipt and we will refund your money. Or, if you return the game within 30 days, you may exchange the game for another. Always make sure to include your name, address, and daytime telephone number with any correspondence. We will do our best to see that any problems are corrected as soon as possible. ~======ii;,~======~~ 2

INTRODUCTION The Data Card explains how to start the Menus are displayed either vertically or •!• PICK CLASS lists the class or classes the game and select items and menu options horizontally. character is qualified for based on his race. Welcome to the official ADVANCED with your computer. It also shows how to get Vertical menus select the character, item or DUNGEONS & DRAGONS® computer product, right into the game without having to read •!• CHOOSE GOD (Clerics only) lists all of the spell to be acted upon. If there are more CttAMPIOl'IS Of KKY/'11'1, a DRAGONLANCE'" through the rules. gods available. Each deity will confer spe­ fantasy role-playing epic. This game is based choices than will fit on the screen at one cial powers to clerics. The chosen will on the rules and background created by TSR, Before You Play time, use the NEXT and PREV commands to determine which alignment options will be Inc. and a story line created especially for view the additional selections. available to a cleric. See the Journal for There is no copy protection on your this game. details. CttAMPIOl'IS Of KKYl'll'I disk, so please make Horizontal menus list what that character can CttAMPIO/'IS Of KKYl'llY begins after the War of backup copies and put the originals away for do or what can be done to the character. •!• PICK ALIGNMENT lists all the possible safekeeping. When you start the game, you the Lance. The evil armies have been shat­ In the rules, menus are shown with all of alignments for the character based on will be asked to answer a verification ques­ tered and most of the forces of good have their options. In some cases, options will not character class. tion from this manual or the Adventurer 's returned to their homelands, leaving only be available every time a menu appears. outposts to safeguard the recovered lands. Journal before you can play. The computer randomly generates the Your goal is to assemble a party of adventur­ character's ability scores. If you are not Turn to the page as indicated for either this Example: ers to serve in these border outposts. happy with the character's score you may rule book or the Adventurer's Journal, find Treasure Menu opt to roll them again . Remember that you The newly created party appears at an out­ the indicated word, type it in and press the VIEW TAKE POOL SHARE DETECT EXIT can use the MODIFY CHARACTER com­ Return or Enter key. post south of the former hobgoblin capital of The options TAJIB and SHARE will only mand on the Party Creation/Hall Menu to Throtl with orders to scour the area for any change the character's ability scores and Getting Started Quickly appear if there is treasure to take. The sign of lingering evil. After outfitting your option DETECT will only appear if there is hit points after the character has been gen­ characters with weapons and armor, the party Use the instructions on the Data Card and treasure and the active character has a erated. On some computer systems you is ready to begin adventuring. load the saved game provided to begin play­ Detect Magic spell available. will be asked to name your character after ing C11AMPI01Ys Of KKY/'11'1. Use these rules to you have decided to keep a set of ability Your Grune Box Should Contain answer questions during play. scores. The name may be up to 15 letters The rule book only lists the general menus. long and it will be automatically saved to You should get the following with this game: With many encounters special menus will Using Menus disk. ·Disks •Adventurer's Journal appear. All commands are menu based and the con­ ·Rule Book ·Data Card •!• NAME CHARACTER provides a 15 letter cept of the active character is central to the Beginning to Play These rules are designed to explain all your game. Outside of combat, the active charac­ space to type in the character's name. On To begin playing the game you must load a options and guide you through playing the ter's name is highlighted on the display. some computer systems the character will game. If you are not familiar with the During combat the active character is sur­ saved game or generate characters and band be named after the abilities scores are them together into a party. This first menu ADVANCED DUNGEONS & DRAGONS® game rounded with a cursor at the start of his phase. generated. system, you will find helpful information gives you the initial options: In combat the active character is chosen •!• SELECT COMBAT ICON allows you to about how things work in the Adventurer's automatically according to the character's CREATE NEW CHARACTER design the shape that will represent the Journal that came with your game. initiative and random factors. At other times, ADD CHARACTER TD PARTY character in combat. Customize this icon to The Adventurer's Journal contains a variety the active character may be selected by you LOAD SAVED GAME represent the character's Favorite weapon, armor, and colors. Different computers and of information including details about charac­ before choosing any commands. INITIALIZE MOUSE/JOYSTICK (some computer systems) ter classes, magic, recent history and an graphic adapters have different capabilities; If a command affects the whole party, just EXIT TD DOS (some computer systems) introduction to the DRAGONLANCE® game experiment to create the best icon for each select the command. If the command affects character. The combat icon may be altered world. The Journal also includes the maps, CREATE NEW CHARACTER is used to build one character, make that character active and during the game to reflect new armor or rumors, and stories that you will need to play a character. This command displays the then choose the command. weapons using the ALTER command from the game. As you play the game you will dis­ following menus to define the character. the Encampment Menu. On some computer cover for yourself which of the tales you hear Detailed information about characters, races, Example: To look at a character's items, systems the character will be saved after are fact and which are fiction. classes and so on is available in the Journal. select that character, choose the VIEW the combat icon is finished. command, and then choose the ITEMS •!• PICK RACE lists seven races a player-char- command. The computer displays a acter can be on the world of Krynn. list of that character's Items and their readied status. •!• PICK GENDER lists the sex the character can be. Gender affects the character's maximum strength. 3 ~~~"""======~~! ====~ {)::_ ____.~k:==::======-=~~ 4

•!• EXIT from any of the character creation MODIFY CHARACTER can change the char­ have morale. If things are going badly for the shown. For more information about these, menus will display the Party Creation Menu. acter's ability scores and hit points. Use party, NPCs may run. Items can be traded to see the Journal section on Combat. MODIFY CHARACTER to change a character some NPCs, but they cannot be traded from The encumbrance, or total weight the charac­ ADD CHARACTER TO PARTY allows you to generated in CnAMPJOl'IS or KHYl'll'I to match a conscious NPCs to other characters. If an ter is carrying, is listed above the character's add characters to the party from the save Favorite AD&D® game character. A character NPC dies, however, you can use the TRADE combat move. How far a character can move game disk. A party is a group of characters cannot be modified once he has begun command on the Item Menu to take his in combat is based on his readied armor, composed of up to six player characters adventuring. items. Only two NPCs at a time may join the strength, and total encumbrance. (called PCs) and up to two non-player party and they may take a share of all trea­ TRAIN CHARACTER (from Hall Menu only) characters (called NPCs.) A party should have sures found. increases a character's level when he has The screen then lists the character's readied a balanced mix of characters with different weapon and armor. classes and races. For more information gained enough experience points (XP). Viewing Characters Training is free to all characters. Choose the about building parties see the Journal. The VIEW command displays the character Character Status character to train and if he has sufficient XP screen from several places in the game and LOAD SAVED GAME permits you to resume he will be able to advance one level. If a char­ OKAY status means that the character has tells you everything you need to know about a game where you had previously saved it or acter has gained enough XP to advance more positive HP and can move and fight normally. permits the loading of the party we provided the character. than one level, he will advance one level and UNCONSCIOUS status means that the charac­ with the game. then lose all XP in excess of one point below Across the top of most of the game screens ter has exactly Q) HP. He cannot move or that required for advancement to the next INITIALIZE MOUSE/JOYSTICK sets up the are the three moons of Krynn. Each moon fight, but is in no danger of dying. level. See the section on Experience Points in joystick or mouse. Only available on some effects the magical powers of a different the Journal for an example. Advancing in lev­ DEAD status means that the character has computer systems. group of mages. For more information, see els takes no game time. When mages The Moons of Magic in the Journal. died. Non- characters have a chance of EXIT TO DOS ends play. Only available on advance, they may be able to add a spell to being resurrected with a Raise Dead spell. some computer systems. their grimoire (spell book). See the Maximum Below the three moons is the character's The character's chance of being resurrected Level Limits by Race, Class, and Prime basic information: name, sex, race, and age, is influenced by his constitution. See the Modifying Characters and Parties Requisite chart in the Journal for level limits. alignment, and character class or classes. A Constitution Chart in the Journal character with more than one class has his The Party Creation/ Hall Menu shows the char­ KNIGHT CHANGE ORDER (from Hall Menu levels listed in the same order as his classes. FLED status means that the character fled acters currently in your party and lists the only) will allow a knight of sufficient experi­ For example, if a character is a Fighter/Thief from the previous battle. After the battle he commands for creating and modifying the ence and abilities to petition for admission with 25,000 XP, his levels are listed as 5/ 6. will rejoin the party and regain his previous party. Not all of the options will be available into the next higher order. See the section on status. at all times. the Knight Class in the Journal for details. The character's current hitpoints (HP) and maximum total HP (current HP/maximum HP) GONE status means that the character has PARTY CREATION/HALL MENU VIBW CHARACTER displays a character. For are also listed here. At the bottom of this sec-. been totally destroyed. Nothing can bring the CREATE NEW CHARACTER more information see the Viewing Characters tion is the character's level or levels and cur­ character back to life. DROP CHARACTER section. rent XP. Across from the character's name, From the View Menu several options are avail­ MODIFY CHARACTER REMOVE CHARACTER FROM PARTY trans­ his current status is displayed. able to inspect the active character. Not all of TRAIN CHARACTER (Hall only) fers a character from the party to the saved these commands are available at all times. KNIGHT CHANGE ORDER (Hall only) game disk. The next portion of the display shows the character's ability scores and wealth. VIEW CHARACTER SAVE CURRENT GAME writes the current View Menu ADD CHARACTER TO PARTY game to the save game disk. Each character begins the game with a small ITEMS SPELLS TRADE DROP EXIT REMOVE CHARACTER FROM PARTY amount of money with which to purchase BEGIN ADVENTURING starts the game. ITEMS will show all the equipment the char­ LOAD SAVED GAME equipment. Later, as the character accumu­ acter is carrying. Items preceded by a YES are SAVE CURRENT GAME !Von-Player Characters (l'lPCs) lates wealth, the character screen shows how many coins, gems, and jewelry the character ready for use. Not all commands in the Item BEGIN ADVENTURING During the game the party will encounter is carrying. The value of each gem or piece of Menu are always available. EXIT TO DOS (some computer systems) NPCs. They may talk to the party, attack or jewelry varies and is found when the item is even offer to join the party. There are two DROP CHARACTER eliminates a character appraised. Steel coins are the most valuable, kinds of NPCs: those who volunteer to join from the party and erases him from the but the relative value of each kind of coin is: the party and those who will only give infor­ saved game disk. A dropped character may mation or fight the party. 1steel=2 platinum= 2iron= 5bronze=10 copper= 50 silver not be recovered. NPCs that join the party are treated like play­ Below the ability scores and wealth, the char­ er characters with a few differences. The acter's Armor Class, THACQ), and damage are computer commands NPCs in battle. They 5 ~c::::==~~C======-=~~~~ 6

Items Menu SPELLS is a listing of the spells a character with the directional controls along the path LOOK is used to search an individual square. READY USE TRADE DROP HALVE JOIN SELL ID EXIT has memorized and can cast. the party is to follow. A map in the Journal Executing a LOOK command acts as if the · shows the same map with the major loca­ party moved into the current square with •!• READY is used to change the status of a TRADE is used to transfer money, gems, and tions named. search on. weapon, armor, or other item. Only read­ jewelry from one character to another. ied items can be used in combat. A charac­ Indicate which character to trade with, and When in either the 3-D or area view the Encamp then indicate what and how much is traded screen just to the right of the point of view ter cannot ready more than two hand-held The commands on the Encamp Menu include to the other character. window will display the current time, facing items at once. Arrows and crossbow quar­ day-to-day functions such as saving the game, rels are assumed to be in a quiver and can direction (N, S, W, E) and what the party is DROP permanently removes money from a resting to heal, memorizing spells and chang­ be readied at all times. Some items will doing (moving, , etc). character. Dropped money may not be ing game items such as game speed or party take both hands when readied (bows, recovered. The following menus control most order. quarter staffs, etc), some take only one adventuring options: (long swords, wands, etc) and others take ADVEN11JRING Encamp Menu no hands (rings, armor, etc). On some sys­ Adventure Menu After setting up your party and reading the SAVE VIEW MAGIC REST ALTER FIX EXIT tems there are items that can only be read­ MOVE AREA CAST VIEW ENCAMP SEARCH LOOK background information in the Adventurer's ied or unreadied while in either camp or SAVE writes the characters and current game Journal, it is time to head for adventure, combat. MOVE is used to change the party's facing or to the save game disk so that you may fame and glory. During your adventuring the to move forward. The party can turn right or resume the game at that point in the future. •!• USE activates an item. If you are using an party will engage in fierce battles, find trea­ left, turn around, or move forward. Normally, Saved games may be loaded either at the item in combat, the Aim Menu will appear sures, and sometimes have to stop to recu­ each move forward takes I minute of game first menu or from Party Creation/Hall menu. if the item can be targeted. See the perate and memorize spells for future use. time. If the party has search on, each move Saving often is a good idea, especially after Combat section for details. forward takes l 0 minutes. Refer to the Data surviving really tough encounters. Prepare a Display Screens and Card for computer-specific details on how to •!• TRADE is used to transfer an item from save game disk according to the instructions Points of View move without choosing the command. Select one character to another. Choose the char­ on the Data Card. EXIT to get back to the Adventure Menu. acter to trade to and then choose the item C11AMP101VS OF KRYl'll'I uses four different points of view: 3-D, area, overland, and combat. VIBW displays the View Menu and the charac­ or items to trade. Remember that a con­ AREA toggles between the area and 3-D ter screen of the active character. scious NPC will not give up an item once 3-D appears in towns, underground and so view. If the party is lost or in unfamiliar terri­ he has it. on. This view appears at the top, left of your tory this command may not be available. MAGIC is a very important part of C11AMP101VS screen and shows the surrounding area from OF KRYl'll'I and is described under its own •!• DROP permanently removes items from a the party's perspective. Rotate the party's fac­ CAST displays the Cast Menu so the active heading. Magical spells can only be memo­ character. Dropped items may not be ing and move using the directional controls. character can throw a magic spell. See the rized while the party is encamped. recovered. The direction controls for your computer are section on Magic in the Journal for a descrip­ tion of how to cast spells and their effect. REST allows characters to memorize spells •!• HALVE will divide a bundle of some item described on the Data Card. Some spells only have an effect in combat. and to heal naturally. Characters catch their into two bundles. For example, halve Area provides an overhead view of the party's normal sleep without having to encamp. would turn one bundle of 42 Arrows into surroundings, replacing the 3-D view. Choose VIBW displays the character screen and the When spells are being memorized, the initial two groups of 21 Arrows each. This is the AREA command from the Adventure View Menu. rest time is established by the time necessary handy for dividing items to distribute to memorize any spells selected from the Menu to see the position of major obstruc­ ENCAMP displays the Encamp Menu. See the among party members. MEMORIZE command in the Magic Menu. For tions such as walls, trees and water. A cursor Encamp section for a description of the avail­ every 24 uninterrupted hours of rest in camp, •!• JOIN combines all similar items into one shows the party's position. On some comput­ able commands. line. No more than 255 similar items can er systems, the cursor is an arrow that indi­ each wounded character regains one hit be joined on one line. Some items cannot cates current party facing. The area view can SEARCH toggles searching on and off. A point. Rest can be interrupted. If possible be joined. only be accessed while in 3-D. On some com­ party moving with search off is moving at a only take long rests in safe places, such as l normal rate and takes I minute per move. inns or places messages describe as safe. puter systems you may move around while in •!• SELL is available under the Armoury Menu the area view, on others this view is only With search on the party takes I 0 minutes and is described there. there to help you get your bearings. per move because they are checking for Rest Menu secret doors, traps, etc. When a party has REST DAYS HOURS MINUTES ADD SUBTRACT EXIT •!• ID is available under the Armoury Menu Overland displays a map of the area of the search on, SEARCH will be displayed on the and is described there. •!• REST begins the resting process. Unless world of Krynn where C11AMP101VS OF KRYl'll'I screen to the right of the point of view win­ takes place. This view appears while the party interrupted, the party will rest for the time dow. Because the party is moving very slowly indicated. is moving outside of the outposts or towns. A with search on, the chance for random cursor shows the party's current location. To encounters is greatly increased. move on the overland map, move the cursor 7 8

•!• DAYS, HOURS, MINUTES selects the unit •!• LEVEL permits you to affect combat diffi­ Magic Menu Scribe Menu of time to be changed by th e ADD and culty. The difficulty of the various combats CAST MEMORIZE SCRIBE DISPLAY REST EXIT SCRIBE NEXT PREV EXIT SUBTRACT options. This option is not avail­ in the game may be adjusted by using the able on all computer systems. ALTER command in the Encamp Menu. CAST displays the Cast Menu and th e charac­ •!• DISPLAY lists the magic that currently After choosing ALTER and then LEVEL, you ter's list of memorized spells. Select the spell affects the party. This includes spells like •!• ADD, SUBTRACT increases or decreases will see the following menu: to cast and then indicate the target of the Bless or Invisibility plus effects like dis­ the time that the party will attempt to rest. spell. Once a spell is cast it is gone from ease. This is an important command Decreasing the time may not allow spell­ Level Menu memory until it is memorized again. Some because diseased characters will not casters to memorize all of their spells. NOVICE SQUIRE VETERAN ADEPT CHAMPION spells only have effect when cast during com­ regain HP until they have a Cure Disease .ALTER is used to change the characters in bat and others may only be cast while spell cast on them. the party and the parameters of the game. The game is preset at the Veteran level. encamped. The Alter Menu includes: This is the level at which we consider the •!• REST displays the Rest Menu referred to in game to be balanced. To make the com­ MEMORIZE displays the Memorize Menu, the Encamp section. A character's spells Alter Menu bats easier, choose either the Novice character's grimoire of spells or clerical spell are not memorized until he has rested the ORDER DROP SPEED ICON PICS LEVEL EXIT (easiest) or Squire level. To make the list, and how many spells of each level the necessary time. combats more difficult, choose either the spell-caster may memorize. Once all charac­ ORDER changes how the characters are •!• Adept or Champion (hardest) level. ters have selected the spells they want to SPELLS listed on the screen and how they are memorize, choose th e REST command to Spells are defined by who can cast them deployed in combat. Characters at the top When you choose to make the game more take the time to actually memorize the spells. (cleric, white mage, red mage), when they of the list tend to be in the front line in difficult, you are rewarded by receivi ng Remember that a spell-caster can have the can be cast, and their range, duration, area of combat. more experience points from your combats. same spell memorized multiple times and effect, and of course their actual effect. The When you choose to make the game easier, •!• DROP eliminates a character from the that the moons may increase the number of Spell Parameters List in the Journal summa­ you are penalized by receiving less experi­ party and erases him from the saved game spells a mage may cast. When mages have rizes all of the available spells. When using ence points from your combats. disk. A dropped character is gone forever bonus spells they may be of any level, but spells from the Encamp Menu or the and may not be recovered. Receiving less experience points will slow clerical specials may only be those listed Adventure Menu (such as Find Traps) , under special. •!• SPEED controls the rate at which messages the rate at which your characters advance remember that one round equals one minute levels. Advancing at a slower rate will give of game time and one turn equals I 0 min­ are printed on screen. If the game is run­ Memorize Menu ning too slowly, use the FASTER command you less powerful characters which, in the utes of game time. For more information MEMORIZE NEXT PREV EXIT to speed up the displays. long run, may more than offset the benefits about magic and the effects of spells look in of playing at an "easy" level. •!• MEMORIZE selects a spell for memoriza­ the Journal Speed Menu tion. A spell is not actually memorized FIX is used to heal many wounded characters CIVILIZATION SLOWER FASTER EXIT until it has been chosen from the with a single command. All characters with Memorize Menu and the character has rest­ Civilization provides many valuable services •!• ICON is used to change a character's com­ first level clerical spells will memorize as ed long enough to imprint the spell on his for the adventurer. Generally only Outposts bat icon. many Cure Light Wounds as they can, cast mind. After selecting the spells to memo­ will have Inns, Armouries, Halls, Temples and them on the party, and then rememorize •!• PICS governs encounter pictures. rize, the computer will verify your choices. Bars, but some may be found in towns and their previously memorized spells automati­ Pies Menu elsewhere. When you are in an Outpost a cally. FIX takes game time and may be inter­ SCRIBE displays the Scribe Menu and a list menu like the following may appear, allowing MONSTERS ON/OFF ANIMATIONS ON/OFF EXIT rupted by an encounter. FIX will not return HP of all of the spells on mage scrolls. Before you to select where you would like to go: to diseased characters, a Cure Disease spell •!• MONSTERS ON/OFF toggles the close-up spells can be scribed, they must either be must first be cast upon them. pictures of encounters on and off. Turning identified in a shop (such as th e Armoury) or Outpost Menu the pictures off speeds up the game. the mage must have cast Read Magic on HALL TEMPLE BAR NEXT PREV LEAVE This command may vary a little on some Magic them. Indicate the spells to be scribed into PLACE OPTIONS (Hall, Temple, etc) will take systems. To get the Magic Menu options, the active the character's spell book. Once all charac­ you to the selected establishment and give character must be able to cast spells. Spell ters have indicated the spells they want to •!• ANIMATIONS ON/Off toggles the animation you all appropriate options. There is a descrip­ casters can get a list of their memorized scribe, choose the REST command to take of the close-up pictures on and off. Turning tion of these places following this menu. spells from the CAST option of the Magic th e time to actually scribe the spells. Scribing the animation off speeds up the game. Menu or from the SPELLS option of the View a spell takes the same amount of time as This command is not available on some NEXT, PREV display other place options. Menu. They can get a list of their spells on memorizing the spell. computers. scrolls from the SCRIBE option of the Magic LEAVE wi ll take the party out of the outpost, Menu. · into the overland map. 9 ~~~=-======::;:,~-· ~-n ~====~~======-=~~~~ 10

Inns provide a safe place to rest using the Temples can cast healing spells and perform do. They may attack, wait, flee, advance Combat Menu Encamp Menu. While the characters rest they other clerical services. The commands on the (if they are far away) or parlay (if they are MOVE VIEW AIM USE CAST TURN YELL DONE can memorize spells and regain hit points. Temple Menu are the same as those on the adjacent.) Armoury Menu with the addition of the HEAL MOVE is used to allow a character to move. Armouries provide a place to buy and sell command. FLEE causes the party to run away. If the Attack by moving the character into an equipment using the Armoury Menu. monsters try to attack, and are faster than the enemy's square. If the character moves away Temple Menu party, combat will occur. If the party is faster from an adjacent enemy, the enemy gets a Armoury Menu HEAL VIEW TAKE POOL SHARE APPRAISE EXIT it may successfully flee. free attack at the character's back. BUY VIEW TAKE POOL SHARE APPRAISE EXIT HEAL displays a list of the temple's healing ADVANCE reduces the range to the mon­ VIEW displays the character screen and View BUY displays the items available in the spells. Indicate the spell to cast and confirm sters. When the monsters are adjacent to the Menu. The USE command appears on the armoury. Select the items that the active that the character is willing to pay the cost. party the ADVANCE command is replaced by Item Menu and permits the use of an item, character will buy. The cost may vary depending on the recipient the PARLAY command. such as a wand, in combat. and circumstances. VIEW displays the character screen with the PARLAY allows the party to speak with mon­ AIM is used to aim a weapon or spell. When SELL and ID commands available in the Bars are rowdy places full of gossip, stories, sters. Select the active character and then aiming a ranged weapon, the range to the tar· Items Menu. and information. Buy a round of drinks and choose a conversation tactic from the Parlay get will be displayed above the menu bar on Menu. •!• SELL causes the armourer to make an listen to the stories. some systems. If a character moves adjacent offer on the highlighted item. Sold items to an enemy, and has no more movement Vaults are a service of the Solamnic Knight Parlay Menu may not be recovered. left, the AIM command can be used to attack orders. They will safeguard money in deposits HAUGHTY SLY MEEK NICE ABUSIVE with a melee weapon (sword, mace, etc). The •!• ID is used to identify an item. The armoury of I 00 steel pieces for adventurers. Careful AIM command can also be used to survey the •!• HAUGHTY means that the speaker is trying charges I 00 steel pieces for the service. records are kept by the orders, so if you to demonstrate his superiority over the condition of your party and your enemies. As deposit money at one outpost, they will allow you move the aim cursor over a character, TAKE is used to pick up coins from the monsters. you to withdraw at another. There is a small information about him will be displayed on party's money pool. Indicate the type and (20 steel piece) fee for this service. •!• SLY means that the speaker is trying to get the right of your screen. amount of coins, gems, or jewelry to take. Commandant's office is where to go to get information out of the monsters without Aim Menu POOL places all of the party members' coins, orders and current information. This is a very their realizing. gems, and jewelry into a pool which any NEXT PREV MANUAL TARGET CENTER EXIT important place to visit during the course of •!• MEEK means that the speaker is trying to member may use to make purchases. Use the your adventures. convince the monsters that the party is not •!• NEXT is used to look at all possible targets, TAKE or SHARE commands to pick up coins, worth attacking. starting with the closest target and then gems and jewelry from the money pool. ENCOUNTERS going to the next closest. NEXT and PREV •!• NICE means that the speaker is trying to be SHARE picks up everything from the pool When a party comes across monsters or only indicate targets in the character's line nice to the monsters. and distributes even shares among the party. NPCs, an encounter occurs. If the party of sight. attacks immediately it may receive a bonus •!• ABUSIVE means that the speaker is trying •!• PREV (Previous) is the opposite of the APPRAISE is used in armouries to place a to its initiative in combat. If the monsters sur­ to browbeat or threaten information out of NEXT command. Use this command to monetary value on gems and jewelry the char­ prise the party, the monsters can attack the monsters. look at the possible targets starting with acter has. Choose the item to be appraised immediately and get a bonus to their initia­ the farthest target and working back and the armourer will make an offer. Accept tive in combat. If the monsters do not attack Combat the offer and the item is sold. Reject the offer toward the character. This command is immediately, the party can react by choosing In combat the computer chooses the active and the gem or piece of jewelry becomes an most often used to select a target for a from an Encounter Menu. Encounter Menus character. Characters with higher dexterity item on the character's item list. missile or magic attack. vary between situations and give you a list of will tend to go before characters with lower your options for that moment. This is one Halls are where the characters can advance dexterity. A character may hold his action •!• MANUAL permits the player to aim any­ possible example of such a menu: levels and modify the party using the Party until later with the DELAY command. There is where on the map. Only targets in the character's line of sight can actually be Creation/ Hall Menu. Halls are also where Encounter Menu a more detailed description of combat in the knight characters may petition for admission Journal. fired at. COMBAT WAIT FLEE ADVANCE/PARLAY into a higher knight order. For more about The screen begins a character's combat •!• TARGET is used to fire a missile or spell at the Solamnic Knights, see the character class­ COMBAT causes the party to attack the mon­ phase centered on that character. The charac­ the enemy where the cursor is currently es section in the Journal. sters. Fighting is explained in the Combat ter's name, HP, AC, and current weapon are located. This command can also do a section. displayed. The Combat Menu lists the charac· WAIT allows the monsters to decide what to ter's options. 11 ~~ 1 l) (l ~ ~ 12 melee attack on an adjacent enemy. If this •!• DELAY causes the character to hold his Take Menu SHARE picks up the money treasure, divides option is not displayed the target is out of turn until after the other characters and ITEMS MONEY EXIT it into shares, and distributes it among the range, not in line of sight, invisible or monsters have acted. party. under the effect of a Blink spell. •!• ITEMS lists the equipment in the treasure. •!• QUIT ends a character's turn. Frequently, the weapons and armor used DETECT casts a Detect Magic spell from the •!• CENTER will center the screen around the by monsters are not listed because they current active character. Magic items in the cursor. This is helpful when manually tar­ •!• BANDAGE only appears if a party member are substandard and not worth taking. treasure will be marked with a'+' or an ' *', geting ranged weapons and spells. This is bleeding to death. The BANDAGE com­ This option will only appear if the active char­ option is not available on all computer sys­ mand will stop the bleeding and keep the •!• MONEY displays the number and type of acter has a Detect Magic spell available. tems. character from dying. coins, gems, and jewelry in the treasure. Indicate the type then number of items the EXIT leaves the scene of the battle. If trea­ USE allows a character to activate an item •!• AUTO turns control of the character over active character takes. sure remains, then the option to return to the without having to go through the View Menu. to the computer. See the Data Card for Treasure Menu is displayed. Items like scrolls and wands may then be tar­ instructions on how to regain manual con­ POOL drops all of the party members' coins geted with the Aim Menu. trol of a character. Under computer con­ into the treasure. Use the TAKE or SHARE trol, a fighting character with a readied command to pick up coins from the treasure. CAST is only available to spell-casters when missile weapon will tend to hang back and they have spells available. The spell-caster attack from a distance. If the character has selects from the list of available spells and no readied missile weapon, he will ready a then targets with th e Aim Menu. If the charac­ melee weapon and charge. Characters will ter has been hit recently his concentration remain under computer control for all sub­ may be broken and th e CAST option will not sequent combats until manual control is appear. again selected. When a spell-caster charac­ ter is on auto, you may toggle his spell ~ allows clerics to attempt to destroy undead monsters or turn them away from the casting on and off. To see how to do this party. This has no effect on any other kind of on your computer consult your Data Card. monster. •!• SPEED changes th e game speed and is YELL will allow an active character to described under the ALTER command in taunt enemy troops. Th e taunt will only work the Encamp Menu. against intelligent opponents and they must Wh en combat is over you will see how much save against magic or attack in a berserker XP each character receives and then the rage. Opponents that fail their save will direct Treasure Menu is displayed. Most of the most of their efforts against the Kender and Treasure Menu commands work like the suffer a -2 THAC

Done Menu VIEW displays the character screen and View GUARD DELAY QUIT BANDAGE AUTO SPEED EXIT Menu.

•!• GUARD sets a character to stand and TAKE permits the active character to pick up attack the first enemy that moves adja­ treasure from defeated monsters. This will cent. GUARD is only an option if a charac­ only appear if the monsters had a treasure or ter is armed with a melee weapon. the party has pooled its funds. A character carrying a large number of coins and heavy equipment can be slowed in combat. • Who's been digging Q• up all these graves? Why are all these broken dragon eggs lying around? Who froze all those draco­ nians out in the corridor? And where did all these dragons come from? • Consult the A• Clue Book/ CNAHPIONS Of /\RYNN places you in a tough situation­ you need answers and you need them fast! An indispensable player's guide, the CtlAMPlortS OF KRYIYIV CwE &JoK provides detailed maps to all locations, hints on how to defeat each monster type (even the huge Red Dragons!), and includes a checklist of all major events, treasures and magic items, so you don't miss out! Get your clue book today - you'll be better prepared to deal with the mysterious events unfolding on Krynn!

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