advanced dungeons dragons€¦ · dungeons dragons tmsmsh owfsauaufhomrmi rule book a savage...

8
t forlong .As soon Nasyoucomeinto possessionofthislittle tome yourpartyof heroeswillbecome heroicallypowerful! Fulfillyourdestinywiththis TEASUREsofTHESAVAGE FhoNnEK CLUE Boom It'san indispensableplayer's guidethatprovides : ®gyp .Detailedmaps forthe entiregame,including locationsofallmajor eventsintheadventure . ®2+ Lists ofallmajor magicaltreasuresand theirlocations . {®Descriptions of encountersandtrea- sures - youwon'tmiss anypartoftheadven- tureorloot! To ORDER: VISA/MC-call1-800-245-4525(inUSA&Canada) . Bymail - sendcheckormoneyorderfor$12 .95plus$3 .50shipping& handlingto:ElectronicArts,P .O .Box7530,SanMateo,CA94403 . Californiaresidentspleaseadd applicablesalestax. STRATEGICSIMULATIONS,INC : ADVANCEDDUNGEONS& DRAGONSandtheT5Rlogoare trademarkspanedbyandused - .underlicensehomTSR,Inc . ~- . . x:1992TSR,Inc. 1992StrategicSlmulalions,In : . Allrightsreserved . Advanced Dungeonsdragons TmsmsH O W F SAUAu Fhomrmi RULEBOOK ASAVAGEFRONTIER FantasyRole-PlayingEpic,Vol .Q 16

Upload: others

Post on 29-Apr-2021

55 views

Category:

Documents


5 download

TRANSCRIPT

Page 1: Advanced Dungeons dragons€¦ · Dungeons dragons TmsmsH OWFSAUAuFhomrmi RULE BOOK A SAVAGE FRONTIER Fantasy Role-Playing Epic, Vol. Q 16. LIMITED WARRANT Strategic Simulations,

t for long. As soonNas you come intopossession of this littletome your party of

heroes will becomeheroically powerful!

Fulfill your destiny with thisTEASUREs of THE SAVAGE

FhoNnEK CLUE Boom It's anindispensable player'sguide that provides :®gyp. Detailed maps for theentire game, includinglocations of all majorevents in the adventure .

®2+ Lists of all majormagical treasures andtheir locations .

{® Descriptions ofencounters and trea-sures - you won't missany part of the adven-ture or loot!

To ORDER: VISA/MC - call 1-800-245-4525 (in USA & Canada) .By mail - send check or money order for $12 .95 plus $3 .50 shipping &handling to: Electronic Arts, P .O . Box 7530, San Mateo, CA 94403 .California residents please addapplicable sales tax.

STRATEGIC SIMULATIONS, INC :

ADVANCED DUNGEONS &DRAGONS and the T5R logo aretrademarks paned by and used

- . under license hom TSR, Inc . ~- . . x:1992 TSR, Inc.

1992 Strategic Slmulalions, In : .All rights reserved .

AdvancedDungeons dragons

TmsmsHOWFSAUAu FhomrmiRULE BOOK

A SAVAGE FRONTIERFantasy Role-Playing Epic, Vol. Q

16

Page 2: Advanced Dungeons dragons€¦ · Dungeons dragons TmsmsH OWFSAUAuFhomrmi RULE BOOK A SAVAGE FRONTIER Fantasy Role-Playing Epic, Vol. Q 16. LIMITED WARRANT Strategic Simulations,

LIMITED WARRANTYStrategic Simulations, Inc . ("SSI") warrants that the diskette(s) on which the enclosed program is recordedwill be free from defects in materials and workmanship for a period of 30 days from the date of purchase . Ifwithin 30 days of purchase the diskette(s) prove defective in any way, you may return the diskette(s) toStrategic Simulations, Inc., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086-2901 and SSI will replacethe 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 SSI 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 QUALITYAND PERFORMANCE IS WITH THE BUYER . I N NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT,INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM ORGAME EVEN IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DONOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTALOR 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 arereserved . This Rule Book and Adventurer's Journal may not be copied, photographed, reproduced, or trans-lated or reduced to any electrical medium or machine readable form, in whole or in part, without prior writ-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, FORGOTTEN REALMS and the TSR logo are trademarksowned 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 touncover 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, thereare occasionally problems with the disk itself . We experience the industry standard of approximately a 3 to5% failure rate of duplicated disks . Before assuming that a disk is defective, make sure to check your diskdrive . Up to 95% of the disks returned to us as defective will run fine on our computer systems . Often theproblem 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 ourCustomer Support Department, along with a note describing the problem you have encountered . A replace-ment disk will be provided upon our receipt of the defective disk .

Should you uncover an error in the program, return both your game disk and any "save game" disks to ourCustomer Support Department. Please enclose a description of what was taking place in the game when theerror 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 1Your Game Box Should Contain 1Transferring Characters from Secret of the Silver Blades 1Before You Play 1Getting Started Quickly 1Using Menus 1

13EGINNING TO PLAY 2Starting Options 2Modifying Characters and Parties 3Party Creation/Training Hall Menu 3Non-Player Characters (NPCs) 4Viewing Characters 4Character Status 5View Menu 5Items Menu 5

ADVENTURING 6Display Screens and Points of View 6Adventuring Options 6Adventure Menu 6Encamping 7Encamp Menu 7Rest Menu :7Alter Menu 7Level Menu 8Magic 8Magic Menu 8Memorize Menu 9Scribe Menu 9

CIVILIZATION 9Shop Menu 9Temple Menu 10

ENCOUNTERS 10Sample Encounter Menu 10Combat 10Combat Menu 10Aim Menu 11After Combat 12Treasure Menu 12Take Menu 12

QUESTIONS OR PROBLEMS?Our main business number is (408) 737-6800. If you encounter disk or system related problems you can call ourTechnical Support Staff at (408) 737-6850 between 11 a .m . and 5 p.m ., Pacific Time, Monday through Friday,holidays excluded . NO GAME PLAYING HINTS WILL BE GIVEN THROUGH THIS NUMBER .If you need hints, call our Hint Line at 1-900-737-HINT . Recorded hints are available 24 hours a day, 7 daysa week . If you don't hear the information you need, please write to us at Hints, Strategic Simulations, Inc .,675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086 (include a stamped self-addressed envelope for reply) .

Page 3: Advanced Dungeons dragons€¦ · Dungeons dragons TmsmsH OWFSAUAuFhomrmi RULE BOOK A SAVAGE FRONTIER Fantasy Role-Playing Epic, Vol. Q 16. LIMITED WARRANT Strategic Simulations,

ljJINTRODUCTIONWelcome to the official ADVANCEDDUNGEONS & DRAGONS" computer prod-uct, TREASURES OF THE SAVAGE FRONTIER, aFORGOTTEN REALMS'" fantasy role-playingepic. This game is based on the rules andbackground created by TSR, Inc . and astory line created especially for this game .

As the game opens, your party of adven-turers has just won a great victory overevil Zhentarium forces at the ancient cityof Ascore - a victory chronicled in theAD&D" computer product, GATEWAY To THE

SAVAGE FRONTIER.

But there is still trouble in the land . Far tothe southeast, the dwarves of Llorkh arefighting for their lives as they launch arebellion against their Zhentarim masters .The black-cloaked forces of evil are coun-terattacking fiercely as they strive to holdthe last Zhentarim base in the SavageFrontier .

Your Game Box Should Contain

®

Disks ® Rule Book®

Adventurer's Journal ® Data Card

This Rule Book is designed to explain allyour options and guide you through play-ing the game. If you are not familiar withthe ADVANCED DUNGEONS & DRAGONS•game system, you find more helpful infor-mation about how things work in theAdventurer's Journal .

The Adventurer's Journal contains a vari-ety of information including details aboutcharacter classes, magic, combat, and anintroduction to the adventure story. TheJournal also includes the maps, informa-tion, rumors, and stories that you need toplay the game. As you play the game, youdiscover for yourself which of the talesyou hear are fact and which are fiction .

neThe Data Card explains how to start thegame and how to select items and menucommands with your specific computer .

Transferring Characters fromGATEWAY To THE SAVAGE FRONTIER

TREASURES OF THE SAVAGE FRONTIER acceptscharacters who have adventured inGATEWAY TO THE SAVAGE FRONTIER. There aretwo ways to get characters from GATEWAY

into TREASURES. The first and preferred wayis to load a saved game, then select GATE-WAY on the LOAD FROM command. Thesecond way is to remove GATEWAY charac-ters from their party, and add them to anew party by selecting GATEWAY from theADD CHARACTER command .

Before You PlayThere is no copy protection on yourTREASURES of THE SAVAGE FRONTIER disks, soplease make backup copies and put theoriginals away for safekeeping . When youstart the game, answer a verification ques-tions from this Rule Book or theAdventurer's Journal before you play .Turn to the page indicated in either thisRule Book or the Adventurer's Journal,find the indicated word, type it in, andpress Return or Enter .

Getting Started QuicklyTREASURES OF THE SAVAGE FRONTIER comeswith a ready-made party that allows you tobegin adventuring immediately . Use theinstructions on the Data Card to load thesaved game that has been provided andbegin playing. Use this Rule Book toanswer any questions during play .

Using MenusAll commands are menu based, andmenus are displayed either vertically orhorizontally .

Vertical menus indicate a character, item,or spell to be acted upon . If there are

1

more choices than fit on the screen atone time, use the NEXT and PREV com-mands to view the additional selections .

Example: When purchasing items,they are highlighted on a verticallist then purchased with the BUYcommand .

Horizontal menus list available actions . Inthis Rule Book, menus are shown with allof their options, although in some casescommands are not available every time amenu appears .

Example:

TREASURE MENU

VIEW TAKE POOL SHARE DETECT EXIT

The commands TAKE and SHARE onlyappear if there is treasure to take .The command DETECT only appearsif there is treasure and the activecharacter has a detect magic spellavailable .

The Rule Book only shows the generalmenus. Special menus appear at varioustimes to give you all available options .

The concept of the active character iscentral to the game . Outside of combatthe active character's name is highlightedon the vertical menu. During combat theactive character begins his combat seg-ment surrounded by a cursor .

If a command affects the whole party, justselect the command . If the commandaffects a single character, make that charac-ter active and then choose the command .

Example: To look at a character'sitems: highlight the character, thenselect the VIEW then ITEMS com-mands. However, to have the entireparty camp, simply select the ENCAMPcommand .

BEGINNING TO PLAY

To begin playing the game, you must loada saved game or generate characters andband them together into a party .

Starting OptionsThis first menu gives you the initialoptions:

CREATE NEW CHARACTER is used to build acharacter. Detailed information aboutcharacters, races, classes, and so on isavailable in the Adventurer's Journal . Thiscommand displays the following menus todefine the character .

®

PICK RACE lists the six races a player-char-acter can be in this game .

® PICK GENDER lists the sex the charactercan be. Gender affects the character'smaximum strength .

®

PICK CLASS lists the class or classes thecharacter is qualified for based on race .

® PICK ALIGNMENT lists all the possible align-ments for the character based on charac-ter class.

After you select alignment, the computerrandomly generates the character's abilityscores . You can "reroll" the scores if youare not happy with them . Remember thatyou can use the MODIFY CHARACTER com-mand on the Party Creation/Training HallMenu to change the character's abilityscores and hit points after the characterhas been generated .

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

®

SELECT COMBAT ICON allows you to designthe shape that represents the character incombat. Customize this icon to representthe character's favorite weapon, armor,and colors. Different computers andgraphic adapters have different capabili-

2

Page 4: Advanced Dungeons dragons€¦ · Dungeons dragons TmsmsH OWFSAUAuFhomrmi RULE BOOK A SAVAGE FRONTIER Fantasy Role-Playing Epic, Vol. Q 16. LIMITED WARRANT Strategic Simulations,

ties; experiment to create the best iconfor each character . The combat icon maybe altered during the game to reflect newarmor or weapons using the ALTER com-mand from the Encamp Menu . (On somecomputer systems the character is savedafter the combat icon is finished .)

® CHOOSE SPELL appears after you save thecharacter and if you are a magic-user ormulti-class magic-user. This option allowsyou to pick what spells the character hasin his spell book . (All magic-users startwith read magic.)

®

EXIT returns to the PartyCreation/Training Hall Menu .

ADD CHARACTER TO PARTY allows you to addcharacters to the party from the savedgame disk. A party is a group of charac-ters composed of up to six player charac-ters (called PCs) and up to two non-playercharacters (called NPCs). A party shouldhave a balanced mix of characters withdifferent classes . For more informationabout building parties see the "Charactersand Parties" section in the Adventurer'sJournal. There is a WHERE FROM optionthat allows you to add characters fromeither TREASURES OF THE SAVAGE FRONTIER orGATEWAY TO THE SAVAGE FRONTIER.

LOAD SAVED GAME permits you to resume agame that has been previously saved. Thesaved game provided with TREASURES OF

THE SAVAGE FRONTIER can also be loaded .There is a WHERE FROM option that allowsyou to load saves from either TREASURES OF

THE SAVAGE FRONTIER or GATEWAY TO THE

SAVAGE FRONTIER .

INITIALIZE MOUSE/JOYSTICK sets up the joy-stick or mouse . This command is onlyavailable on some computer systems .

EXIT TO DOS ends play without saving thegame.

3

Modifying Characters and PartiesThe Party Creation/Training Hall Menushows the characters currently in yourparty and lists the commands for creating,modifying, and training the party . Not allof the options are available at all times .

Party Creation/Training Hall Menu

DROP CHARACTER eliminates a characterfrom the party and erases him from thesaved game disk. A dropped charactermay not be recovered .

MODIFY CHARACTER changes the character'sability scores, hit points, and spell books .Use MODIFY CHARACTER to change a charac-ter generated in TREASURES OF THE SAVAGE

FRONTIER to match a favorite AD&D• gamecharacter. A character cannot be modifiedonce the adventure has begun .

TRAIN CHARACTER (from Training Hall Menuonly) increases a character's level whenhe has gained enough experience points(EXP) . Choose the character to train and,if he has sufficient EXP, he can advanceone level . If a character has gainedenough experience to advance more thanone level, he advances only one level andthen loses all experience points in excessof one point below that required foradvancement to the next level. See thesection on Experience Points in theAdventurer'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 adda spell to their spell book. See the"Maximum Level Limits by Race, Class,and Prime Requisite" chart in theAdventurer's Journal for level limits .

HUMAN CHANGE CLASS (from Training Hallonly) allows human characters to becomea dual class. Dual class characters lose theadvantages of their first class until theyexceed that level in the new class . See thesection on "Character Classes" in theAdventurer's Journal for more information .

A

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

REMOVE CHARACTER FROM PARTY transfers acharacter from the party to the savedgame disk.

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

BEGIN ADVENTURING starts the game .

During the game the party encountersnon-player characters (NPCs) . There arethree kinds of NPCs : those who volunteerto join the party, those who give informa-tion, and those who only fight . NPCs thatjoin the party are treated like player char-acters with a few differences . The comput-er commands NPCs in battle . They alsohave morale. If things are going badly forthe party, NPCs may run. Items can be

CHARACTER SUMMARY SCREEN

traded to some NPCs, but they cannot betraded from conscious NPCs to other char-acters . If an NPC dies, however, you canuse the TRADE command on the ItemsMenu to take his items. Only two NPCs ata time may join the party, and they maytake a share of all treasures found.

Viewing CharactersThe Character Summary Screen (below) isdisplayed anytime you select the VIEWcommand. It displays important informa-tion about a character, such as abilityscores, current and maximum hit points,readied weapons and armor, and wealth .

Characters accumulate wealth in the formof gems, jewelry, and coins as they go .The value of gems and jewelry varies, andcan only be determined by having theitems appraised in a shop.

Encumbrance is the total weight (in goldpieces) the character is carrying.

continues. . .

S I hfERON

MffLE

3 0 muff RSLUNFUL GOODPffLffD IN

N11LEVEL it

S 4 88

CH 18Hff 17

ffRMOR CLffSSTHffC ODffMffGE

ITEMS T '®W - U DUCK-

ST1TTUS ; ,

HIT POINTSHUMflN

EXPERIENCE;

ENCUMBRffNCEMOVEMENT

C

E: a 1

CURRENT HIT POINTS

MA MUM

4

Page 5: Advanced Dungeons dragons€¦ · Dungeons dragons TmsmsH OWFSAUAuFhomrmi RULE BOOK A SAVAGE FRONTIER Fantasy Role-Playing Epic, Vol. Q 16. LIMITED WARRANT Strategic Simulations,

Combat Movement is how many squaresa character can move during a combatsegment. This is based on his readiedarmor, strength, and total encumbrance .

Character StatusOKAY status means that the character haspositive hit points and can move and fightnormally .

UNCONSCIOUS status means that the char-acter has exactly 0 hit points . He cannotmove or fight, but is in no danger of dying .

DEAD status means that the character hasdied. Non-elf characters have a chance ofbeing resurrected with a raise dead or res-urrection spell. The character's chance ofbeing resurrected is influenced by hisconstitution . See the "Constitution Table"in the Adventurer's Journal .

FLED status means that the character hasfled from a battle. After the battle herejoins the party .

STONE status means that the character hasbeen turned to stone. Return the charac-ter to normal with a stone to flesh spell.

GONE status means that the character hasbeen totally destroyed. Nothing can bringthe character back to life .

From the View Menu, several options areavailable to inspect the active character.Not all of these commands are availableat all times .

VIEW MENU

ITEMS SPELLS TRADE DROP LAY CURE EXIT

ITEMS displays all the equipment the char-acter is carrying and the Items Menu .Items preceded by a YES are ready foruse. Not all commands in the Items Menuare always available .

5

ITEMS MENU

READY USE TRADE DROP HALVE JOIN EXIT

®

READY changes the status of a weapon,armor, or other item . Only readied itemscan be used in combat. A character can-not ready more than two hand-held itemsat once. Arrows and crossbow bolts areassumed to be in a quiver and can bereadied at all times . Some items takeboth hands when readied (bows, quarterstaffs, etc .), some take only one (longswords, wands, etc .), and others take nohands (rings, armor, etc .) .

® USE activates an item . In combat the AimMenu appears if the item can be targeted .See the Combat section for details aboutthe Aim Menu .

®

TRADE from the items Menu transfers anitem from one character to another.Highlight an item to trade, select TRADE,then select a character to receive theitem. Remember: a conscious NPC doesnot give up items.

®

DROP permanently removes items from acharacter. Dropped items may not berecovered .

®

HALVE divides a bundle of like items intotwo bundles . For example, HALVE wouldturn one bundle of 42 Arrows into twobundles of 21 each . This is handy fordividing items to distribute among partymembers .

-JOIN combines all like items into onegroup. No more than 255 similar itemscan be joined . Some items, such aspotions, cannot be joined .

SPELLS is a listing of the spells a characterhas memorized and can cast.

TRADE from the View Menu transferscoins, gems, and jewelry from one char-acter to another . Select TRADE, choosewhat type of money and how much totrade, then select the receiving character .

DROP permanently removes money from acharacter. Dropped money cannot berecovered .

LAY ON HANDS is a healing ability of pal-adins. Paladins may lay on hands andheal two hit points per level of damage aday. Select the LAY command, then selectthe character to be healed . This com-mand is only displayed when a paladinhas not yet used it that day .

CURE is another healing ability of paladins .They may perform one cure disease perweek for every 5 levels. For example, at1st to 5th levels, a paladin may performone, at 6th to 10th levels two, etc . Thiscommand is only displayed if the paladinhas a cure available .

ADVENTURING

After setting up your party and reading thebackground information in theAdventurer's Journal, it is time to headfor adventure and glory . The partyengages in fierce battles, finds treasures,and sometimes has to stop, recuperate,and memorize spells for future use duringadventures.

Display Screens andPoints of ViewTREASURES OF THE SAVAGE FRONTIER uses fourdifferent points of view : 3-D, Area,Wilderness, and Combat .

3-D appears in areas such as towns orunderground . This view appears in thetop-left view window to show the sur-rounding area from the party's perspec-tive. Rotate the party's facing and moveusing the directional controls that aredescribed in your Data Card .

Area provides an overhead view of theparty's surroundings, replacing the 3-Dview. Choose the AREA command fromthe Adventure Menu. This view is notavailable in all regions .

A cursor in the area display shows theparty's position and facing . Simply movethe party with the direction controlsaround the area map .

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

Wilderness view displays a map in thetop-left view window with an arrow indi-cating the party's current location . Youget to this view when you leave a town orother developed area . Use the directioncontrols to move around on the map andgo from location to location .

Combat view occurs automatically whenev-er the party engages in battle . The combatscreen is a detailed view of the area theparty was in when the encounter began .

Adventuring OptionsThe following menu controls basic adven-turing, moving, encamping, and castingspells :

ADVENTURE MENU

MOVE AREA CAST VIEW ENCAMP SEARCH LOOK

MOVE is used to change the party's facingor to move forward . The party can turnright or left, turn around or move forward .normal movement in 3-D or Area modetakes one minute of game time persquare. If the party has Search On, eachmove takes ten minutes . Refer to the DataCard for computer-specific movementinformation. Select EXIT to return to theAdventure Menu .

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

6

Page 6: Advanced Dungeons dragons€¦ · Dungeons dragons TmsmsH OWFSAUAuFhomrmi RULE BOOK A SAVAGE FRONTIER Fantasy Role-Playing Epic, Vol. Q 16. LIMITED WARRANT Strategic Simulations,

CAST displays the Cast Menu if the activecharacter is a spellcaster . See the Magicsection for more information. Remember :some spells only work in combat, othersonly while encamped .

VIEW displays the Character SummaryScreen and the View Menu .

ENCAMP displays the Encamp Menu. Seethe Encamp section for a description ofthe available commands .

SEARCH toggles searching on and off. WithSearch Off, the party takes one minute permove. With Search On, the party takes 10minutes per move because they are check-ing for secret doors, traps, etc . When aparty has Search On, SEARCH is displayedon the screen to the right of the point ofview window. Because the party is movingvery slowly with Search On, the chance forrandom encounters is greatly increased .

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

EncampingThe Encamp Menu includes options suchas saving the game, resting to heal andmemorize spells, and changing itemssuch as game speed or party order .

ENCAMP MENU

SAVE VIEW MAGIC REST ALTER FIX EXIT

SAVE stores the characters and currentgame to the saved game disk or directory .Saved games may be loaded either fromthe Starting Menu when you start thegame or from the Party Creation/TrainingHall Menu . Save often - especially beforeand after really tough encounters .

VIEW displays the View Menu and the char-acter screen of the active character .

7

MAGIC is a very important part of TREASURES

OF THE SAVAGE FRONTIER and is describedunder its own heading on page 8 .

REST allows characters to memorize spellsand to heal naturally . When spells arebeing memorized, the initial rest time isestablished by the time necessary to mem-orize any spells selected with the MEMO-RIZE command in the Magic Menu . Forevery 24 uninterrupted hours of rest incamp, each wounded character regainsone hit point. Rest may be interrupted byencounters . If possible, find safe places totake long rests, such as an inn or placesthat you are told are safe during the game .

Characters can automatically rememorizethe spells they have used by simplyselecting REST ; this saves having to makeselections from the Memorize Menu .

REST MENU

REST DAYS HOURS MINUTES ADD SUBTRACT EXIT

® REST begins the resting process . Unlessinterrupted, the party rests for the indicat-ed time .

® DAYS/HOURS/MINUTES selects the unit oftime to be changed by the ADD and SUB-TRACT commands .

®

ADD/SUBTRACT increases or decreases thetime that the party attempts to rest .Decreasing the time may not allow spell-casters to memorize all of their spells .

ALTER displays the Alter Menu that is usedto change the characters in the party andthe parameters of the game :

ALTER MENV

ORDER DROP SPEED ICON LEVEL EXIT

®

ORDER changes how the characters arelisted on the screen and how they aredeployed in combat. Characters at the topof the list tend to be at the front in combat .

®

DROP eliminates a character from theparty and erases him from the savedgame disk. A dropped character is goneforever and may not be recovered .

®

SPEED controls the rate at which mes-sages are printed on the screen . If thegame is running too slowly, use the FASTERcommand to speed up the displays .

®

ICON is used to change a character'scombat icon .

®

LEVEL displays the Level Menu that per-mits 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 thegame to be "balanced ." To make the com-bat encounters easier, choose either theNovice (easiest) or Squire level . To makethe combat more difficult, choose eitherthe Adept or Champion (hardest) level .

When you choose to make the gamemore difficult, you are rewarded by receiv-ing more experience points from yourcombat encounters. When you choose tomake the game easier, you are penalizedby receiving fewer experience points fromyour combat encounters .

FIX is used to heal many wounded charac-ters with a single command . All charac-ters with at least first level clerical spellsmemorize as many healing spells as theycan, cast them on the party, and thenrememorize their previous spells automat-ically. FIX takes game time and may beinterrupted by an encounter . If the partyis severely damaged, you may need toselect FIX more than once.

EXIT returns to the Adventuring Menu .

MagicTo get the Magic Menu options, the activecharacter must be able to cast spells .Spellcasters can get a list of their memo-rized spells from the CAST command ofthe Magic Menu or from the SPELLS com-mand of the View Menu. Magic-users canget a list of their spells on scrolls from theSCRIBE command in the Magic Menu.

Spells are defined by who can cast them(cleric or magic-user), when they can becast, and their range, duration, area ofeffect, and, of course, their actual effect .The Spell Parameters List in theAdventurer's Journal summarizes all ofthe available spells . When using spellsfrom the Encamp Menu or the AdventureMenu (such as find traps or haste),remember that one round equals oneminute of game time (one normal move)and one turn equals ten minutes of gametime (ten normal moves) . Look in theAdventurer's Journal for more informa-tion on spells and magic.

MAC4IC MENU

CAST MEMORIZE SCRIBE DISPLAY REST EXIT

CAST displays the Cast Menu and the char-acter's list of memorized spells. Selectthe spell to cast and then indicate the tar-get of the spell . Once a spell is cast, it isgone from memory until it is memorizedagain. Some spells only have an effectwhen cast during combat and others mayonly be cast while encamped .

MEMORIZE displays the Memorize Menu,the character's spell book or clerical spelllist, and how many spells of each levelthe spellcaster may memorize . Once allcharacters have selected the spells theywant to memorize, choose the REST com-mand to actually memorize the spells .

8

Page 7: Advanced Dungeons dragons€¦ · Dungeons dragons TmsmsH OWFSAUAuFhomrmi RULE BOOK A SAVAGE FRONTIER Fantasy Role-Playing Epic, Vol. Q 16. LIMITED WARRANT Strategic Simulations,

Remember that spellcasters can have thesame spell memorized multiple times,and they can automatically rememorizeused spells simply by selecting the RESTcommand .

MEMORIZE MENU

MEMORIZE NEXT PREV EXIT

®

MEMORIZE selects a spell to be memo-rized. A spell is not actually memorizeduntil it has been chosen from the MemorizeMenu and the character has rested longenough to imprint the spell on his or hermind. After selecting the spells to memo-rize, the computer verifies your choices .

®

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

SCRIBE displays the Scribe Menu and a listof all of the spells on magic-user scrolls .Before spells can be scribed, they musteither be identified at a shop or themagic-user must cast read magic . Toscribe, select any spells to be scribed intothe character's spell book and select RESTto actually scribe the spells . Scribing aspell takes the same amount of time asmemorizing the same spell .

SCRIBE MENU

SCRIBE NEXT PREV EXIT

®

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

®

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

DISPLAY lists the magic that currentlyaffects the party . This includes spells likebless or invisibility, plus effects like dis-eases. This is an important commandbecause diseased characters cannotregain hit points until they have a curedisease spell cast on them .

9

REST is identical to the Encamp Menucommand. Remember: A character'sspells are not memorized until he hasrested the necessary time.

CIVILIZATION

Towns provide many valuable servicesand supplies for the adventurer. In theseplaces you find inns, shops, training halls,temples, and taverns. Go to town not onlyto adventure, but also to purchase newequipment and magic items, rest andregain spells and hit points .

Inns are safe resting places where partymembers can recuperate and regainspells and hit points .

Shops are places to buy and sell equip-ment using the Shop Menu :

SHOP MENV

BUY ITEM VIEW TAKE POOL SHARE APPRAISE EXIT

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

ITEM is a shortcut that is identical toselecting VIEW and then ITEM .

VIEW displays the character screen withthe SELL and ID commands available inthe Items Menu .

® SELL causes the shopkeeper to make anoffer on the highlighted item . Sold itemsmay not be recovered .

®

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

TAKE is used to pick up coins from theparty's money pool . Select TAKE andchoose the type and amount of coins,gems, or jewelry to take .

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

chases. Use the TAKE or SHARE commandsto pick up coins, gems, and jewelry fromthe money pool .

SHARE picks up all the coins, gems, andjewelry from the pool and distributeseven shares among the party.

APPRAISE determines the monetary valueof any gems or jewelry the character has .Select APPRAISE, then choose a gem oritem of jewelry, and an appraisal and pur-chase offer is made . Accept the offer andthe item is sold . Reject the offer and thegem or piece of jewelry becomes an itemon the character's item list . Gems and jew-elry cannot be used directly for purchases,they must be appraised and sold first .

Temples offer healing spells and performother clerical services .

TEMPLE MENV

HEAL VIEW REPAIR EXIT

HEAL displays a list of the temple's healingspells . Select HEAL, choose the characteron whom to cast the spell, and then thespell to be cast.

VIEW is identical to the Adventure Menucommand .

REPAIR has the temple clerics cast all of thehealing and restorative spells needed toreturn your party to full strength and health .

EXIT returns you to the street outside thetemple .

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

ENCOUNTERS

When a party comes across monsters orINPCs, an encounter occurs. If the partyattacks immediately, it may receive abonus to combat initiative . If the mon-sters surprise the party, the monsters canattack immediately and get a bonus totheir combat initiative. If the monsters donot attack immediately, the party canreact by choosing from an EncounterMenu. Encounter menus vary, listingoptions for each situations .

SAMPLE ENCOUNTER MENU

COMBAT WAIT FLEE ADVANCE

In this sample menu you have opportuni-ties to fight immediately, wait and see,run away, or move forward .

CombatIn combat the computer chooses theactive character. Characters with higherdexterity tend to go before characters withlower dexterity . A character may hold hisaction until later with the DELAY command .There is a more detailed description ofcombat in the Adventurer's Journal .

The active character is centered on thescreen at the start of his combat segment .The active character's name, hit points,AC, and current weapon are displayed. TheCombat 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 canattack by moving the character into anenemy's square. If the character movesaway from an adjacent enemy, the enemyattacks from behind .

10

Page 8: Advanced Dungeons dragons€¦ · Dungeons dragons TmsmsH OWFSAUAuFhomrmi RULE BOOK A SAVAGE FRONTIER Fantasy Role-Playing Epic, Vol. Q 16. LIMITED WARRANT Strategic Simulations,

AIM allows weapons or spells to be target-ed. When aiming a ranged weapon, therange to the target is displayed above themenu bar. If a character moves adjacentto an enemy, and has no more movementremaining, the AIM command can be usedto attack with a melee weapon (sword,mace, etc .). The AIM command can alsobe used to survey the condition of yourparty and enemies . As you move the aimcursor over a character or monster, infor-mation about him is displayed on theright of your screen - use this to surveythe battlefield .

AIM MENU

NEXT PREV MANUAL TARGET CENTER EXIT

® NEXT is used to look at all possible tar-gets, starting with the closest target andthen going to the next farthest and so on .NEXT and PREV only indicate targets in thecharacter's line of sight.

®

PREV (Previous) is the opposite of the NEXTcommand. Use this command to look atthe possible targets starting with the far-thest target and working back toward thecharacter. This command is most oftenused to select a target for a missile ormagic attack .

®

MANUAL permits the player to aim any-where on the map. However, only targetsin the character's line of sight can actuallybe fired at.

® TARGET is used to fire a missile or spell atthe enemy where the cursor is currentlylocated. This command can also be usedto attack an adjacent enemy with a meleeweapon (sword, mace, etc .) . If this com-mand is not displayed, the target is out ofrange, not in line of sight, or invisible .

11

CENTER centers the screen around thecursor. This is helpful when targetingmanually .

®

EXIT returns to the Combat Menu .

USE allows a character to activate an itemwithout having to go through the ViewMenu. Items such as scrolls and wandsare then targeted with the Aim Menu.

CAST is only available to spellcasters whenthey have spells available . The spellcasterselects from the list of available spellsand then targets with the Aim Menu . If thecharacter has been hit recently, his con-centration may be broken and the CASTcommand does not appear .

TURN is a clerical power that attempts todestroy undead monsters or drive themaway from the party. This does not affectthe more powerful undead types and hasno effect on any other kind of monsters .

GUARD sets a character to stand andattack the first enemy that moves adja-cent. GUARD is only an option if a charac-ter is armed with a melee weapon .

QUICK turns control of the character overto the computer. Under computer control,a fighting character with a readied missileweapon tends to hang back and attackfrom a distance . If a character has noreadied missile weapon, he readies amelee weapon and charges . Single classmagic-users fire missile weapons and castspells if magic is turned on (see your DataCard for details) . They never rush intoclose combat, even if all of their missileattacks are expended .

Consult your Data Card for instructions onregaining manual control and togglingmagic on and off for your computer system .

DELAY causes the character to hold histurn until after the other characters andmonsters have acted .

BANDAGE gives first aid to a party memberwho is bleeding to death. BANDAGE stopsthe bleeding and keeps the characterfrom losing more hit points .

VIEW displays the character screen andView Menu . The USE command appearson the Items Menu to permit items suchas a wands to be used in combat.

SPEED changes the game speed and isdescribed under the ALTER command inthe Encamp Menu .

END quits a character's turn .

After CombatWhen combat is over you see how manyexperience points each character receivesand then the Treasure Menu is displayed .Most of the Treasure Menu commandswork like the commands in the ShopMenu .

TREASURE MENU

VIEW TAKE POOL SHARE DETECT EXIT

VIEW displays the character screen andView Menu .

TAKE permits the active character to pick uptreasure from defeated monsters . This onlyappears if the monsters had a treasure orthe party has pooled its funds . A charactercarrying a large number of coins and heavyequipment may be slowed in combat.

TAKE MENU

ITEMS MONEY EXIT

®

ITEMS lists the equipment in the trea-sure. Frequently, the weapons andarmor used by monsters are not listedbecause they are poor quality and notworth taking .

® MONEY displays the number and type ofcoins, gems and jewelry in the treasure .Indicate the type then number of itemsthe active character takes .

POOL places all of the party members'coins into the treasure . Use the TAKE orSHARE commands to pick up coins fromthe treasure.

SHARE picks up the money treasure,divides it into shares, and distributes itamong the party.

DETECT has the active character cast adetect magic spell. Magic items in the trea-sure or party are marked with an'*' . Thiscommand only appears if the active char-acter has a detect magic spell available .

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

12