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OFFICIAL

.,
MANYQ
& ono MW FACTS? COMPUTER PRODUCT

Who's been digging


Q S
0 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?

the
A :Clue
Clue Boll

or
CHAMPIONS KRYNN places
you in a tough situation-
you need answers and you
need them fast!
An indispensable
player's guide, the
CHAMPIONS OF KRYNIY CLUE
BooK 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!

ADVANCED DUNGEONS & DRAGONS.


TO ORDER: Visit your retailer or call : 1-800-245-4525 to charge AD&D, DRAGONLANCE, and the TSR
on VISA or MasterCard . To receive SSI's complete product catalog, Tsn, In, logo are trademarks owned by and
used under license from TSR, Inc . 01990 TSR, Inc .
send $1.00 to: 01990 Strategic Simulations, Inc . Fantasy Rok sic, Vol . I
©1990 TSR, Inc .
Sun, CA 94086 . . All rights reserved.
©1990 Strategic
Sunnyvale, Simulations, Inc .
All rights reserved Mmw
TSR, Inc .

STRATEGIC SIMULATIONS, INC'"'

STRATEGIC SIMULATIONS, INC:


NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUEN-

LIMITED WARRANTY u
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, 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 I
$3 .00 for shipping and handling . California residents, add applicable sales tax . Before You Play 1
Getting Started Quickly 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, 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 B UYER . I N 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, DRAGONLANCE 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 II AND IBM COMPATIBLE COMPITI'ER 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 11 GS in the Apple 11 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 11 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 .


INTRODUCTIOI The Data Card explains how to start the Menus are displayed either vertically or 4• PICK CLASS lists the class or classes the
game and select items and menu options horizontally .
Welcome to the official ADVANCED character is qualified for based on his race .
with your computer. It also shows how to get
DUNGEONS & DRAGONS © computer product, Vertical menus select the character, item or
right into the game without having to read 4• CHOOSE GOD (Clerics only) lists all of the
Cnwioivs of KRmw, a DRAGON LANCE'" spell to be acted upon . If there are more
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 god 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.
There is no copy protection on your available to a cleric. See the Journal for
this game.
CHAMPIONS of KRv m disk, so please make Horizontal menus list what that character can details .
ChAMPIOns oP KRnmr 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
the Lance . The evil armies have been shat- safekeeping . When you start the game, you
In the rules, menus are shown with all of alignments for the character based on
tered and most of the forces of good have will be asked to answer a verification ques-
their options . In some cases, options will not character class .
returned to their homelands, leaving only tion from this manual or the Adventurer's
outposts to safeguard the recovered lands . Journal before you can play . be available every time a menu appears . 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-
post south of the former hobgoblin capital of Return or Enter key .
The options TAKE and SHARE will only mand on the Party Creation/Hall Menu to
Throtl with orders to scour the area for any
Getting Started Quickly appear if there is treasure to take . The change the character's ability scores and
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 CHAMnoNs oP KRYNN. Use these rules to
you have decided to keep a set of ability
Your Game Box Should Contain answer questions during play .
scores. The name may be up to 15 letters
You should get the following with this game : The rule book only lists the general menus .
Using Menus long and it will be automatically saved to
With many encounters special menus will
-Disks 'Adventurer's Journal disk .
All commands are menu based and the con- appear.
-Rule Book 'Data Card
cept of the active character is central to the f• NAME CHARACTER provides a 15 letter
These rules are designed to explain all your game . Outside of combat, the active charac- Beginning to Play space to type in the character's name . On
options and guide you through playing the ter's name is highlighted on the display . To begin playing the game you must load a 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
ADVANCED DUNGEONS & DRAGONS@ game rounded with a cursor at the start of his phase . them together into a party . This first menu 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 TO PARTY character in combat. Customize this icon to
The Adventurer's Journal contains a variety the active character may be selected by you represent the character's favorite weapon,
t LOAD SAVED GAME
of information including details about charac- before choosing any commands. armor, and colors . Different computers and
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 TO DOS (some computer systems)
introduction to the DRAGON LANCE© game experiment to create the best icon for each
select the command . If the command affects
world . The Journal also includes the maps, character. The combat icon may be altered
one character, make that character active and CREATE NEW CHARACTER is used to build
rumors, and stories that you will need to play during the game to reflect new armor or
then choose the command . a character. This command displays the
the game . As you play the game you will dis- weapons using the ALTER command from
following menus to define the character .
cover for yourself which of the tales you hear Example: To look at a character's items, the Encampment Menu . On some computer
Detailed information about characters, races,
are fact and which are Fiction . select that character, choose the VIEW systems the character will be saved after
classes and so on is available in the Journal .
command, and then choose the ITEMS the combat icon is finished .
command. The computer displays a 4• PICK RACE lists seven races a player-char-
list of that character's items and their acter can be on the world of Krynn .
readied status .
PICK GENDER lists the sex the character
can be. Gender affects the character's
maximum strength .
P 4

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
ADD CHARACTER TO PARTY allows you to The encumbrance, or total weight the charac-
generatedCHAMPloNs
in ofKRym to match a conscious NPCs to other characters . If an
add characters to the party from the save favorite AD&D• game character ter is carrying, is listed above the character's
. A character NPC dies, however, you can use the TRADE
game disk . A party is a group of characters command on the Item Menu to take his combat move . How far a character can move
cannot be modified once he has begun
composed of up to six player characters in combat is based on his readied armor,
adventuring . items. Only two NPCs at a time may join the
(called PCs) and up to two non-player strength, and total encumbrance .
party and they may take a share of all trea-
characters (called NPCs.) A party should have TRAIN CHARACTER (from Hall Menu only)
sures found. The screen then lists the character's read
a balanced mix of characters with different increases a character's level when he has
gained enough experience (XP) points
. weapon and armor .
classes and races. For more information Viewing Characters
about building parties see the Journal. Training is free to all characters
. Choose the
The VIEW command displays the character Character Status
character to train and if he has sufficient XP
LOAD SAVED GAME permits you to resume screen from several places in the game OKAY and status means that the character has
he will be able to advance one . If level
a char-
a game where you had previously saved it or tells you everything you need to know aboutpositive HP and can move and fight normally .
acter has gained enough XP to advance more
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 0 HE He cannot move or
ter has exactly
that required for advancement to the next are the three moons of Krynn . Each moon
INITIALIZE MOUSE/JOYSTICK sets up the fight, but is in no danger of dying
.
level. See the section on Experience Points in effects the magical powers of a different
joystick or mouse. Only available on some
the Journal for an example . Advancing in lev- group of mages . For more information, see DEAD status means that the character has
computer systems .
els takes no game time . When mages The Moons of Magic in the Journal . died. Non-elf 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 resurrect
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 FLED status means that the character fled
. classes
acters currently in your party and lists the only) will allow a knight of sufficient experi-
For example, if a character is a Fighter/Thieffrom 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 VIEW CHARACTER displays a character
. For
At the bottom of this sec- been totally destroyed
are also listed .here . 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,
MODIFY CHARACTER REMOVE CHARACTER FROM PARTY trans- From the View Menu several options are avail-
his current status is displayed
.
TRAIN CHARACTER (Hall only) fers a character from the party to the saved able to inspect the active character
. Not all of
game disk. The next portion of the display shows the these commands are available at all. times
KNIGHT CHANGE ORDER (Hall only)

VIEW CHARACTER
character's ability scores and wealth
.
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
BEGIN ADVENTURING starts the game
. amount of money with which to purchase
LOAD SAVED GAME equipment . Later, as the character accumu- ITEMS will show all the equipment the char-
lates wealth, the character screen shows how acter is carrying. Items preceded by a YES a
SAVE CURRENT GAME Non-Player Characters (IYPCs)
BEGIN ADVENTURING many coins, gems, and jewelry the characterready for .use Not all commands in the Item
During the game the party will encounter Menu are always available
.
is carrying. The value of each gem or piece of
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
. 1 steel = 2 platinum
= 2 iron= 5 bronze= 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, THACO, and damage are
computer commands NPCs in battle . They
5 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
ter cannot ready more than two hand-held then indicate what and how much is traded screen just to the right of the point of view
window will display the current time, facing The commands on the Encamp Menu include
items at once . Arrows and crossbow quar- to the other character.
direction (N, S, W, E) and what the party is day-to-day functions such as saving the game,
rels are assumed to be in a quiver and can DROP permanently removes money from a resting to heal, memorizing spells and chang-
be readied at all times . Some items will doing (moving, camping, etc) .
character . Dropped money may not be ing game items such as game speed or party
take both hands when readied (bows, The following menus control most order.
recovered .
quarter staffs, etc), some take only one adventuring options :
(long swords, wands, etc) and others take ADVENTURING Encamp Menu
no hands (rings, armor, etc) . On some sys- Adventure Menu SAVE VIEW MAGIC REST ALTER FIX EXIT
tems there are items that can only be read- After setting up your party and reading the
background information in the Adventurer's MOVE AREA CAST VIEW ENCAMP SEARCH LOOK
ied or unreadied while in either camp or SAVE writes the characters and current game
combat. Journal, it is time to head for adventure, 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 10 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 Points of View
save game disk according to the instructions
one character to another . Choose the char- move without choosing the command . Select on the Data Card .
acter to trade to and then choose the item C,Anrrors or KRym uses four different points EXIT to get back to the Adventure Menu .
of view : 3-D, area, overland, and combat . VIEW 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 ClAmrIoiis
screen and shows the surrounding area from or Krrrnm and is described under its own
:© DROP permanently removes items from a CAST displays the Cast Menu so the active heading . Magical spells can only be memo-
character. Dropped items may not be the party's perspective . Rotate the party's fac-
ing and move using the directional controls . character can throw a magic spell . See the rized while the party is encamped .
recovered . section on Magic in the Journal for a descrip-
The direction controls for your computer are REST allows characters to memorize spells
:© HALVE will divide a bundle of some item described on the Data Card . tion of how to cast spells and their effect .
Some spells only have an effect in combat . and to heal naturally . Characters catch their
into two bundles . For example, halve normal sleep without having to encamp .
Area provides an overhead view of the party's
would turn one bundle of 42 Arrows into VIEW displays the character screen and the When spells are being memorized, the initial
surroundings, replacing the 3-D view. Choose
two groups of 21 Arrows each . This is View Menu. rest time is established by the time necessary
the AREA command from the Adventure
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-
:© JOIN combines all similar items into one shows the party's position . On some comput- able commands. every 24 uninterrupted hours of rest in camp,
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
puter systems you may move around while in normal rate and takes 1 minute per move . inns or places messages describe as safe .
& SELL is available under the Armoury Menu the area view, on others this view is only With search on the party takes 10 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
and is described there . search on, SEARCH will be displayed on the + REST begins the resting process . Unless
world of Krynn where Crumrrwvs or KRrnw
screen to the right of the point of view win- interrupted, the party will rest for the time
takes place . This view appears while the party dow . Because the party is moving very slowly
is moving outside of the outposts or towns . A indicated .
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
I) 8

DAYS, HOURS, MINUTES selects the unit LEVEL permits you to affect combat diffi- Magic Menu Scribe Menu
of time to be changed by the 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 the charac- S© 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
4© 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 4© 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-
*e ORDER changes how the characters are SPELLS
Adept or Champion (hardest) level . ters have selected the spells they want to
listed on the screen and how they are memorize, choose the 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 receiving 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
:© DROP eliminates a character from the When you choose to make the game easier, 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
disk. A dropped character is gone forever ence points from your combats . 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),
the rate at which your characters advance under special . remember that one round equals one minute
SPEED controls the rate at which messages
are printed on screen . If the game is run- levels . Advancing at a slower rate will give of game time and one turn equals 10 min-
Memorize Menu
ning too slowly, use the FASTER command you less powerful characters which, in the utes of game time . For more information
long run, may more than offset the benefits MEMORIZE NEXT PREV EXIT about magic and the effects of spells look in
to speed up the displays .
of playing at an "easy" level . :© MEMORIZE selects a spell for memoriza- the Journal
Speed Menu
tion . A spell is not actually memorized
SLOWER FASTER EXIT FIX is used to heal many wounded characters CIVILIZATION
until it has been chosen from the
with a single command . All characters with
:© ICON is used to change a character's com- Memorize Menu and the character has rest- Civilization provides many valuable services
first level clerical spells will memorize as
bat icon . ed long enough to imprint the spell on his for the adventurer. Generally only Outposts
many Cure Light Wounds as they can, cast
mind . After selecting the spells to memo- will have Inns, Armouries, Halls, Temples and
:© PICS governs encounter pictures . them on the party, and then rememorize
Bars, but some may be found in towns and
rize, the computer will verify your choices .
their previously memorized spells automati-
Pics 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 spells can be scribed, they must either be
:© MONSTERS ON/OFF toggles the close-up
must first be cast upon them . identified in a shop (such as the Armoury) or Outpost Menu
pictures of encounters on and off . Turning
the pictures off speeds up the game . the mage must have cast Read Magic on HALL TEMPLE BAR NEXT PREV LEAVE
Magic them . Indicate the spells to be scribed into
This command may vary a little on some
the character's spell book . Once all charac- PLACE OPTIONS (Hall, Temple, etc) will take
systems . To get the Magic Menu options, the active
ters have indicated the spells they want to you to the selected establishment and give
character must be able to cast spells . Spell
:© ANIMATIONS ON/OFF toggles the animation scribe, choose the REST command to take you all appropriate options . There is a descrip-
casters can get a list of their memorized
of the close-up pictures on and off . Turning the time to actually scribe the spells . Scribing tion of these places following this menu .
spells from the CAST option of the Magic
the animation off speeds up the game . a spell takes the same amount of time as
Menu or from the SPELLS option of the View NEXT, PREY display other place options .
This command is not available on some memorizing the spell .
Menu . They can get a list of their spells on
computers . LEAVE will take the party out of the outpost,
scrolls from the SCRIBE option of the Magic
Menu . into the overland map .
9

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 FLEE causes the party to run away . If the Attack by moving the character into an
command .
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 it may successfully flee . free attack at the character's back.
HEAL VIEW TAKE POOL SHARE APPRAISE EXIT
BUY VIEW TAKE POOL SHARE APPRAISE EXIT
ADVANCE reduces the range to the mon- VIEW displays the character screen and View
HEAL displays a list of the temple's healing
BUY displays the items available in the sters . When the monsters are adjacent to the Menu . The USE command appears on the
spells. Indicate the spell to cast and confirm
armoury . Select the items that the active party the ADVANCE command is replaced by Item Menu and permits the use of an item,
that the character is willing to pay the cost .
character will buy . the PARLAY command . such as a wand, in combat .
The cost may vary depending on the recipient
VIEW displays the character screen with the and circumstances. 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 sters . Select the active character and then aiming a ranged weapon, the range to the tar-
Bars are rowdy places full of gossip, stories,
Items Menu . choose a conversation tactic from the Parlay get will be displayed above the menu bar on
and information. Buy a round of drinks and
Menu . some systems . If a character moves adjacent
SELL causes the armourer to make an listen to the stories.
to an enemy, and has no more movement
offer on the highlighted item . Sold items
Vaults are a service of the Solamnic Knight Parlay Menu left, the AIM command can be used to attack
may not be recovered . HAUGHTY SLY MEEK NICE ABUSIVE
orders. They will safeguard money in deposits with a melee weapon (sword, mace, etc) . The
ID is used to identify an item . The armoury of 100 steel pieces for adventurers . Careful AIM command can also be used to survey the
HAUGHTY means that the speaker is trying
charges 100 steel pieces for the service . records are kept by the orders, so if you condition of your party and your enemies . As
to demonstrate his superiority over the
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 . 4© SLY means that the speaker is trying to get the right of your screen .
amount of coins, gems, or jewelry to take . information out of the monsters without
Commandant's office is where to go to get Aim Menu
POOL places all of the party members' coins, their realizing .
orders and current information . This is a very
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. + NEXT is used to look at all possible targets,
convince the monsters that the party is not
TAKE or SHARE commands to pick up coins, starting with the closest target and then
worth attacking .
gems and jewelry from the money pool . ENCOUNTERS going to the next closest . NEXT and PREV
4© 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 4© ABUSIVE means that the speaker is trying
APPRAISE is used in armouries to place a :© PREV (Previous) is the opposite of the
to its initiative in combat . If the monsters sur- to browbeat or threaten information out of
monetary value on gems and jewelry the char- NEXT command . Use this command to
prise the party, the monsters can attack the monsters .
acter has . Choose the item to be appraised look at the possible targets starting with
immediately and get a bonus to their initia-
and the armourer will make an offer. Accept the farthest target and working back
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
Halls are where the characters can advance your options for that moment. This is one dexterity . A character may hold his action MANUAL permits the player to aim any-
possible example of such a menu : until later with the DELAY command . There is where on the map . Only targets in the
levels and modify the party using the Party
Creation/Hall Menu . Halls are also where a more detailed description of combat in the character's line of sight can actually be
Encounter Menu Journal . fired at .
knight characters may petition for admission
into a higher knight order. For more about
COMBAT WAIT FLEE ADVANCE/PARLAY
The screen begins a character's combat 4© 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- the enemy where the cursor is currently
phase centered on that character. The charac-
es section in the Journal . sters . Fighting is explained in the Combat located . This command can also do a
ter's name, HP, AC, and current weapon are
section . displayed . The Combat Menu lists the charac-
WAIT allows the monsters to decide what to ter's options.
12

melee attack on an adjacent enemy . If this 4© 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 .
4© QUIT ends a character's turn . Frequently, the weapons and armor used DETECT casts a Detect Magic spell from the
4© CENTER will center the screen around the current active character. Magic items in the
by monsters are not listed because they
cursor. This is helpful when manually tar- :© BANDAGE only appears if a party member treasure will be marked with a '+' or an '"' .
are substandard and not worth taking .
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 4© 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 onlyavailable 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 the 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 the CAST option will not sequent combats until manual control is
appear. again selected . When a spell-caster charac-
TURN allows clerics to attempt to destroy ter is on auto, you may toggle his spell
casting on and off. To see how to do this
undead monsters or turn them away from the
party . This has no effect on any other kind of on your computer consult your Data Card .
monster. 4© SPEED changes the game speed and is
described under the ALTER command in
YELL will allow an active Kender character to
taunt enemy troops . The taunt will only work the Encamp Menu .
against intelligent opponents and they must When 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 THACQ and +2 AC for the duration commands in the Temple and Armoury
of the combat . Menus.
DONE is used to bring up the secondary com-
Treasure Menu
bat menu .
VIEW TAKE POOL SHARE DETECT EXIT
Done Menu VIEW displays the character screen and View
GUARD DELAY QUIT BANDAGE AUTO SPEED EXIT Menu .
4© 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 .

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