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com
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f you don't believe that, try


I depending on luck to guide
your party safely through
hE DARK QuEEIY or 1SRYNN!
It's skill that heroes can
depend on . But skill alone is
not enough - you need
wisdom, knowledge, and
information before you can
set any plans into action .
AE DARK QUEEN OF KRYNN

CLUE BooK provides this


information - you get
everything you need to
succeed:

Detailed maps for the


entire game, including
locations of all major
events in the adventure .
:•Lists of all major
magical treasures and
their locations .
:• Descriptions of
encounters and
treasures so you won't
miss any part of the
adventure or loot!

To ORDER: VISA/MC-call 1-800-245-4525 (in USA & Canada) .


ADVANCED DUNGEONS &
By mail - send check or money order for $12 .95 plus $3.50 shipping & oouooos, oMaonuncE and
handling to : Electronic Arts, P .O . Box 7530, San Mateo, CA 94403 . the TSR logo are 12demanKs
owned by and used under
California residents please add ( ,p license born TSR, Inc.
applicable sales tax . 01992 TSR, Inc.
v 1992 Strategic Simulations . Inc
AI rights reserved.

STRATEGIC SIMULATIONS, INC :-


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 Came Box Should Contain 1
Strategic Simulations, Inc ., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086-2901 and SSI will replace Transferring Characters from DEATH KNIGHTS OF KRYNN 1
Before You Play 1
the diskette(s) free of charge . In addition, if the diskette(s) prove defective at any time after the first 30 days,
Letting Started Quickly 1
return the diskette(s) to SSI and SSI will replace the diskette(s) for a charge of $10 .00 (each disk) plus
Using Menus 1
$4 .00 for shipping and handling . California residents, add applicable sales tax .
BEGINNING TO PLAY 2
Starting Options 2
SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PRO- Starting Menu 2
GRAM RECORDED ON THE DISKETTE OR THE GAME DESCRIBED IN THIS RULE BOOK AND ADVENTUR- Modifying Characters and Parties 3
ER'S JOURNAL, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICU- Party Creation/Training Hall Menu 3
LAR PURPOSE . THE PROGRAM AND GAME ARE SOLD "AS IS ." THE ENTIRE RISK AS TO THEIR QUALITY Non-Player Characters 4
AND PERFORMANCE IS WITH THE B UYER . I N NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, Viewing Characters 4
Character Status 5
INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR
View Menu 5
GAME EVEN IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES . (SOME STATES DO
Items Menu 5
NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL
ADVENTURINC 6
OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU .) : 6
Display Screens and Points of View
Adventuring Options 7
The enclosed software program, this Rule Book and the Adventurer's Journal are copyrighted . All rights are Adventure Menu 7
reserved . This Rule Book and Adventurer's Journal may not be copied, photographed, reproduced, or trans- Encamping 7
lated or reduced to any electrical medium or machine readable form, in whole or in part, without prior writ- Encamp Menu 7
ten consent from SSI . The program accompanying this Rule Book and Adventurer's Journal may be copied, Rest Menu 7
Alter Menu 8
by the original purchaser only, as necessary for use on the computer for which it was purchased .
Level Menu 8
ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGONLANCE and the TSR logo are trademarks owned by Magic 8
and used under license from TSR, Inc ., Lake Geneva, WI, USA . Magic Menu 9
Memorize Menu 9
Scribe Menu 9
•1992 Strategic Simulations, Inc . All rights reserved . •1992 TSR, Inc . All rights reserved .
CIVILIZATION 9
Shop Menu 9
WHAT TO DO IF YOU HAVE A DEFECTIVE DISK 10
Temple Menu
Each of our games undergoes extensive playtesting prior to its release . Through this process we hope to Bank Menu 10
uncover and correct any errors in programming . However, due to the complex nature of our simulations, ENCOUNTERS 10
Sample Encounter Menu 10
some program errors may go undetected until after publication . In addition to errors in the program, there
Combat 11
are occasionally problems with the disk itself . We experience the industry standard of approximately a 3 to
Combat Menu 11
5% failure rate of duplicated disks . Before assuming that a disk is defective, make sure to check your disk
Aim Menu 11
drive . Up to 95% of the disks returned to us as defective will run fine on our computer systems . Often the 12
After Combat
problem is with a disk drive that needs servicing for alignment, speed, or cleaning . Treasure Menu 12
Take Menu 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?
Our main business number is (408) 737-6800 . If you encounter disk or system related problems you can call our
Should you uncover an error in the program, return both your game disk and any "save game" disks to our Technical Support Staff at (408) 737-6850 between 11 a .m. and 5 p .m ., Pacific Time, Monday through Friday,
Customer Support Department . Please enclose a description of what was taking place in the game when the holidays excluded . NO CAME PLAYING HINTS WILL BE CIVEN THROUGH THIS NUMBER .
If you need hints, call our Hint Line at 1-900-737-HINT . Recorded hints are available 24 hours a day, 7 days
error occurred . Upon correction of the program error, we will return an updated disk to you .
a week. If you don't hear the information you need, please write to us at Hints, Strategic Simulations, Inc.,
675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086 (include a stamped self-addressed envelope for reply) .
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 .

INTRODUCTION Transferring Characters from Example : When purchasing items, they BEGINNING TO PLAY
Welcome to the official ADVANCED DEATH KNIGHTS OF KRYNN are highlighted on a vertical list then pur- To begin playing the game, you must load
DUNGEONS & DRAGONS computer product, 7hE DARK QUEENof KRYNN accepts characters chased with the BUY command . a saved game or generate characters and
THE DARK QuEEn of KRYNN, a DRAGONLANCETM who have adventured in DEATH KNIGHTS of band them together into a party .
fantasy role-playing epic. This game is based KRYNN. There are two ways to get characters Horizontal menus list available actions . In
on the rules and background created by from DEATH KNIGHTS into DARN QUEEN. The this Rule Book, menus are shown with all of Starting Options
TSR, Inc . and a story line created especially first, and preferred way, is to load a saved their options, although in some cases com- This first menu gives you the initial options .
for this game . game using the LOAD SAVED GAME command, mands are not available every time a menu
then select DKK on the LOAD FROM WHERE? com- appears . STARTING MENU
ME DARK QUEEN of KRYNN begins two years mand . The second way is to remove DEATH
after the overthrow of Lord Soth in DEATH KNIGHTS characters from their party, and add Example : ADD CHARACTER
KNIGms or KRYNN. General Laurana, the com- CREATE CHARACTER
them to a new party by selecting DKK from
mander of the united forces which defeated the ADD CHARACTER command . See your Data TREASURE MENV
LOAD SAVED GAME
the evil dragons in the War of the Lance, Card for more details . VIEW TAKE POOL SHARE DETECT EXIT EXIT FROM GAME
has requested your presence at her head-
quarters in the city of Palanthas . Responding The commands TAKE and SHARE only ADD CHARACTER allows you to add characters
Before You Play appear if there is treasure to take. The
to her summons brings you face-to-face with There is no copy protection on your DARK to the party from the saved game disk . A
the greatest threat Krynn has ever known . command DETECT only appears if there is party is a group of characters composed of
QUEEN of KRYNN disks, so please make back- treasure and the active character has a up to six player characters (called PCs) and
up copies and put the originals away for detect magic spell available .
Your Game Box Should Contain safekeeping. When you start the game, you up to two non-player characters (called
• Disks • Adventurer's Journal will be asked to answer a verification ques- INPCs) . A party should have a balanced mix
• Rule Book • Data Card The Rule Book only shows the general of characters with different classes . For
tion from this Rule Book or the Adventurer's menus . Special menus appear at various more information about building parties see
This Rule Book is designed to explain all Journal before you can play . Turn to the times to give you all available options .
page indicated in either this Rule Book or the "Characters and Parties" section in the
your options and guide you through playing Adventurer's Journal . There is an ADD FROM
the Adventurer's Journal, find the indicated The concept of the active character is cen-
the game . If you are not familiar with the WHERE? option that allows you to add charac-
word, type it in, and press Return or Enter . tral to the game . Outside of combat the
ADVANCED DUNGEONS & DRAGONS • game sys- ters from either THE DARK QUEEN or KRYNN or
Remember : Do NOT count section headings active character's name is highlighted on
tem, you will find helpful information about DEATH KNIGHTS of KRYNN.
when looking up the word . the vertical menu . During combat the active
how things work in the Adventurer's Journal .
character begins his combat segment sur- CREATE CHARACTER is used to build a new
The Adventurer's Journal contains a variety Getting Started Quickly rounded by a cursor. character. Detailed information about char-
of information including details about char- DIE DARK QUEEN or KRYNN comes with a ready- acters, races, classes, and so on is available
If a command affects the whole party, just
acter classes, magic, combat, and an intro- made party that allows you to begin adven- in the Adventurer's Journal . This command
select the command . If the command
duction to the adventure story. The Journal turing immediately. Use the instructions on displays a menu to define the following
affects a single character, make that charac-
also includes the maps, information, rumors, the Data Card to load the saved game that character attributes. DONE is used to proceed
ter active and then choose the command .
and stories that you need to play the game . has been provided and begin playing . Use to the next menu .
As you play the game, you discover for your- this Rule Book to answer any questions dur- Example : To look at a character's items :
self which of the tales you hear are fact and •PICK RACE lists the seven races a player-
ing play . highlight the character, then select the
which are fiction . character can be in DRAGONLANCETM .
VIEW then ITEMS commands . However, to

The Data Card explains how to start the Using Menus have the entire party camp, simply select •CLASS lists the class or classes the charac-

game and how to select items and menu All commands are menu-based, and menus the ENCAMP command . ter is qualified for based on race .
commands with your specific computer . It are displayed either vertically or horizontally . • ALIGNMENT lists all the possible alignments
tells you how to transfer characters to DIE for the character based on character class .
DARK Queen of KRYNN from the fantasy role-
Vertical menus indicate a character, item, or
spell to be acted upon . If there are more
playing game, DEATH KNIGHTS or KRYNN. It also • GENDER lists the sex the character can be .
choices than fit on the screen at one time, Gender affects the character's maximum
shows how to get right into the game with-
out having to read through the rules . use the arrow keys, or the PageUp and Page- strength .
Down keys to view the additional selections .

After you are done selecting these attributes, Modifying Characters and Parties Advancing in levels takes no game time . Non-Player Characters
the PICK DEITY menu appears if you have a The Party Creation/Training Hall Menu When magic-users advance, they may add a During the game, the party encounters non-
cleric . PICK DEITY lists all of the deities a cleric spell to their spell book . See the "Maximum player characters (NPCs) . There are three
shows the characters currently in your party
character can choose to worship . Each deity Level Limits by Race, Class, and Prime kinds of NPCs : those who volunteer to join
and lists the commands for creating, modi-
confers unique powers to its clerics, and fying, and training the party . Not all of the Requisite" chart in the Adventurer's Journal the party, those who give information, and
determines which alignments a character options are available at all times . for level limits . those who will only fight. NPCs that join the
can be . See the "Deities" section in the party are treated like player characters with a
KNIGHT NEW ORDER (from Training Hall Menu
Journal for more details . few differences. The computer commands
PARTY CREATION/TRAININC, only) allows a knight of sufficient experience
Once all of the attributes have been selected, HALL MENU and abilities to petition for admission into NPCs in battle . They also have morale . If
the computer randomly generates the char- the next higher order . Look under Solamnic things are going badly for the party, NPCs
ADD CHARACTER Knights in the Adventurer's Journal for more may run . Items can be traded to some NPCs,
acter's ability scores . If you are not happy
with the character's scores, you may REROLL REMOVE CHARACTER information . but they cannot be traded from conscious
STATS to roll them again . Remember that you NPCs to other characters . If an NPC dies,
MODIFY CHARACTER VIEW CHARACTER displays a character's ability
can use the MODIFY command to change the however, you can use the TRADE command
TRAIN CHARACTER (Training Hall only) scores, readied weapon and armor, and
character's ability scores and hit points . on the Items Menu to take his items. Only
more . See the "Viewing Characters" section
KNIGHT NEW ORDER (Training Hall only) two NPCs at a time may join the party, and
Next, you must choose a name for the char- for more information .
they may take a share of all treasures found .
acter. CHARACTER NAME provides a 15-letter VIEW CHARACTER DELETE CHARACTER erases a character from
space to type in the character's name . This CREATE CHARACTER the saved game disk . A deleted character
Viewing Characters
name is automatically saved to disk . may not be recovered .
DELETE CHARACTER The Character Summary Screen is displayed
After naming a character, you must select SAVE CURRENT GAME stores the current game anytime you select the VIEW command . This
LOAD SAVED GAME
an icon which will represent that character to the saved game disk or directory . screen displays important information about
in combat from the 49 combat icons provid- SAVE CURRENT GAME
BEGIN ADVENTURING starts the game. a character, such as ability scores, current
ed . The standard icon for the character's BEGIN ADVENTURING
race, class, and sex is highlighted ; the arrow
EXIT FROM GAME
keys or mouse may be used to change the CURRENT HIT POINTS
highlighted icon . DONE is used to confirm the REMOVE CHARACTER transfers a character from AGE

selection of the highlighted icon . the party to the saved game disk . 1~5101F A_ M1 W
ELZIBOLETH STRTUS ; ONITU
• EXIT at any time during character creation MODIFY CHARACTER changes the character's
aborts the creation of the current character ability scores and hit points . Use MODIFY GENDER MRLE 350 `.3ERRS HIT POINTS 54/54
and returns you to the Party Creation/ CHffOTIC NEUTRRL QURLINESTJ ELF
CHARACTER to change a character generated in ALIGN SIRRION CLERIC/FIGHTER/RED MRGE
Training Hall Menu. THE DARK QUEEN oP KRmN to match a favorite MENT EXPERIENCE ,
AD&D• game character . A character cannot
,LEVEL 8/9/8 333333
LOAD SAVED GAME permits you to resume a CLASS
game that has been previously saved . The be modified once the adventure has begun . STR 180083
TNT 13
saved game provided with THE DARK QUEEN 141S 14
TRAIN CHARACTER (from Training Hall Menu
of KRYNN can also be loaded. There is a LOAD DEX 12
only) increases a character's level when he CON 15
FROM WHERE? option that allows you to load
has gained enough experience points (EXF) . CHff 17
saves from either THE DARK QUEEN or KRmN or
Choose the character to train and, if he has
DEATH KNIGHTS or KRmN.
sufficient EXP, he will be able to advance IfRMOR CLRSS -1 ENCUMBRRNCE
EXIT FROM GAME ends play without saving the one level . If a character has gained enough THRCO 8 MOVEMENT
game . experience to advance more than one level, DRMRGE 1D8+5
he will advance only one level and then lose LONG SWORD +2
all experience points in excess of one point ELFIN CHff IN+ :3
below that required for advancement to the ITEMS I T1i1DE DROP I UX IT
next level . See the section on "Experience
Points" in the Adventurer's Journal for an CHARACTER SUMMARY SCREEN
example .

and maximum hit points, readied weapons From the View Menu, several options are • JOIN combines all like items into one 3-D appears in areas such as towns or under-
and armor, and wealth . available to inspect the active character . Not group . No more than 255 similar items can ground . This view appears in the top-left view
all of these commands are available at all be joined . Some items, such as potions, window to show the surrounding area from
Characters accumulate wealth in the form of
times. cannot be joined . the party's perspective . Rotate the party's
gems, jewelry, and coins as they go . The
value of gems and jewelry varies, and can facing and move using the directional con-
VIEW MENV
SPELLS is a listing of the spells a character trols that are described in your Data Card .
only be determined by having the items has memorized and can cast .
appraised in a shop . ITEMS SPELLS TRADE DROP LAY CURE EXIT Area provides an overhead view of the
TRADE from the View Menu transfers coins, party's surroundings, replacing the 3-D view .
Encumbrance is the total weight the charac- ITEMS displays all the equipment the charac- gems, and jewelry from one character to Choose the AREA command from the
ter is carrying. ter is carrying and the Items Menu . Items another. Select TRADE, choose what type of Adventure Menu . This view is not available
preceded by a YES are ready for use . Not all money and how much to trade, then select
Combat Movement is how many squares a in many regions .
character can move during a combat seg- commands in the items Menu are always the receiving character.
ment. This is based on his readied armor, available . A cursor in the area display shows the
DROP permanently removes money from a party's position and facing. Simply move the
strength, and total encumbrance.
ITEMS MENU character . Dropped money cannot be recov- party with the direction controls around the
ered . area map .
Character Status READY USE TRADE DROP HALVE JOIN EXIT
OKAY status means that the character has LAY is a healing ability of paladins . Paladins Under the point of view window are dis-
positive hit points and can move and fight • READY changes the status of a weapon, may lay on hands and heal two hit points played the phases of the three moons of
normally . armor, or other item . Only readied items per level of damage a day. Select the LAY Krynn . Solinari is shown on the left, Lunitari
can be used in combat. A character cannot command, then select the character to be is shown in the center, and Nuitari is shown
UNCONSCIOUS status means that the character ready more than two hand-held items at on the right . For more information about the
healed . This command is only displayed
has exactly 0 hit points . lie cannot move or once . Arrows and crossbow bolts are when a paladin has not yet used it that day . effects of the moons, see the heading "The
fight, but is in no danger of dying. assumed to be in a quiver and can be read- Moons of Krynn" in the Adventurer's Journal .
ied at all times. Some items take both CURE is another healing ability of paladins - To the right of the point of view window is a
DEAD status means that the character has
hands when readied (bows, quarter staffs, they may perform one cure disease per list of the party members, showing their
died . Non-elf characters have a chance of
etc .), some take only one (long swords, week for every 5 levels . For example, at 1st armor classes and current hit points . Below
being resurrected with a raise dead or resur-
wands, etc .), and others take no hands to 5th levels, a paladin may perform one, at this list is a compass, showing the direction
rection spell . The character's chance of
(rings, armor, etc.) . READY is sometimes 6th to 10th levels two, etc . This command is which the party is facing, and a status win-
being resurrected is influenced by his con-
abbreviated ROY . only displayed if the paladin has a cure dow, which displays the party's current loca-
stitution . See the "Constitution Chart" in the
available . tion (if known), its current activity (search-
Adventurer's Journal . •USE activates an item. In combat the Aim
Menu appears if the item can be targeted . ing, camping, etc .) and the current time .
FLED status means that the character has ADVENTURING
See the "Combat" section for details about Wilderness view displays a map in a large
fled from a battle . After the battle he rejoins
the Aim Menu . After setting up your party and reading the view window with a cursor indicating the
the party .
•TRADE from the items Menu transfers an
background information in the Adventurer's party's current location . You get to this view
DYING (combat only) status indicates the Journal, it is time to head for adventure and when you leave a town or other developed
item from one character to another . High-
character has between -1 and -9 HP, and is glory . The party will engage in fierce battles, area . Use the direction controls to move
light an item to trade, select TRADE, then
bleeding to death . Use the BANDAGE com- find treasures, and sometimes have to stop, around on the map and go from location to
select a character to receive the item .
mand to have another character stop the recuperate, and memorize spells for future location .
Remember: a conscious NPC will not give
bleeding before the character dies . use during adventures .
up items . Combat view occurs automatically whenev-
STONE status means that the character has er the party engages in battle . The combat
• DROP permanently removes items from a Display Screens and Points
been turned to stone . The character can be screen is a detailed view of the area the
character. Dropped items may not be recov- of View
returned to normal with a stone to flesh party was in when the encounter began .
ered.
spell . he DARK QUEEN OF icRmN uses four different
• HALVE divides a bundle of like items into points of view : 3-D, Area, Wilderness, and
GONE status means that the character has
two bundles . For example, HALVE would turn Combat .
been totally destroyed . Nothing can bring
one bundle of 42 Arrows into two bundles
the character back to life .
of 21 each . This is handy for dividing items
to distribute among party members .

Adventuring Options Encamping ALT displays the Alter Menu that is used to them on the party, and then rememorize
The following menu controls basic adventur- The Encamp Menu includes options such as change the characters in the party and the their previous spells automatically . FIX takes
ing, moving, encamping and casting spells . saving the game, resting to heal and memo- parameters of the game . game time and may be interrupted by an
rize spells, and changing items such as game encounter . If the party is severely damaged,
ADVENTURE MENU speed or party order. ALTER MENU you may need to select FIX more than once .

ORDER DROP SPEED ICON LEVEL EXIT LOAD allows you to load a saved game to
AREA CAST VIEW ENCAMP SEARCH LOOK INV ENCAMP MENU replace your current game without first exit-
The party can use the arrow keys or mouse • ORDER changes how the characters are listed ing from T1iE DmK QueEn or KRYNN. This may
VIEW MAGIC REST ALT FIX LOAD SAVE EXIT on the screen and how they are deployed in be desirable if your current game is in an
to turn right or left, turn around or move
forward. Normal movement in 3-D or Area VIEW displays the View Menu and the charac- combat. Characters at the top of the list tend untenable position, or if you have acciden-
mode takes one minute of game time per ter screen of the active character . to be at the front in combat . tally loaded the wrong game .
square . If the party has Search on, each move • DROP eliminates a character from the party SAVE stores the characters and current game
MAGIC is a very important part of THE DARK
takes ten minutes . Refer to the Data Card for and erases him from the saved game disk . to the saved game disk or directory . Saved
and is described under its
QueEn of KRYriN
computer-specific movement information . A dropped character is gone forever and games may be loaded either from the
own heading on page 8 .
AREA toggles between the Area (overhead) may not be recovered . Starting Menu when you start the game or
REST allows characters to memorize spells from the Party Creation/Training Hall Menu .
and 3-D view . This command may not be • SPEED controls the rate at which messages
and to heal naturally . When spells are being Save often - especially after surviving really
available in some regions . are printed on the screen . If the game is
memorized, the initial rest time is estab- tough encounters .
running too slowly, use the FASTER command
CAST displays the Cast Menu if the active lished by the time necessary to memorize
EXIT returns to the Adventuring Menu .
character is a spellcaster. See the "Magic" any spells selected with the MEMORIZE com- to speed up the displays.
section for more information . Remember: mand in the Magic Menu. For every 24 unin- • ICON is used to change a character's com- Magic
Some spells only work in combat, others terrupted hours of rest in camp, each bat icon.
wounded character regains one hit point . To get the Magic Menu options, the active
only while encamped .
Rest may be interrupted by encounters . If • LEVEL displays the Level Menu that permits character must be able to cast spells .
VIEW displays the Character Summary Screen you to adjust combat difficulty . Spellcasters can get a list of their memo-
possible, find safe places to take long rests,
and the View Menu . rized spells from the CAST command of the
such as an inn or places that you are told
are safe during the game . Level Menu Magic Menu or from the SPELLS command of
ENCAMP displays the Encamp Menu . See the the View Menu . Magic-users can get a list of
"Encamping" section for a description of the Characters can automatically rememorize NOVICE SQUIRE VETERAN ADEPT CHAMPION their spells on scrolls from the SCRIBE com-
available commands . the spells they have used by simply select- mand in the Magic Menu.
The game is preset at the VETERAN level . This
SEARCH toggles searching on and off. With ing REST - this saves having to make selec-
is the level at which we consider the game Spells are defined by who can cast them,
Search Off, the party takes one minute per tions from the Memorize Menu .
to be "balanced ." To make the combat when they can be cast, their range, dura-
move . With Search On, the party takes 10 encounters easier, choose either the NOVICE tion, area of effect, and, of course, their
minutes per move because they are check- REST MENV (easiest) or SQUIRE level . To make the com- actual effect . The "Spell Parameters List" in
ing for secret doors, traps, etc. When a party bat more difficult, choose either the ADEPT or the Adventurer's Journal summarizes all of
REST DAYS HOURS MINUTES ADD SUBTRACT EXIT
has Search On, SEARCHING is displayed on the CHAMPION (hardest) level . the available spells . When using spells from
screen to the right of the point of view win- • REST begins the resting process . Unless the Encamp Menu or the Adventure Menu
dow . Because the party is moving very slow- interrupted, the party rests for the indicated When you choose to make the game more
(such as find traps or haste), remember that
ly with Search On, the chance for random time. difficult, you are rewarded by receiving
one round equals one minute of game time
encounters is greatly increased. more experience points from your combat
• DAYS/HOURS/MINUTES selects the unit of time (one normal move) and one turn equals ten
encounters . When you choose to make the
LOOK is used to search an individual square . to be changed by the ADD and SUBTRACT com- minutes of game time (ten normal moves) .
game easier, you are penalized by receiving
A LOOK command acts as if the party moved mands. Look in the Adventurer's Journal for more
fewer experience points from your combat
into the current square with SEARCH On . information on spells and magic .
• ADD/SUBTRACT increases or decreases the encounters .
INV displays a list of the special items and time that the party attempts to rest . FIX is used to heal many wounded charac-
artifacts which have been acquired by Decreasing the time may not allow spellcast- ters with a single command . All characters
the party. ers to memorize all of their spells . with at least first level clerical spells memo-
rize as many healing spells as they can, cast

MACC IC MENU SCRIBE MENU TAKE is used to pick up coins from the Banks are used to store items and money
CAST MEMORIZE SCRIBE DISPLAY REST EXIT CHOOSE SPELL : SCRIBE EXIT
party's money pool . Select TAKE and choose for you . The following menu appears when
the type and amount of coins, gems, or jew- you select this command .
CAST displays the Cast Menu and the charac- •SCRIBE selects a spell to transfer from a elry to take.
ter's list of memorized spells . Select the magic-user scroll into a spell book . BANK MENU
POOL places all of the party members' coins,
spell to cast and then indicate the target of
DISPLAY lists the magic that currently affects gems, and jewelry into a pool which any VIEW TAKE POOL MONEY ITEMS EXIT
the spell . Once a spell is cast, it is gone
the party . This includes spells like bless or member may use to make purchases . Use
from memory until it is memorized again . VIEW is identical to the Adventure Menu
invisibility, plus effects like diseases . This is the TAKE or SHARE commands to pick up
Some spells only have an effect when cast command except that in the Items Menu,
an important command because diseased coins, gems, and jewelry from the money
during combat and others may only be cast DROP is replaced by DEPOSIT, which places
characters cannot regain hit points until they pool .
while encamped . items in storage . To store, select ITEMS, high-
have a cure disease spell cast on them .
SHARE picks up all the coins, gems, and jew- light an item, then select DEPOSIT.
MEMORIZE displays the Memorize Menu, the
REST is identical to the Encamp Menu com- elry from the pool and distributes even
character's spell book or clerical spelll list, TAKE allows you to retrieve items and money
mand . Remember : A character's spells are shares among the party .
and how many spells of each level the spell- from storage . Select TAKE, then select what to
not memorized until he has rested the nec-
caster may memorize . Once all characters APPRAISE determines the monetary value of retrieve .
essary time .
have selected the spells they want to memo- any gems or jewelry the character has .
rize, choose the REST command to actually Select Appraise, then choose a gem or item POOL places all of the party members' coins,
memorize the spells . CIVILIZATION of jewelry, and an appraisal and purchase gems, and jewelry into storage .

Remember that spellcasters can have the Towns provide many valuable services and offer is made. Accept the offer and the item MONEY is used to deposit money in storage.
supplies for the adventurer . In these places is sold. Reject the offer and the gem or
same spell memorized multiple times, and
you find inns, shops, training halls, temples, piece of jewelry becomes an item on the ITEMS takes you directly to the Items Menu
they can automatically rememorize used
and taverns . Go to town not only to adven- character's item list. Gems and jewelry can- of the active character where you can store
spells simply by selecting the REST command .
ture, but also to purchase new equipment not be used directly for purchases, they items.
and magic items, and to rest and regain must be appraised and sold first . EXIT returns you to the street outside of
MEMORIZE MENU
spells and hit points. the bank .
Temples offer healing spells and perform
CHOOSE SPELL : MEMORIZE EXIT
Inns are safe resting places where party other clerical services . Temple services
• selects a spell to be memorized .
MEMORIZE members can recuperate and regain spells are free. ENCOUNTERS
A spell is not actually memorized until it has and hit points.
When a party comes across monsters or
been chosen from the Memorize Menu and TEMPLE MENU
Shops are places to buy and sell equipment NPCs, an encounter occurs . If the party
the character has rested long enough to
using the Shop Menu . HEAL VIEW REPAIR EXIT attacks immediately, it may receive a bonus
imprint the spell on his or her mind . After
to combat initiative . If the monsters surprise
selecting the spells to memorize, the com- HEAL displays a list of the temple's healing
SHOP MENU the party, the monsters can attack immedi-
puter verifies your choices . spells. Select HEAL, choose the character on ately and get a bonus to their combat initia-
BUY VIEW TAKE POOL SHARE APPRAISE EXIT whom to cast the spell, and then the spell to tive. If the monsters do not attack immedi-
SCRIBE displays the Scribe Menu and a list of
all of the spells on magic-user scrolls . Before be cast. ately, the party can react by choosing from
BUY displays the items available in the shop .
spells can be scribed, they must either be Highlight the items that the active character VIEW is identical to the Adventure Menu an Encounter Menu . Encounter menus vary,
identified at a shop or the magic-user must will buy and select BUY . command . listing options for each situation .
cast read magic. To scribe, select any spells
to be scribed into the character's spell book VIEW displays the character screen with the REPAIR has the clerics cast all of the healing SAMPLE ENCOUNTER MENU
and select REST to actually scribe the spells . SELL and ID commands available in the Items and restorative spells needed to return your
Scribing a spell takes the same amount of Menu. party to full strength and health . COMBAT WAIT FLEE ADVANCE

time as memorizing the same spell . • SELL causes the shopkeeper to make an EXIT returns you to the street outside the In this sample menu you have opportunities
offer on the highlighted item . Sold items temple. to fight immediately, wait and see, run
may not be recovered . away, or move forward .
Taverns are rowdy places full of gossip, sto-
• is used to identify an item . The shop
ID ries, and information . Buy a round of drinks
charges 20 steel pieces for the service . and listen to the stories .

11 12

Combat AIM MENU GUARD sets a character to stand and attack After Combat
the first enemy that moves adjacent . GUARD
In combat the computer chooses the active NEXT PREV MANUAL TARGET CENTER EXIT When combat is over, you see how many
is only an option if a character is armed with
character . Characters with higher dexterity experience points each character receives
• NEXT is used to look at all possible targets, a melee weapon .
tend to go before characters with lower dex- and then the Treasure Menu is displayed .
terity . A character may hold his action until starting with the closest target and then QUICK turns control of the character over to Most of the Treasure Menu commands work
later with the DELAY command . There is a going to the next farthest and so on . NEXT the computer . Under computer control, a like the commands in the Shop Menu .
more detailed description of combat in the and PREV only indicate targets in the charac- fighting character with a readied missile
Adventurer's Journal. ter's line of sight . weapon tends to hang back and attack from TREASURE MENU

• PREV (Previous) is the opposite of the NEXT a distance . If a character has no readied
The active character is centered on the VIEW TAKE POOL SHAR E DETECT EXIT
screen at the start of his combat segment . command . Use this command to look at the missile weapon, he readies a melee weapon
possible targets starting with the farthest tar- and charges. Single class magic-users fire VIEW displays the character screen and View
The active character's name, hit points, AC,
get and working back toward the character . missile weapons and cast spells if magic is Menu.
and current weapon are displayed. The
This command is most often used to select turned on (see your Data Card for details) .
Combat Menu lists the character's options. TAKE permits the active character to pick up
a target for a missile or magical attack . They never rush into close combat, even if
treasure from defeated monsters. This only
all of their missile attacks are expended .
COMBAT MENU •MANUAL permits the player to aim anywhere appears if the monsters had a treasure or
on the map. However, only targets in the char- Consult your Data Card for instructions on the party has pooled its funds . A character
AIM USE CAST TURN GUARD QUICK
acter's line of sight can actually be fired at. regaining manual control and toggling magic carrying a large number of coins and heavy
DELAY BANDAGE YELL VIEW SPEED END on and off for your computer . equipment may be slowed in combat .
• TARGET is used to fire a missile or spell at
The arrow keys or mouse may be used to the enemy where the cursor is currently DELAY causes the character to hold his turn TAKE MENU
move a character to adjacent squares . While located . This command can also be used to until after the other characters and mon-
moving, the number of squares of available attack an adjacent enemy with a melee sters have acted. ITEMS MONEY EXIT
movement remaining is displayed, as are weapon (sword, mace, etc .) . If this command BANDAGE gives first aid to a party member • ITEMS lists the equipment in the treasure .
the options UNDO and DONE. UNDO returns the is not displayed, the target is out of range,
character to his original square, but leaves who is bleeding to death . BANDAGE stops the Frequently, the weapons and armor used by
not in line of sight, or invisible . bleeding and keeps the character from los- monsters are not listed because they are
intact any damage suffered by the character
during the cancelled move . DONE concludes • CENTER centers the screen around the cur- ing more hit points. poor quality and not worth taking .
the character's movement and allows the sor. This is helpful when targeting manually . YELL (kender only) orders an active kender • MONEY displays the number and type of
selection of another option ; the character character to taunt opponents . If the taunt is coins, gems, and jewelry in the treasure .
• EXIT returns to the Combat Menu .
may subsequently continue moving with any successful all opponents become enraged, Indicate the type then number of items the
remaining movement allowance if no other USE allows a character to activate an item suffer a combat penalty, and direct as many active character takes.
option is selected . without having to go through the View Menu . attacks as possible at the yelling character .
Items such as scrolls and wands are then POOL places all of the party members' coins
AIM allows weapons or spells to be targeted . targeted with the Aim Menu. VIEW displays the character screen and View into the treasure . Use the TAKE or SHARE com-
When aiming a ranged weapon, the range to Menu . The USE command appears on the mands to pick up coins from the treasure .
the target is displayed above the menu bar . CAST is only available to spellcasters when Items Menu to permit items such as wands
If a character moves adjacent to an enemy, they have spells available . The spellcaster SHARE picks up the money treasure, divides
to be used in combat .
and has no more movement remaining, the selects from the list of available spells and it into shares, and distributes it among the
AIM command can be used to attack with a then targets with AIM . If the character has SPEED changes the game speed and is party.
melee weapon (sword, mace, etc .) . The AIM been hit recently, his concentration may be described under the ALT command in the DETECT has the active character cast a detect
command can also be used to survey the broken and the CAST command does not Encamp Menu .
magic spell. Magic items in the treasure or
condition of your party and enemies. As you appear . END quits a character's turn . party will be marked with an'*' . This com-
move the aim cursor over a character or mand only appears if the active character
monster, information about him is displayed TURN is a clerical power that attempts to
destroy undead monsters or drive them has a detect magic spell availasble .
on the right of your screen - use this to sur-
away from the party . This affects only weak EXIT leaves the scene of the battle . If any
vey the battlefield .
undead monsters . treasure remains, the option to return to the
Treasure Menu is displayed .

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