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Treasures of the Savage Frontier other

Treasures of the Savage Frontier Rule Book

A SAVAGE FRONTIER
Fantasy Role-Playing Epic, Vol.  II

LIMITED WARRANTY
SSI Makes no warranties, either express or implied, with respect to the
software program recorded on the diskette or the game described in this rule
book and adventurer's journal, their quality, performance, merchantability or
fitness for any particular 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 to
you.)

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 translated or reduced to any
electrical medium or machine readable form, in whole or in part, without prior
written 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, FORGOTTEN REALMS and the TRS logo are
trademarks owned by and used under license from TSR, Inc., Lake Geneva, WI,
USA.

@1992 Strategic Simulations, Inc.  All rights reserved. @1992 TRS, Inc.  All
rights reserved.

WHAT TO DO IF YOU HAVE A DEFECTIVE DISK

Each of our games undergoes extensive play testing 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 the 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 replacement disk will be
provided upon our receipt of the defective disk.

Should you uncover an error in the program, return both your game disk and any
"save game" disks to our Customer Support Department.  Please enclose a
description of what was taking place in the game when the 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.


TABLE OF CONTENTS

INTRODUCTION                                                     1
    Your Game Box Should Contain                                 1
    Transferring Characters from Secret of the Silver Blades     1
    Before You Play                                              1
    Getting Started Quickly                                      1
    Using Menus                                                  1
BEGINNING TO PLAY                                                2
    Starting Options                                             2
    Modifying Characters and Parties                             2
    Party Creation/Training Hall Menu                            3
    Non-Player Characters (NPCs)                                 4
    Viewing Characters                                           4
    Character Status                                             5
    View Menu                                                    5
    Items Menu                                                   5
ADVENTURING                                                      6
    Display Screens and Points of View                           6
    Adventuring Options                                          6
    Adventure Menu                                               6
    Encamping                                                    7
    Encamp Menu                                                  7
    Rest Menu                                                    7
    Alter Menu                                                   7
    Level Menu                                                   8
    Magic                                                        8
    Magic Menu                                                   8
    Memorize Menu                                                9
    Scribe Menu                                                  9
CIVILIZATION                                                     9
    Shop Menu                                                    9
    Temple Menu                                                  10
ENCOUNTERS                                                       10
    Sample Encounter Menu                                        10
    Combat                                                       10
    Combat Menu                                                  10
    Aim Menu                                                     11
    After Combat                                                 12
    Treasure Menu                                                12
    Take Menu                                                    12


INTRODUCTION

Welcome to the official ADVANCED DUNGEONS & DRAGONS@ computer product,
TREASURES OF THE SAVAGE FRONTIER, a FORGOTTEN REALMS 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.

As the game opens, your party of adventurers has just won a great victory over
evil Zhentarium forces at the ancient city of Ascore - a victory chronicled in
the AD&D computer product, GATEWAY TO THE SAVAGE FRONTIER.

But there is still trouble in the land.  Far to the southeast, the dwarves of
Llorkh are fighting for their lives as they launch a rebellion against their
Zhentarim masters.  The black-cloaked forces of evil are counterattacking
fiercely as they strive to hold the last Zhentarim base in the Savage Frontier.

Your Game Box Should Contain

Disks                   Rule Book
Adventurer's Journal    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 system, you find more helpful information about how things work
in the Adventurer's Journal.

The Adventurer's Journal contains a variety of information including details
about character classes, magic, combat, and an introduction 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
yourself 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.

Transferring Characters from GATEWAY TO THE SAVAGE FRONTIER

TREASURES OF THE SAVAGE FRONTIER accepts characters who have adventured in
GATEWAY TO THE SAVAGE FRONTIER.  There are two ways to get characters from
GATEWAY into TREASURES.  The first and preferred way is to load a saved game,
then select GATEWAY on the LOAD FROM command.  The second way is to remove
GATEWAY characters from their party, and add them to a new party by selecting
GATEWAY from the ADD CHARACTER command.

Before You Play

There is no copy protection on your TREASURES OF THE SAVAGE FRONTIER disks, so
please make backup copies and put the originals away for safekeeping.  When you
start the game, answer a verification questions from this Rule Book or the
Adventurer's Journal before you play.  Turn to the page indicated in either
this Rule Book or the Adventurer's Journal, find the indicated work, type it
in, and press Return or Enter.

Getting Started Quickly

TREASURES OF THE SAVAGE FRONTIER comes with a ready-made party that allows you
to begin adventuring 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 during 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

-- Page 1 --

more choices that fit on the screen at one time, use the NEXT and
PREV commands to view the additional selections.

Example: When purchasing items, they are highlighted on a vertical list then
purchased with the BUY command.

Horizontal menus list available actions.  In the Rule Book, menus are shown
with all of their options, although in some cases commands are not available
every time a menu appears.

Example:
TREASURE MENU
VIEW TAKE POOL SHARE DETECT EXIT
The command TAKE and SHARE only appear if there is a treasure to take.  The
command DETECT only appears if there is a treasure and the active character has
a detect magic spell available.

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 central to the game.  Outside of combat
the active character's name is highlighted on the vertical menu.  During combat
the active character begins this combat segment surrounded by a cursor.

If a command affects the whole party, just select the command.  If the command
affects a single character, make the character active and then choose the
command.

Example: To look at a character's items: highlight the character, then select
the VIEW then ITEMS command.  However, to have the entire party camp, simply
select the ENCAMP 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:
CREATE NEW CHARACTER is used to build a character.  Detailed information about
characters, races, classes, and so on is available in the Adventurer's Journal.
This command displays the following menus to define the character.

-PICK RACE lists the six races a player-character can be in this game.
-PICK GENDER lists the sex the character can be.  Gender affects the
character's maximum strength.
-PICK CLASS lists the class or classes the character is qualified for based on
race.
-PICK ALIGNMENT lists all the possible alignments for the character based on
character class.

After you select alignment, the computer randomly generated the character's
ability scores.  You can "reroll" the scores if you are not happy with them.
Remember that you can use the MODIFY CHARACTER command on h Party
Creation/Training Hall Menu to change the character's ability scores and hit
points after the character has been generated.

-NAME CHARACTER provides a 15-letter space to type in the character's name.
This name is automatically saved to disk.

-SELECT COMBAT ICON allows you to design the shape that represents the
character in combat.  Customize this icon to represent the character's
favorite weapon, armor, and colors.  Different computers and
graphic adapters have different capabili

-- Page 2 --

ties; experiment to create the best icon for each character.  The combat icon
may be altered during the game to reflect new armor or weapons using the ALTER
command form the Encamp Menu. (On some computer systems the character is saved
after the combat icon is finished.)

-CHOOSE SPELL appears after you save the character and if you are a magic-user
or multi-class magic-user.  This option allows you to pick what spells the
character has in his spell book. (All magic-users start with read magic.)
-EXIT returns to the Party.
Creation/Training Hall Menu.

ADD CHARACTER TO PARTY 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 (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 a WHERE FROM option that allows you to add
characters from either TREASURES OF THE SAVAGE FRONTIER or GATEWAY TO THE
SAVAGE FRONTIER.

LOAD SAVED GAME permits you to resume a game that has been previously saved.
The saved game provided with TREASURES OF THE SAVAGE FRONTIER can also be
loaded.  There is a WHERE FROM option that allows you to load saves from either
TREASURES OF THE SAVAGE FRONTIER or GATEWAY TO THE SAVAGE FRONTIER.

INITIALIZE MOUSE/JOYSTICK sets up the joystick or mouse.  This command is only
available on some computer systems.

EXIT TO DOS 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, modifying, and training the party.
Not all of the options are available at all times.

Party Creation/Training Hall Menu
DROP CHARACTER eliminates a character from the party and erases him from the
saved disk.  A dropped character may not be recovered.

MODIFY CHARACTER changes the character's ability scores, hit points, and spell
books.  Use MODIFY CHARACTER to change a character generated in TREASURES OF
THE SAVAGE FRONTIER 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 can advance one level.  If a character
has gained enough experience to advance more than one level, he advance only
one level and then loses 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.  Training costs 200 pp. per
level advanced.

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 Journal for level limits.

HUMAN CHANGE CLASS (from Training Hall only) allows human characters to become
a dual class.  Dual class characters lose the advantages of their first class
until they exceed that level in the new class.  See the section on "Character
Classes" in the Adventurer's Journal for more information.

-- Page 3 --

VIEW CHARACTER displays a character's ability scores, readied weapon and armor,
and more.  See the "Viewing Characters" section for more information.

REMOVE CHARACTER FROM PARTY transfers a character from the party to the saved
game disk.

SAVE CURRENT GAME stores the current game to the saved game disk or directory.

BEGIN ADVENTURING starts the game.

During the game the party encounters non-player characters (NPCs).  There are
three kinds of NPCs: those who give information, and those who only
NPCs that join the party are treated like player characters with a few
differences.  The computer command 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 (below) is displayed anytime you select the VIEW
command.  It displays important information about a character, such as ability
scores, current 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 an jewelry varies, and can only be determined by having
the items appraised in a shop.

Encumbrance is the total weight (in gold pieces) the character is carrying.

<>

-- Page 4 --

Combat Movement is how many squares a character can move during a combat
segment.  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 resurrection spell.  The
character's chance of being resurrected is influenced by his constitution.  See
the "Constitution Table" in the Adventurer's Journal.

FLED status means that the character has fled from a battle.  After the battle
he rejoins the party.

STONE status means that the character has been turned to stone.  Return the
character to normal with stone to flesh spell.

GONE 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 these commands are available at all times.

VIEW MENU

ITEMS SPELLS TRADE DROP LAY CURE EXIT

ITEMS displays all the equipment the character 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
readied at all times.  Some items take both hands when readied (bows, quarter
staffs, etc.), some take only on (long swords, wands, etc.), and others take no
hands (rings, armor, etc.).

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 on character to another.
Highlight an item to trade, select TRADE, then select a character to receive
the item.  Remember: a conscious NPC does not give up items.

DROP permanently removes items from a character.  Dropped items may not be
recovered.

HALVE divides a bundle of like items into two bundles.  For example, HALVE
would turn one bundle of 42 Arrows into tow bundles of 21 each.  This is handy
for dividing items to distribute among party members.

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.

-- Page 5 --

DROP permanently removes money from a character.  Dropped money cannot be
recovered.

LAY ON HANDS is a healing ability of paladins.  Paladins may lay 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 1st 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 Journal, it is time to head for adventure and glory.  The party
engages in fierce battles, finds treasures, and sometimes has to stop,
recuperate, and memorize spells for future use during adventures.

Display Screens and Points of View

TREASURES OF THE SAVAGE FRONTIER uses four different points of view: 3-D, Area,
Wilderness, and Combat.

3-D appears in areas such as town or underground.  This view appears in the
top-left view window to show the surrounding area from the party's perspective.
Rotate the party's facing and move using the directional controls 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 all 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.

To the right of the point of view window, in either 3-D or Area, are the map
coordinates, current time, facing direction (N, S, W, E), and what the party is
doing (searching, camping, etc.).

Wilderness view display a map in the top-left view window with an arrow
indicating the party's current location.  You get to this view when you leave a
town or other developed are.  Use the direction controls to move around on the
map and go from location to location.

Combat view occurs automatically whenever the party engages in battle.  The
combat screen is a detailed view of the area the party was in when the
encounter began.

Adventuring Options
The following menu controls basic adventuring, moving, encamping, and casting
spells:

ADVENTURE MENU

MOVE AREA CAST VIEW ENCAMP SEARCH LOOK

MOVE is used to change the party's facing or to move forward.  The party can
turn right or left, turn 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.  Select EXIT to return to the Adventure Menu.

AREA toggles between the Area (overhead) and 3-D view.  This command may not be
available in some regions.

-- Page 6 --

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 Encamp 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 checking for secret doors, traps, etc.  When a party has Search On,
SEARCH is displayed on the screen to the right of ht point of view window.
Because the party is moving very slowing with Search On, the chance for random
encounters is greatly increased.

LOOK is used to search an individual square.  A LOOK command acts as if the
party moved into the current square with Search On.

Encamping
The Encamp Menu includes options such as saving the game, resting to heal and
memorize spells, and changing items such as game speed or party order.

ENCAMP MENU

SAVE VIEW MAGIC REST ALTER FIX EXIT

SAVE stores the characters and current game to the save 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 before
and after really tough encounters.

VIEW displays the View Menu and the characters screen of the active character.

MAGIC is a very important part of TREASURES OF THE SAVAGE FRONTIER 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 established by the time necessary
to memorize any spells selected with the MEMORIZE command in the Magic Menu.
For every 24 uninterrupted 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
selecting REST; this saves having to make selections form 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 commands.

ADD/SUBTRACT increases or decreases the time that the party attempts to rest.
Decreasing the time may not allow spellcasters to memorize all their spells.

ALTER 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 an how they are
deployed in combat.  Characters at the top of the list tend to be at the front
in combat.

-- Page 7 --

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 running too slowly, use the FASTER command to speed up the displays.

ICON is used to change a character's combat 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 combat move
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 characters with a single command.  All
characters with at least first level clerical spells memorize 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 damage, you may need to select FIX more
than once.

EXIT returns 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 memorized 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 form the SCRIBE command
in the Magic Menu.

Spells are defined by who can cast them (cleric or magic-user), when they can
be cast, and their actual effect.  The Spell Parameters List in the
Adventurer's Journal 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.

MAGIC MENU

CAST MEMORIZE SCRIBE DISPLAY REST EXIT

CAST displays the Cast Menu an the character's list of memorized spells.
Select the spell to cast and then indicate the target of the spell.  Once the
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 spellcaster may memorize.
Once all characters have selected the spells they want to memorize, choose the
REST command to actually memorize the spells.

-- Page 8 --

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

MEMORIZE NEXT PREV 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 computer verifies your choices.

NEXT/PREV cycles through the available spells if they do not fit on one screen.

SCRIBE displays the Scribe Menu and a list of all the spells on magic-user
scrolls.  Before spells can be scribed, they must either be identified at a
shop or the magic-user 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

SCRIBE NEXT PREV EXIT

SCRIBE selects a spell to transfer from a magic-user scroll into a spell book.

NEXT/PREV cycles through the available spells if they do not fit on one screen.

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 command.  Remember: A character's spells
are not memorized until he has rested the necessary time.

CIVILIZATION

Towns provide many valuable services and supplies for the adventurer.  In these
places you find inns, shops, training halls, temples, and tavern.  Go to town
not only to adventure, but also to purchase new equipment and magic items, 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 ITEM VIEW TAKE POOL SHARE APPRAISE EXIT

BUY displays the items available in the shop.  Highlight the items that the
active character wants to purchase and select BUY.

ITEM is a shortcut that is identical to selecting VIEW and then ITEM.

VIEW displays the character screen with the SELL and ID commands available in
the Items Menu.

SELL causes the shopkeeper to make an offer on the highlighted item.  Sold
items may not be recovered.

ID is used to identify an item.  The shop charges 40 platinum pieces for the
service.

TAKE is use to pick up coins from the party's money pool.  Select TAKE and
choose the type and amount of coins, gems, or jewelry to take.

POOL places all of the party members' coins, gems, and jewelry into a pool
which any member may use to make pur-

-- Page 9 --

chases.  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 jewelry 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, 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 an jewelry cannot be used directly for purchases, they must be
appraised and sold first.

Temples offer healing spells and perform other clerical services.

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 temple clerics cast all of the healing and restorative spells
needed to return your party to full strength and health.

EXIT returns you to the street outside the temple.

Taverns are rowdy places full of gossip, stories, and information.  Buy a round
of drinks and listen to the stories.

ENCOUNTERS

When a party comes across monsters or, 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 immediately and get a
bonus to their combat initiative.  If the monsters do not attack immediately,
the party can react by choosing from an Encounter Menu.  Encounter menus vary,
listing options for each situations.

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.

Combat

In combat the computer chooses the active character.  Characters with higher
dexterity tend to go before characters with lower dexterity.  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

MOVE AIM USE CAST TURN GUARD QUICK
DELAY BANDAGE VIEW SPEED END

MOVE allows a character to move.  You can attack by moving the character into
an enemy's square.  If the character moves away from an adjacent enemy, the
enemy attacks from behind.

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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 survey 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 character'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 target and working back
toward the character.  This command is most often used to select a target for a
missile or magic attack.

MANUAL permits the player to aim anywhere on the map.  However, only targets in
h character'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 cursor.  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 spellcasters when they have spells available.  The
spellcaster selects from the list of available spells and then targets with the
Aim Menu.  If the character has been hit recently, his concentration may be
broken and the CAST command does not appear.

TURN is clerical power that attempts to destroy undead monsters or drive them
away from the party.  This does not affect the more powerful undead types and
has no effect on any other kind of monsters.

GUARD 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 turns control of the character over to the computer.  Under computer
control, a fighting character with a readied missile weapon tends to hand 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 turned 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 system.

DELAY causes the character to hold his turn until after the other characters
and monsters have acted.

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BANDAGE gives first aid to a party member who is bleeding to death.  BANDAGE
stops the bleeding and keeps the character from losing more hit points.

VIEW displays the character screen and View Menu.  The USE command appears on
the Items Menu to permit items such as a wands to be used in combat.

SPEED changes the game speed and is described under the ALTER 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 carrying a large number of coins and heavy equipment may be
slowed in combat.

TAKE MENU

ITEMS MONEY EXIT

ITEMS 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 commands 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 are marked with an '*'.  This command only appears if the
active character has a detect magic spell available.

EXIT leaves the scene of the battle.  If any treasure remains, the option to
return to the Treasure Menu is displayed.

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