Luck is for wimps.
f you don't believe that, try depending on luck to guide = your party safely through Ad THE DARK QUEEN OF KRYNN ‘THe DARK Queen or Kaynnt a@ It’s skill that heroes can nor , 2 I\ depend on, But skill alone is not enough - you need wisdom, knowledge, and Information before you can set any plans into action,
‘The Daxk Queen or Kev Cue Boor 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: ViISA/MC - call 1-800-245-4525 (in USA & Canada). bby miail- send check or money order for $12.95 plus $3.50 shipping & to: Electronic Arts, 7.0. Box 7530, San Mateo, CA 94403, please add
handling | Calfomia residents ‘applicable sales tax.
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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 ..... “ within 30 days of purchase the diskette(s) prove defective in any way, you may return the diskette(s) to ‘Your Game Box Should Contain. ae ii Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086-2901 and SSI will replace Transferring Characters from DEATH KNIGHTS OF KRYN
the diskette(s) free of charge. In addition, if the diskette(s) prove defective at any time after the first 30 days, return the diskette(s) to SSI and SS! will replace the diskette(s) for a charge of $10.00 (each disk) plus $4.00 for shipping and handling. California residents, add applicable sales tax.
SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PRO- GRAM RECORDED ON THE DISKETTE OR THE GAME DESCRIBED IN THIS RULE BOOK AND ADVENTUR- ER'S JOURNAL, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICU- LAR PURPOSE. THE PROGRAM AND GAME ARE SOLD "AS IS,” THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TOYOU,)
The enclosed software program, this Rule Book and the Adventurer’s Journal are copyrighted. All rights are reserved. This Rule Book and Adventurer's Journal may not be copied, photographed, reproduced, or trans- Encamping.....
lated or reduced to any electrical medium or machine readable form, in whole or in part, without prior writ- Encamp Menu. ten consent from SSI. The program accompanying this Rule Book and Adventurer’s Journal may be copied,
by the original purchaser only, as necessary for use on the computer for which it was purchased.
ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGONLANCE and the TSR logo are trademarks owned by and used under license from TSR, Inc., Lake Geneva, WI, USA,
©1992 Strategic Simulations, Inc. All rights reserved. ©1992 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 drive. Up to 95% of the disks returned to us as defective will run fine on our computer systems. Often the problem is with a disk drive that needs servicing for alignment, speed, or cleaning.
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 Teplace- ‘ment disk will be provided upon our receipt of the defective disk.
(Our main business number is (408) 737-6800. If you encounter disk or system related problems you ‘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., Paci Tie Monday
Customer Support Department. Please enclose a description of what was taking place in the game when the holidays excluded, NO GAME PLAYING HINTS WILL BE error occurred. Upon correction of the program error, we will return an updated disk to you.
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.
Paes | | oes Ser al
INTRODUCTION
Welcome to the official ADVANCED
DUNGEONS & DRAGONS® computer product, Tue Dark Queen oF KRYNN, a DRAGONLANCE™ fantasy role-playing epic. This game is based on the rules and background created by TSR, Inc. and a story line created especially for this game.
‘Te Dark Queen or Kryny begins two years after the overthrow of Lord Soth in Dear Kniats or Kryv, General Laurana, the com- mander of the united forces which defeated the evil dragons in the War of the Lance, has requested your presence at her head- quarters in the city of Palanthas. Responding to her summons brings you face-to-face with the greatest threat Krynn has ever known.
Your Game Box Should Contain * Disks * Adventurer’s Journal *Rule Book ——* Data Card
This Rule Book is designed to explain all your options and guide you through playing the game. If you are not familiar with the ADVANCED DUNGEONS & DRAGONS® game sys- tem, you will find helpful information about how things work in the Adventurer’s Journal.
The Adventurer’s Journal contains a variety of information including details about char- acter classes, magic, combat, and an intro- duction to the adventure story. The Journal also includes the maps, information, rumors, and stories that you need to play the game. As you play the game, you discover for your- self which of the tales you hear are fact and which are fiction.
The Data Card explains how to start the game and how to select items and menu commands with your specific computer. It tells you how to transfer characters to THe Dark Queen or Krynn from the fantasy role- playing game, Drati Kivarits or Krynn. It also shows how to get right into the game with- out having to read through the rules.
Transferring Characters from DeaTn Kuicuts or Kryny
Tre Dark Queen or Kryiy accepts characters who have adventured in Dearn Karts oF Karyn. There are two ways to get characters from DeaTi Krvarrs into Dark Queen. The first, and preferred way, is to load a saved game using the LOAD SAVED GAME command, then select DKK on the LOAD FROM WHERE? com- mand, The second way is to remove DeaTn Kyianrs characters from their party, and add them to a new party by selecting DKK from the ADD CHARACTER command. See your Data Card for more details,
Before You Play
There is no copy protection on your Dark Queen or Karyn disks, so please make back- up copies and put the originals away for safekeeping, When you start the game, you will be asked to answer a verification ques- tion from this Rule Book or the Adventurer’s Joumal before you can play. Tum to the page indicated in either this Rule Book or the Adventurer’s Journal, find the indicated word, type it in, and press Retum or Enter. Remember: Do NOT count section headings when looking up the word.
Getting Started Quickly
The Dark Queen or Karyn comes with a ready- made party that allows you to begin adven- turing immediately. Use the instructions on the Data Card to load the saved game that has been provided and begin playing. Use this Rule Book to answer any questions dur- ing play.
Using Menus
All commands are menu-based, and menus are displayed either vertically or horizontally. Vertical menus indicate a character, item, or spell to be acted upon. If there are more choices than fit on the screen at one time, use the arrow keys, or the PageUp and Page- Down keys to view the additional selections.
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Horizontal menus list available actions. In this Rule Book, menus are shown with all of their options, although in some cases com-
mands are not available every time a menu appears.
The Rule Book only shows the general menus. Special menus appear at various times to give you all available options.
The concept of the active character is cen- tral to the game. Outside of combat the active character's name is highlighted on the vertical menu. During combat the active character begins his combat segment sur- rounded by a cursor.
If a command affects the whole party, just select the command, If the command affects a single character, make that charac- ter active and then choose the command,
BEGINNING TO PLAY
To begin playing the game, you must load a saved game or generate characters and band them together into a party.
Starting Options
This first menu gives you the initial options.
STARTING MENU ADD CHARACTER
OREATE CHARACTER
LOAD SAVED GAME
EXIT FROM GAME
ADD CHARACTER allows you to add characters to the party from the saved game disk. A party is a group of characters composed of up to six player characters (called PCs) and up to two non-player characters (called NPCs). A party should have a balanced mix of characters with different classes. For more information about building parties see the “Characters and Parties” section in the Adventurer’s Journal. There is an ADD FROM WHERE? option that allows you to add charac- ters from either THe Dark Queen oF Kryny or Deatu Kwiarirs or Karyn.
CREATE CHARACTER is used to build anew character. Detailed information about char- acters, races, Classes, and so on is available in the Adventurer’s Jounal. This command displays a menu to define the following character attributes. DONE is used to proceed to the next menu,
+ PICK RACE lists the seven races a player- character can be in DRAGONLANCE™.
+ CLASS lists the class or classes the charac- ter is qualified for based on race.
+ ALIGNMENT lists all the possible alignments for the character based on character class.
+ GENDER lists the sex the character can be. Gender affects the character's maximum strength.
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After you are done selecting these attributes, the PICK DEITY menu appears if you have a cleric. PICK DEITY lists all of the deities a cleric character can choose to worship. Each deity confers unique powers to its clerics, and determines which alignments a character can be. See the “Deities” section in the Journal for more details.
Once all of the attributes have been selected, the computer randomly generates the char- acter’s ability scores. If you are not happy with the character's scores, you may REROLL STATS to roll them again. Remember that you can use the MODIFY command to change the character's ability scores and hit points,
Next, you must choose a name for the char- acter, CHARACTER NAME provides a 15-letter Space to type in the character’s name. This name is automatically saved to disk.
After naming a character, you must select an icon which will represent that character in combat from the 49 combat icons provid- ed. The standard icon for the character's race, class, and sex is highlighted; the arrow keys or mouse may be used to change the highlighted icon, DONE is used to confirm the selection of the highlighted icon.
* EXIT at any time during character creation aborts the creation of the current character and retums you to the Party Creation/ Training Hall Menu.
LOAD SAVED GAME permits you to resume a game that has been previously saved. The saved game provided with THe Dark Queen or Kryny can also be loaded. There is a LOAD FROM WHERE? option that allows you to load saves from either Tae Darn Queen of Kryny or Deatn Kniatrs or KRynn.
EXIT FROM GAME ends play without saving the game.
Modifying Characters and Parties The Party Creation/Training Hall Menu shows the characters currently in your party and lists the commands for creating, modi- fying, and training the party. Not all of the options are available at all times.
PARTY CREATION/TRAINING HALL MENU
ADD CHARACTER
REMOVE CHARACTER
MODIFY CHARACTER
TRAIN CHARACTER (Training Hall only) KNIGHT NEW ORDER (Training Hall only) VIEW CHARACTER
CREATE CHARACTER
DELETE CHARACTER
LOAD SAVED GAME
‘SAVE CURRENT GAME
BEGIN ADVENTURING
EXIT FROM GAME
REMOVE CHARACTER transfers a character from the party to the saved game disk.
MODIFY CHARACTER changes the character's ability scores and hit points. Use MODIFY CHARACTER to change a character generated in Tue DARK QueeN or Krynn to match a favorite AD&D" game character. A character cannot be modified once the adventure has begun.
TRAIN CHARACTER (from Training Hall Menu only) increases a character's level when he has gained enough experience points (EXP). Choose the character to train and, if he has sufficient EXP, he will be able to advance one level. If a character has gained enough experience to advance more than one level he will advance only one level and then lose all experience points in excess of one point below that required for advancement to the next level. See the section on “Experience Points” in the Adventurer’s Journal for an example.
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Advancing in levels takes no game time. When magic-users advance, they may add a spell to their spell book. See the “Maximum Level Limits by Race, Class, and Prime Requisite” chart in the Adventurer’s Joumal for level limits.
KNIGHT NEW ORDER (from Training Hall Menu only) allows a knight of sufficient experience and abilities to petition for admission into the next higher order. Look under Solamnic Knights in the Adventurer’s Journal for more information.
VIEW CHARACTER displays a character's ability scores, readied weapon and armor, and more. See the “Viewing Characters” section for more information.
DELETE CHARACTER erases a character from the saved game disk. A deleted character may not be recovered.
SAVE CURRENT GAME stores the current game to the saved game disk or directory.
BEGIN ADVENTURING starts the game.
Non-Player Characters
During the game, the party encounters non- player characters (NPCs). There are three kinds of NPCs: those who volunteer to join the party, those who give information, and those who will only fight. NPCs that join the party are treated like player characters with a few differences. The computer commands NPCs in battle. They also have morale. If things are going badly for the party, NPCs may run. Items can be traded to some NPCs, but they cannot be traded from conscious NPCs to other characters. If an NPC dies, however, you can use the TRADE command on the Items Menu to take his items. Only two NPCs at a time may join the party, and they may take a share of all treasures found.
Viewing Characters
The Character Summary Screen is displayed anytime you select the VIEW command. This screen displays important information about a character, such as ability scores, current
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CHARACTER SUMMARY SCREEN
and maximum hit points, readied weapons and armor, and wealth.
Characters accumulate wealth in the form of gems, jewelry, and coins as they go. The value of gems and jewelry varies, and can only be determined by having the items appraised in a shop.
Encumbrance is the total weight the charac- ter is canying.
Combat Movement is how many squares a character can move during a combat seg- ment. This is based on his readied armor, strength, and total encumbrance.
Character Status
OKAY status means that the character has positive hit points and can move and fight normally.
UNCONSCIOUS status means that the character has exactly 0 hit points, He cannot move or fight, but is in no danger of dying,
DEAD status means that the character has died. Non-elf characters have a chance of being resurrected with a raise dead or resur- rection spell. The character's chance of being resurrected is influenced by his con- stitution. See the “Constitution Chart” in the Adventurer’s Journal,
FLED status means that the character has fled from a battle. After the battle he rejoins the party.
DYING (combat only) status indicates the character has between -1 and -9 HP, and is bleeding to death. Use the BANDAGE com- mand to have another character stop the bleeding before the character dies,
‘STONE status means that the character has been tumed to stone. The character can be retumed to normal with a stone to flesh spell.
status means that the character has
been totally destroyed. Nothing can bring the character back to life.
From the View Menu, several options are available to inspect the active character. Not all of these commands are available at all times,
VIEW MENU ITEMS SPELLS TRADE DROP LAY CURE EXIT
ITEMS displays all the equipment the charac- ter is carrying and the Items Menu, Items preceded by a YES are ready for use. Not all commands in the Items Menu are always available.
Items Menu READY USE TRADE DROP HALVE JOIN EXIT
« READY changes the status of a weapon, armor, or other item, Only readied items can be used in combat. A character cannot ready more than two hand-held items at once. Arrows and crossbow bolts are assumed to be in a quiver and can be read- ied at all times. Some items take both hands when readied (bows, quarter staffs, etc.), some take only one (long swords, wands, etc.), and others take no hands (rings, armor, etc.), READY is sometimes abbreviated RDY.
+ USE activates an item. In combat the Aim Menu appears if the item can be targeted. See the “Combat"” section for details about the Aim Menu.
* TRADE from the Items Menu transfers an item from one character to another. High- light an item to trade, select TRADE, then select a character to receive the item. Remember: a conscious NPC will not give up items,
+ DROP permanently removes items from a character. Dropped items may not be recov- ered.
+ HALVE divides a bundle of like items into two bundles. For example, HALVE would tum one bundle of 42 Arrows into two bundles of 21 each. This is handy for dividing items to distribute among party members.
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+ JOIN combines all like items into one group. No more than 255 similar items can be joined. Some items, such as potions, cannot be joined.
‘SPELLS is a listing of the spells a character has memorized and can cast.
TRADE from the View Menu transfers coins, gems, and jewelry from one character to another. Select TRADE, choose what type of money and how much to trade, then select the receiving character.
DROP permanently removes money from a character. Dropped money cannot be recov- ered.
UY is a healing ability of paladins. Paladins may Jay on hands and heal two hit points per level of damage a day. Select the LAY command, then select the character to be healed. This command is only displayed when a paladin has not yet used it that day.
CURE is another healing ability of paladins — they may perform one cure disease per week for every 5 levels. For example, at Ist to 5th levels, a paladin may perform one, at 6th to 10th levels two, etc. This command is only displayed if the paladin has a cure available.
ADVENTURING
After setting up your party and reading the background information in the Adventurer's Joumal, it is time to head for adventure and glory. The party will engage in fierce battles, find treasures, and sometimes have to stop, recuperate, and memorize spells for future use during adventures.
Display Screens and Points
of View
Tue Dark Queen or Kryny uses four different points of view: 3-D, Area, Wildemess, and Combat.
3-D appears in areas such as towns or under- ground. This view appears in the topteft view window to show the surrounding area from the party's perspective, Rotate the party's facing and move using the directional con- trols that are described in your Data Card.
Area provides an overhead view of the party's surroundings, replacing the 3-D view. Choose the AREA command from the Adventure Menu. This view is not available in many regions,
A cursor in the area display shows the party's position and facing. Simply move the party with the direction controls around the area map.
Under the point of view window are dis- played the phases of the three moons of Krynn. Solinari is shown on the left, Lunitari is shown in the center, and Nuitari is shown on the right. For more information about the effects of the moons, see the heading “The Moons of Krynn” in the Adventurer’s Journal. To the right of the point of view window is a list of the party members, showing their armor classes and current hit points, Below this list is a compass, showing the direction which the party is facing, and a status win- dow, which displays the party's current loca- tion (if known), its current activity (search- ing, camping, etc.) and the current time.
Wildemess view displays a map in a large view window with a cursor indicating the party's current location. You get to this view when you leave a town or other developed area. Use the direction controls to move around on the map and go from location to location.
Combat view occurs automatically whenev- er the party engages in battle. The combat screen is a detailed view of the area the party was in when the encounter began.
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Adventuring Options The following menu controls basic adventur- ing, moving, encamping, and casting spells.
ADVENTURE MENU ‘AREA CAST VIEW ENCAMP SEARCH LOOK INV
The party can use the arrow keys or mouse to turn right or left, tum around or move forward. Normal movement in 3-D or Area mode takes one minute of game time per square. If the party has Search on, each move takes ten minutes. Refer to the Data Card for computer-specific movement information.
AREA toggles between the Area (overhead) and 53-D view. This command may not be available in some regions.
CAST displays the Cast Menu if the active character is a spellcaster. See the “Magic” section for more information. Remember: Some spells only work in combat, others only while encamped.
VIEW displays the Character Summary Screen and the View Menu.
ENCAMP displays the Encamp Menu. See the “Encamping’ section for a description of the available commands.
SEARCH toggles searching on and off. With Search Off, the party takes one minute per move, With Search On, the party takes 10 minutes per move because they are check- ing for secret doors, traps, etc. When a party has Search On, SEARCHING is displayed on the screen to the right of the point of view win- dow, Because the party is moving very slow- ly with Search On, the chance for random encounters is greatly increased,
LOOK is used to search an individual square. ALOOK command acts as if the party moved into the current square with SEARCH On.
INV displays a list of the special items and artifacts which have been acquired by the party,
Encamping
The Encamp Menu includes options such as saving the game, resting to heal and memo- tize spells, and changing items such as game speed or party order.
ENCAMP MENU VIEW MAGIC REST ALT FIX LOAD SAVE EXIT
VIEW displays the View Menu and the charac- ter screen of the active character.
MAGIC is a very important part of Tie Darn Queen or Kayyn and is described under its own heading on page 8.
REST allows characters to memorize spells and to heal naturally, When spells are being memorized, the initial rest time is estab- lished by the time necessary to memorize any spells selected with the MEMORIZE com- mand in the Magic Menu. For every 24 unin- terrupted hours of rest in camp, each wounded character regains one hit point. Rest may be interrupted by encounters. If possible, find safe places to take long rests, such as an inn or places that you are told are safe during the game.
Characters can automatically rememorize the spells they have used by simply select- ing REST — this saves having to make selec- tions from the Memorize Menu.
Rest MENU REST DAYS HOURS MINUTES ADD SUBTRACT EXIT
« REST begins the resting process. Unless interrupted, the party rests for the indicated time.
+ DAYS/HOURS/MINUTES selects the unit of time to be changed by the ADD and SUBTRACT com- mands.
+ ADD/SUBTRACT increases or decreases the time that the party attempts to rest. Decreasing the time may not allow spelicast- ers to memorize all of their spells.
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ALT displays the Alter Menu that is used to change the characters in the party and the parameters of the game.
ALTER MENU ORDER DROP SPEED ICON LEVEL EXIT
ORDER changes how the characters are listed on the screen and how they are deployed in combat. Characters at the top of the list tend to be at the front in combat.
+ DROP eliminates a character from the party and erases him from the saved game disk. A dropped character is gone forever and may not be recovered.
* SPEED controls the rate at which messages are printed on the screen. If the game is tunning too slowly, use the FASTER command to speed up the displays.
* ICON is used to change a character's com- bat icon.
+ LEVEL displays the Level Menu that permits you to adjust combat difficulty,
Level Menu NOVICE SQUIRE VETERAN ADEPT CHAMPION
The game is preset at the VETERAN level. This is the level at which we consider the game to be “balanced.” To make the combat encounters easier, choose either the NOVICE (easiest) or SQUIRE level. To make the com- bat more difficult, choose either the ADEPT or CHAMPION (hardest) level.
When you choose to make the game more difficult, you are rewarded by receiving more experience points from your combat encounters. When you choose to make the game easier, you are penalized by receiving fewer experience points from your combat encounters.
FIX is used to heal many wounded charac- ters with a single command. All characters with at least first level clerical spells memo- rize as many healing spells as they can, cast
them on the party, and then rememorize their previous spells automatically. FIX takes game time and may be interrupted by an encounter. If the party is severely damaged, you may need to select FIX more than once.
LOAD allows you to load a saved game to replace your current game without first exit- ing from The Dark Queen or Krynn. This may be desirable if your current game is in an untenable position, or if you have acciden- tally loaded the wrong game.
SAVE stores the characters and current game to the saved game disk or directory. Saved games may be loaded either from the Starting Menu when you start the game or from the Party Creation/Training Hall Menu, Save often — especially after surviving really tough encounters,
EXIT retums to the Adventuring Menu.
Magic
To get the Magic Menu options, the active character must be able to cast spells. Spellcasters can get a list of their memo- tized spells from the CAST command of the Magic Menu or from the SPELLS command of the View Menu, Magic-users can get a list of their spells on scrolls from the SCRIBE com- mand in the Magic Menu.
Spells are defined by who can cast them, when they can be cast, their range, dura- tion, area of effect, and, of course, their actual effect. The "Spell Parameters List” in the Adventurer’s Joumal summarizes all of the available spells. When using spells from the Encamp Menu or the Adventure Menu (such as find traps or haste), remember that one round equals one minute of game time (one normal move) and one turn equals ten minutes of game time (ten normal moves). Look in the Adventurer’s Journal for more information on spells and magic.
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MAGIC MENU. CAST MEMORIZE SCRIBE DISPLAY REST EXIT
CAST displays the Cast Menu and the charac- ter’s list of memorized spells. Select the spell to cast and then indicate the target of the spell. Once a spell is cast, it is gone from memory until it is memorized again. Some spells only have an effect when cast during combat and others may only be cast while encamped.
MEMORIZE displays the Memorize Menu, the character's spell book or clerical spell.list, and how many spells of each level the spell- caster may memorize. Once all characters have selected the spells they want to memo- rize, choose the REST command to actually memorize the spells.
Remember that spellcasters can have the same spell memorized multiple times, and they can automatically rememorize used spells simply by selecting the REST command.
Memorize MENU CHOOSE SPELL: MEMORIZE EXIT
MEMORIZE selects a spell to be memorized. A spell is not actually memorized until it has been chosen from the Memorize Menu and the character has rested long enough to imprint the spell on his or her mind. After selecting the spells to memorize, the com- puter verifies your choices.
‘SCRIBE displays the Scribe Menu and a list of all of the spells on magic-user scrolls, Before spells can be scribed, they must either be identified at a shop or the magic-user must cast read magic. To scribe, select any spells to be scribed into the character's spell book and select REST to actually scribe the spells. Scribing a spell takes the same amount of time as memorizing the same spell.
‘ScriBE MENU CHOOSE SPELL: SCRIBE EXIT
+ SCRIBE selects a spell to transfer from a magic-user scroll into a spell book.
DISPLAY lists the magic that currently affects the party. This includes spells like bless or invisibility, plus effects like diseases. This is an important command because diseased characters cannot regain hit points until they have a cure disease spell cast on them.
REST is identical to the Encamp Menu com- mand. Remember: A character's spells are not memorized until he has rested the nec- essary time.
CIVILIZATION
Towns provide many valuable services and supplies for the adventurer. In these places you find inns, shops, training halls, temples, and tavems. Go to town not only to adven- ture, but also to purchase new equipment and magic items, and to rest and regain spells and hit points.
Inns are safe resting places where party members can recuperate and regain spells and hit points,
Shops are places to buy and sell equipment using the Shop Menu.
SHOP MENU BUY VIEW TAKE POOL SHARE APPRAISE EXIT
BUY displays the items available in the shop. Highlight the items that the active character will buy and select BUY.
VIEW displays the character screen with the SELL and |D commands available in the Items Menu.
* SELL causes the shopkeeper to make an offer on the highlighted item. Sold items may not be recovered.
* Dis used to identify an item. The shop charges 20 steel pieces for the service.
Beg er iy
TAKE is used to pick up coins from the party's money pool. Select TAKE and choose the type and amount of coins, gems, or jew- elry to take,
POOL places all of the party members’ coins, gems, and jewelry into a pool which any member may use to make purchases. Use the TAKE or SHARE commands to pick up coins, gems, and jewelry from the money pool.
‘SHARE picks up all the coins, gems, and jew- elry from the pool and distributes even shares among the party.
APPRAISE determines the monetary value of any gems or jewelry the character has, Select Appraise, then choose a gem or item of jewelry, and an appraisal and purchase offer is made, Accept the offer and the item is sold, Reject the offer and the gem or piece of jewelry becomes an item on the character's item list. Gems and jewelry can- not be used directly for purchases, they must be appraised and sold first.
Temples offer healing spells and perform other clerical services. Temple services are free.
TEMPLE MENU HEAL VIEW REPAIR EXIT
HEAL displays a list of the temple's healing Spells. Select HEAL, choose the character on whom to cast the spell, and then the spell to be cast.
VIEW is identical to the Adventure Menu command.
REPAIR has the clerics cast all of the healing and restorative spells needed to retum your party to full strength and health.
EXIT retums you to the street outside the temple,
Tavems are rowdy places full of gossip, sto- ties, and information. Buy a round of drinks and listen to the stories.
Banks are used to store items and money for you. The following menu appears when you select this command.
BANK MENU VIEW TAKE POOL MONEY ITEMS EXIT
VIEW is identical to the Adventure Menu command except that in the Items Menu, DROP is replaced by DEPOSIT, which places items in storage. To store, select ITEMS, high- light an item, then select DEPOSIT.
TAKE allows you to retrieve items and money from storage. Select TAKE, then select what to retrieve,
POOL places all of the party members’ coins, gems, and jewelry into storage.
MONEY is used to deposit money in storage.
ITEMS takes you directly to the Items Menu of the active character where you can store items,
EXIT returns you to the street outside of the bank,
ENCOUNTERS
When a party comes across monsters or NPCs, an encounter occurs. If the party attacks immediately, it may receive a bonus to combat initiative. If the monsters surprise the party, the monsters can attack immedi- ately and get a bonus to their combat initia- tive. If the monsters do not attack immedi- ately, the party can react by choosing from an Encounter Menu. Encounter menus vary, listing options for each situation.
SAMPLE ENCOUNTER MENU.
COMBAT WAIT FLEE ADVANCE
In this sample menu you have opportunities to fight immediately, wait and see, run away, or move forward,
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Combat
In combat the computer chooses the active character, Characters with higher dexterity tend to go before characters with lower dex- terity. A character may hold his action until later with the DELAY command. There is a more detailed description of combat in the Adventurer’s Journal,
The active character is centered on the screen at the start of his combat segment. The active character's name, hit points, AC, and current weapon are displayed. The Combat Menu lists the character's options.
COMBAT MENU
AIM USE CAST TURN GUARD QUICK DELAY BANDAGE YELL VIEW SPEED END
The arrow keys or mouse may be used to move a character to adjacent squares. While moving, the number of squares of available movement remaining is displayed, as are the options UNDO and DONE. UNDO retums the character to his original square, but leaves intact any damage suffered by the character during the cancelled move. DONE concludes the character's movement and allows the selection of another option; the character may subsequently continue moving with any remaining movement allowance if no other option is selected.
AIM allows weapons or spells to be targeted. When aiming a ranged weapon, the range to the target is displayed above the menu bar. If a character moves adjacent to an enemy, and has no more movement remaining, the AIM command can be used to attack with a melee weapon (sword, mace, etc.). The AIM command can also be used to survey the condition of your party and enemies. As you move the aim cursor over a character or monster, information about him is displayed on the right of your screen — use this to sur- vey the battlefield.
Aim MENU NEXT PREV MANUAL TARGET CENTER EXIT
+ NEXT is used to look at all possible targets, starting with the closest target and then going to the next farthest and so on. NEXT and PREV only indicate targets in the charac- ter’s line of sight.
* PREV (Previous) is the opposite of the NEXT command. Use this command to look at the possible targets starting with the farthest tar- get and working back toward the character, This command is most often used to select a target for a missile or magical attack.
MANUAL permits the player to aim anywhere on the map. However, only targets in the char- acter’s line of sight can actually be fired at.
« TARGET is used to fire a missile or spell at the enemy where the cursor is currently located. This command can also be used to attack an adjacent enemy with a melee weapon (sword, mace, etc.). If this command is not displayed, the target is out of range, not in line of sight, or invisible,
CENTER centers the screen around the cur- sor. This is helpful when targeting manually.
+ EXIT returns to the Combat Menu.
USE allows a character to activate an item without having to go through the View Menu. Items such as scrolls and wands are then targeted with the Aim Menu,
CAST is only available to spelicasters when they have spells available. The spellcaster selects from the list of available spells and then targets with AIM. If the character has been hit recently, his concentration may be broken and the CAST command does not appear.
TURN is a clerical power that attempts to destroy undead monsters or drive them away from the party. This affects only weak undead monsters,
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sets a character to stand and attack the first enemy that moves adjacent. GUARD is only an option if a character is armed with a melee weapon.
QUICK tums control of the character over to the computer. Under computer control, a fighting character with a readied missile weapon tends to hang back and attack from a distance. If a character has no readied missile weapon, he readies a melee weapon and charges. Single class magic-users fire missile weapons and cast spells if magic is tumed on (see your Data Card for details). They never rush into close combat, even if all of their missile attacks are expended,
Consult your Data Card for instructions on regaining manual control and toggling magic on and off for your computer.
DELAY causes the character to hold his tum until after the other characters and mon- sters have acted.
BANDAGE gives first aid to a party member who is bleeding to death. BANDAGE stops the bleeding and keeps the character from los- ing more hit points.
YELL (kender only) orders an active kender character to taunt opponents, If the taunt is successful all opponents become enraged, suffer a combat penalty, and direct as many attacks as possible at the yelling character.
VIEW displays the character screen and View Menu. The USE command appears on the Items Menu to permit items such as wands to be used in combat.
SPEED changes the game speed and is described under the ALT command in the Encamp Menu.
END quits a character's turn.
After Combat
When combat is over, you see how many experience points each character receives and then the Treasure Menu is displayed. Most of the Treasure Menu commands work like the commands in the Shop Menu.
TREASURE MENU VIEW TAKE POOL SHARE DETECT EXIT
VIEW displays the character screen and View Menu,
TAKE permits the active character to pick up treasure from defeated monsters, This only appears if the monsters had a treasure or the party has pooled its funds, A character canying a large number of coins and heavy equipment may be slowed in combat.
TAKE MENU ITEMS MONEY EXIT
+ TEMS lists the equipment in the treasure, Frequently, the weapons and armor used by monsters are not listed because they are poor quality and not worth taking,
+ MONEY displays the number and type of coins, gems, and jewelry in the treasure, Indicate the type then number of items the active character takes.
POOL places all of the party members’ coins into the treasure. Use the TAKE or SHARE com- mands to pick up coins from the treasure.
SHARE picks up the money treasure, divides it into shares, and distributes it among the Party.
DETECT has the active character cast a detect magic spell. Magic items in the treasure or party will be marked with an ‘*’, This com- mand only appears if the active character has a detect magic spell availasble.
EXIT leaves the scene of the battle. If any treasure remains, the option to return to the Treasure Menu is displayed.