TYPED BY THE TWINS OF TRILOGY D R A G O N S O F F L A M E ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ QUICKSTART CARD Advanced Dungeon & Dragons AMIGA 1000 USERS: Because of the difference in the arrangement of the ten key pads between the different Amiga models, the function of the '0' key on the ten key pad is also activated by the '-' key of the Amiga 1000 ten key pad. The functionof the '-' key on the ten key pad is also activated by the ENTER key on the Amiga 1000 ten key pad. HOW TO WIN: To win the game, the companions must enter the hidden caves of Sla- Mori, find the ancient sword Wyrmslayer, sneak into the fortress of Pax Tharkas, rescue Princess Laurana, and free the captured women and children of Qualinesti. WILDERNESS VIEW: In the wilderness, the characters are represented by a single icon in the centre of the screen. Any items in the wilderness are represented by small squares. Other characters you can encounter are represented by nomads icons. Monsters are represented by monster icons. When in the wilderness view, if you encounter another icon or press the "0" key on the key pad, you will switch into combat view. To move in wilderness view, move the joystick in the direction you want the party to move. Move in Wilderness View | \ | / \ | / \ | / ----- ----- / | \ / | \ / | \ | COMBAT VIEW: In combat view, the party is represented by their current leader. You can change the current leader using the Hero Select function from the main menu. In the combat view the party can move either North/South (N/S) or East/West (E/W). The "2" and "8" keys toggle the characters' point of view between N/S and E/W. The compass below the combat view shows the direction the character is facing. Outdoors, the combat view represents the terrain in the wilderness view. Sla-Mori and Pax Tharkas the combat views shows the background to the north or to the west of the party. While the party is moving in combat view they are also moving in wilderness view. The terrain in combat view is based on the terrain in wilderness view. In combat view, you may be able to move through difficult terrain, jump over rivers or jump up hills that are impassable in wilderness view. To move in combat view, move the joystick. The character moves according to the following chart. Move in Combat View Toggle N/S to E/W Jump Left | Jump Right \ | / \ | / \ | / \ | / Walk Left ------ ------ Walk Right / | \ / | \ / | \ / | \ Dodge Left | Dodge Right Toggle N/S to E/W To attack in combat view, hold down the joystick button and move the joystick. Do not tap the joystick or the joystick button, the lead character attacks so long as you hold both down. The character attacks according to the following chart. Attack in Combat Mode (with Fire Button pressed) Jump Up Attack High Left | Attack High Right \ | / \ | / \ | / \ | / Attack Left------ ------Attack Right / | \ / | \ / | \ / | \ Attack Low Left | Attack Low Right Dodge If you attack while the crossed swords below the compass are dark, the character uses his ranged weapon. If you attack while the crossed swords are highlighted, the character uses his hand weapon. Pressing the "-" key on on the 10 key pad recasts Raistlin's last spell, if he is the second, thrid or fourth character, and if the spell is an attack. If Raistlin is in front, he casts attack spells by making a ranged attack. After all monsters are off of the screen, switch back to wilderness view by pressing the "0" key on the key pad. You cannot switch back to wilderness view if you are too close to a river or other impassable terrain. If you can't get back to wilderness view, use the joystick to toggle N/S to E/W to make sure you are not adjacent to a river. You cannot enter wilderness view while in Sla-Mori or Pax Tharkas. CLIMBING: To climb the chain in Sla-Mori, jump up onto the chain by pressing the joystick button. Move the joystick up and down to climb up and down the chain. MAIN MENU: Access the functions of the main menu by pressing the SPACE BAR or by pressing the first letter of any command except Save Game and Restore Game. To select any menu item, highlight that menu item by moving the joystick and then press the joystick button. To exit a menu, choose the Exit Menu option or press the ESC key. The main menu includes: Hero Select and Character Status Screen. CLERICAL SPELLS: Activates Goldmoon's clerical abilities. Goldmoon has three kinds of abilities: memorized spells (marked with an #), her ability to turn undead (marked with an *), and spells powered by the Disks of Mishakal (marked with an 0). Memorized spells are used up when cast and are regenerated by resting. Turn undead is an ability and is not used up. Spells powered by the Disks of Mishakal use the number of charges listed in parentheses after the spell name. The disks hold 100 charges and can not be recharged. # CURE LIGHT WOUNDS: heals minor damage to a character. # PROTECTION FROM EVIL: helps you against evil opponents. # FINDS TRAPS: highlights the location of a trap. # HOLD PERSON: stops humans or humanoids in their tracks. # SPIRITUAL HAMMER: casts a magical war-hammer. # PRAYER: even more powerful protection from evil. # BLESS: the most powerful protection from evil. # DISPEL MAGIC: eliminates magic spells. * TURN UNDEAD: can freeze or destroy undead creatures. 0 CURE CRITICAL WOUNDS(2): heals major damage to a character. 0 RAISE DEAD (10): raises dead characters. Characters may not survive the system shock of being raised. 0 HEAL (5): returns a character to full fighting potential. MAGIC USER SPELLS: Casts spells from Raistlin's Staff of Magius. The staff has 100 charges, and each spell uses the number of charges listed in parenthesis after the spell name. If Raistlin is party leader, the staff will absorb spells cast at the party. Each absorbed spell adds 1 to the number of charges in the staff. If the staff is overcharged, it causes an explosion. CHARM PERSON (1): stops humanoids in their tracks. SLEEP (1): stops low level monsters in their tracks. MAGIC MISSILE (1): throws an attack. WEB (2): entangles an opponent. Stronger monsters break out quickly. DETECT MAGIC (1): highlights magical items. DETECT INVISIBLE (2): displays invisible objects. Invisible treasures may be hidden in Sla-Mori and Pax Tharkas. BURNING HANDS (1): throws a short range attack. FIREBALL (3): throws a long range, explosive attack. FINAL STRIKE (ALL): causes a large explosion which uses all charges and may kill Raistlin. USE: readies one of the lead character's items for use. Not all characters can use all items. Characters must use their arrows and sling bullets to attack with their ranged weapons. REST: restores Goldmoon's and Gilthanis' memorized spells, heals all damaged characters one HP, and lets the monsters move while you rest. Your rest will be interrupted if monsters encounter the party during the rest. TAKE: picks up items from the ground. OPEN: open doors, chests, etc. GIVE: trades an unused item between characters. INSPECT: checks directly in front of the character for secret doors, if you come to a dead and, inspect the area for secret doors. DROP: drops unused items to the floor. PUT: places an item into a chest, bag, or enclosure. SHUT: closes doors, chests, etc. QUEST MAP: shows an overall map of the area of the quest, and the advance of the dragon armies. Press ESC to exit the Quest Map. SAVE GAME: saves the game to the current directory on disk. Save the game often to make it easier to restart. RESTORE GAME: loads a saved game from the current directory on disk. XP: lists the party's total experience point earned, and the number of each kind of monsters killed. Use the PgUp and PgDn keys to view the whole list. Dead characters do not contribute their experience for killing monsters to the party's total experience points. SPECIAL NOTES: In ranged combat, Gilthanis throws three magic missiles, then he throws two webs, and then he uses a bow and arrow (if available). Gilthanis gets his spells back when the party rests. Princess Laurana can use a sword and a bow and arrow (if available). Nomads fight only with swords. There are no wyverns, caches of money, potions of heroism or invulnerability, rings of spell storing, magic rope, wands, or magical armor or shields in the game. Monsters do not carry treasure, but they may guard treasure. ----- AGAIN ANOTHER 100% POWER-TYPING ---- --- DONE BY THE TWINS OF TRILOGY --- -- IN DECEMBER -- ======================================================================== Codes for Dragons of flame are: Page Par. first last word 1 1 * armies 7 1 * cataclysm 1 3 * together 7 2 * conseious 1 4 * fortress 8 2 * insult 2 1 * daughter 8 3 * apart 2 2 * healed 8 3 * weapon 2 3 * rejected 8 4 * tasselhoff 2 3 * mishakal 3 1 * goldmoon 3 2 * rewarded 3 3 * village Codes written by DDT & MACE 4 3 * raistlin 4 3 * wreck 4 4 * unknown Hope you enjoy this great game!!! 4 4 * powerful 5 1 * takhisis 5 2 * inseparable 5 2 * goldmoon 5 3 * companions 6 1 * orphaned 6 1 * clerics ======================================================================= Dragons of Flame Manual Contents I.Introduction..................................................1 The Action Starts.............................................1 The Situation.................................................1 The Advanced Dungeons & Dragons Game..........................1 The Dragonlance Saga..........................................1 II. Characters..................................................2 Goldmoon......................................................2 Riverwind.....................................................3 Raistlin Majere...............................................4 Caramon Majere................................................5 Tanis Half-Elven..............................................6 Sturm Brightblade.............................................7 Tasselhoff Burrfoot...........................................8 Flint Fireforge...............................................9 III. Non-Player Characters.....................................10 Eben Shatterstone............................................10 Gilthanas....................................................10 Laurana......................................................10 Men..........................................................10 Nomads.......................................................10 IV. Monsters...................................................10 V. Items.......................................................12 VI. Play Notes.................................................13 Moving Around................................................13 Combat Advice................................................13 Where Am I?..................................................13 Page 1 I.INTRODUCTION THE ACTION STARTS It is more than three hundred years since the Cataclysm, when the old gods abandoned the people of Krynn. Without the interference of the old gods, Takhisis, the Queen of Darkness, spreads her power from the Abyss by awakening evil dragons and creating armies of Draconians. Once her armies are victorious, she will be free to move from the Abyss into Krynn. The only threat to the Queen's awesome power is the revival of belief in the old gods and the uniting of the resistance against the Draconian armies. The first steps taken against Takhisis have been taken. The Disks of Mishakal have been recovered and Goldmoon has become the first True Cleric since the Cataclysm. But, while returning from the successful assault on Xak Tsaroth, Goldmoon and the other Companions of the Lance are captured by an army of Draconians. When all seems lost, the Companions are freed during an elven attack on the Draconians. Now, the Companions must ally with friendly NPC's, battle Draconian hordes, and sneak through the caves of Sla-Mori into the fortress of Pax Tharkas. Inside, the Companions must recover the sword 'Wrymslayer' and free the slaves held there to bind the forces of the resistance together. The Situation. At the start of the Quest, Draconian armies sweep down from the north toward the elven lands of Qualinost. They already hold the ancient southern forests of Pax Tharkas. The Draconians seek to crush the Qualinesti between their armies and the mountain fortress. The lands before the invasion are in chaos. The countryside is full of wanderers both friendly and unfriendly. Brave elven and nomadic warriors seek to turn aside the forces of evil. Innocent victims flee the advancing conquerors. Fould creatures of all sorts take advantage of the chaos to pillage the remains of civilization. During your quest, you will meet many others in the wilderness. Some may join your party; it will be necessary to gain allies to complete the quest. Some may offer items to aid you on your quest. Some will attack you with sword or claw. The only way to know if an encounter is friend or foe is to approach and keep alert. But you can assume that anyone who attacks is allied with the forces of evil. You may find important items in many places as you travel. Items may be freely offered by friends, cast aside by those fleeing the enemy, lying amidst abandoned towns, or fiercely guarded by the forces of Takhisis. Treat your allies and items wisely, they are the keys to your quest. Page 2 II.THE CHARACTERS GOLDMOON, CHIEFTAIN'S DAUGHTER: Daughter of the chieftain of the Que-Shu tribe, Goldmoon's future seemed to be set from birth; whomever she married would become chief of the Que-Shu tribe. Unknown to everyone, the gods had different plans for her. The first sign of these plans came when Goldmoon fell in love with Riverwind, rather than any of the other more suitable young men. When Riverwind returned from his quest to prove himself worthy, things really changed. The staff he returned with didn't appear to do anything and Goldmoon's father condemned him to death. As the tribe started to stone Riverwind to death, Goldmoon threw herself into his arms. Suddenly the staff flared with a brilliant blue light and Goldmoon and Riverwind were standing miles away from the village, all their injuries healed. Rejected by their tribe, Goldmoon and riverwind traveled to attempt to discover the Staff's true nature. During their travels, they became involved in a fight at the Inn of the Last Home and were rescued by the other Companions. From the Inn, the Companions' adventures took them to Xak Tsaroth. In those terrible ruins, the Blue Crystal Staff was destroyed, but the Disks of Mishakal were recovered and Goldmoon became the first True Cleric since the Cataclysm. Goldmoon now wields personal clerical magic and directs the awesome powers of the Disks if Mishakal. AD&D GAME STATISTICS: Strength 12; Intelligence 12; Wisdom 16; Dexterity 14, Constitution 12; Charisma 17; Alignment- Lawfull Good; Hit Points 24; Armor Class 6. EQUIPMENT: Leather Armor; Quarterstaff +2; Medallion of Faith; Clerical Magic, see sub-menu. Page 3 RIVERWIND: Born into a family of virtual tribal outcasts, no-one in the Que-Shu tribe had a lower social position. His family refused to believe in the divinity of the tribal chieftain and were the last believers in the old gods. Tolerated for his skills, Riverwind would probably have been left alone to live his life had he not asked permission of the tribal chief to marry Goldmoon. The chief ordered Riverwind to search for proof that the old gods still existed and not to return without a powerful magic item to convince the tribe. In reality, he never expected to see Riverwind again. As time passed, it seemed this wish would be fulfilled, but Goldmoon never gave up hope and her faith was everntually rewarded. The Riverwind that returned wasn't the same man who left. He was harder, changed by things he'd seen and unable to remember exactly where he had been. And he returned with an artifact, the Blue Crystal Staff. However, he was unable to demonstrate its powers, and was condemned to be stoned to death. As Goldmoon joined him in the hail of stones, the Staff flared with blue light and teleported both of them out of the tribal village. Later when the companions made their way to Xak Tsaroth, Riverwind realized that the ruined city was the place from where he had retrieved the Staff. After his adventures with the Companions, he has seen the magnitude of the destruction wrought by the Draconians. Riverwind's aim in life is now the protection of Goldmoon and the destruction of the Draconians. AD&D GAME STATISTICS: Strength 18/35 (Damage +3); Intelligence 13; Wisdom 14; Dexterity 16; Constitution 13; Charisma 13; Alignment- Lawful Good; Hit Points 36; Armor Class 5. EQUIPMENT: Leather armor & shield; Longsword +2 (damage 1-8); Bow & Quiver of 20 arrows (damage 1-6) Page 4 RAISTLIN MAJERE: So weak when he was born that he wasn't expected to live, Raistlin survived through his sister's efforts and the protection of his twin brother Caramon. Just before their fifth birthday, the twins were taken to a fair where a conjurer performed tricks and illusions. Caramon watched for a while and wandered off, but Raistlin stayed all day and then astonished his family by reproducing every trick he'd seen. Shortly after Raistlin's sixth birthday, the family took him to a Master Mage. The mage took Raistlin as a pupil after he was found in the mages library reading a spellbook, thought to be impossible without years of study. Never popular and often bored, his studies continued despite his contempt for both fellow students and intructors. This period reinforced Caramon's protectiveness towards his brother, providing the rot for Raistlin's general dislike of humanity at large, together with deep and lasting sympathy for the weak. Raistlin supplemented the family income by public performances of illusion and tricks, often bringing him into conflict with his school. One of these public disagreements led to meeting Tasselhoff and subsequently Flint. Raistlin was the youngest mage to take (and pass) the Test which confirmed his future power and gained him his Staff, while leaving him a physical wreck. Unknown to the other companions, Raistlin gained personally from the descent int Xak Tsaroth. He recovered the spellbook of an ancient mage, helping him become even more powerful. AD&D GAME STATISTICS: Strength 10; Intelligence 17; Wisdom 14; Dexterity 16; Constitution 10; Charisma 10; Alignment- Neutral; Hit Points 11; Armor Class 5. EQUIPMENT: Staff of Magius(+3 protection; +2 to hit-damage 1-8); Close combat with Staff as a weapon; Ranged combat- see spell list. Page 5 CARAMON MAJERE: The twin brother of Raistlin, Caramon can be considered a complete opposite to his brother. From early childhood Caramon made himself the protector of his weaker brother, rescuing him time and time again from bullying tomentors. His training as a warrior was started by his sister, Kitiara, who later became a Dragon Highlord in the service of Takhisis. Inseperable from his brother, except when Raistlin was being schooled in the magic arts, Caramon lived all his life in Solace. There he met Sturm and later TaselHoff and Flint Fireforge. These friendships led to the formation of the 'Companions of the Lance' when they all met up at the Inn of the Last Home in Solace on that fateful night where they met Riverwind and Goldmoon. After their adventures in Xak Tsaroth with Riverwind and Goldmoon, Caramon is eager to return to Solace. He fears for the city's safety in a suddenly hostile world full of legendary creatures come to life and the implacable hostility of the Draconians. He will soon realize that destiny awaits in further adventures with the Companions.... AD&D GAME STATISTICS: Strength 18/63(Damage +3); Intelligence 12; Wisdom 10; Dexterity 11; Constitution 17; Charisma 15; Alignment- Lawful Good; Hit Points 44; Armor Class 6. EQUIPMENT: Ring mail armor; Longsword (damage 1-8); Spear (damage 1-6). Page 6 TANIS HALF-ELVEN: Orphaned by the death of his elven mother, Tanthalas, better known as Tanis, was raised amongest the elves. As a half-human, Tanis always felt somewhat of an outcast. He was finally driven by his restless nature to leave Qualinesti for Solace and the only 'outsider' known to him, his friend Flint. By the time Tanis became involved with the Companions he had become an experienced half elven fighter wandering the world of Krynn in search of True Healing and clerics. His travels and early training amongst the Qualinesti elves have turned Tanis into a master swordsman. Few fighters are skilled enough to match him in combat, should they even reach him. His natural skill with the bow usually stops all but the most deadly opposition before they come within reach of his sword arm. Despite this formidable skill, his experiences in the ruined city have made him an even deadlier warrior, whose capabilities will stand the Companions in good stead, whatever the future may bring. AD&D GAME STATISTICS: Strength 16 (damage +1); Intelligence 12; Wisdom 13; Dexterity 16; Constitution 12; Charisma 15; Alignment- Neutral Good; Hit Points 45; Armor Class 4. EQUIPMENT: Leather Armor +2; Longsword +2 (damage 1-8); Bow & Quiver of 20 arrows (damage 1-6). Page 7 STURM BRIGHTBLADE: The son of a true Knight of Solamnia, Sturm was sent south with his mother for safety when his father could no longer guarantee the security of their home. His father was to have sent for them when things calmed down - he never did. At this time the Knights were looked down upon by the general population, who blamed them for failing in their duties by not stopping the Cataclysm. Consious of his inherited position and duties, Sturm dedicated his life to the Knighthood, becoming a well trained but inexperieinced fighter. He holds the high ideals of his father and the Knights despite the current state of the world. Drawn to Caramon by their joint martial interests, the two quickly became fast friends. For Caramon's sake, Sturm even somewhat befriended Raistlin. After meeting up with Tasellhoff, Flint, and Tanis, the group traveled together as formidable adventurers until with flint's retirement, they went their seperate ways. They all agreed to meet at the Inn of the Last Home in five years' time. Having gained his inheritance by this time, Sturm was equipped as a Knight of Solamnia, and this meeting marked the start of the Companions' involvement in the 'War of the Lance', when they resuced Goldmoon and Riverwind. Returning from the ruins, Sturm is full of pessimism about the spread of the Draconian forces but determined to try and help stand against their evil, even though he believes the Companions' numbers insufficient to make much difference. AD&D GAME STATISTICS: Strength 17 (damage +1); Intelligence 14; Wisdom 11; Dexterity 12; Constitution 16; Charisma 12; Alignment- Lawful Good; Hit Points 40; Armor Class 5. EQUIPMENT: Chainmail Armor; Two Handed sword +3 (damage 1-10); No ranged weapon. Page 8 TASELLHOFF BURRFOOT: Most people not only don't understand Kender but don't want to know them. This is often due to their basic personality traits: fearlessness, unbelieveable curiosity, irresistible mobility, independence and the need to pick up anything not screwed down (unless they have a screwdriver, in which case...) But the Kender do not see themselves as thieves. They do not steal for profit, but from intense curiosity about everything. Even when caught 'in the act' they offer an amazing range of excuses from: "You dropped it." through "I was just looking after it in case it got stolen." As far as they are concerned, it is only "borrowing", and being called a thief is a grave insult. Apart from size, Kender would be easily recognized by the number of pockets and pouches that festoon their clothing. They are also recognized by their favoured weapon, the hoopak. Used exclusively by Kender, it is a combination staff (shod in iron) and slingshot, a lethally potent weapon. Tasellhoff met Flint through normal actions of a Kender - absolute amazement at being accused of stealing a bracelet, as he walked off with it from Flint's stall. Tanis arrived to calm the situation and it wasn't long before they were fast friends. Tasellhoff was later responsible for the meetin of Caramon, Raistlin and Sturm. The dangers of Xak Tsaroth don't seem to have registered with Tasellhoff and he is already looking forward to whatever happens next. AD&D GAME STATISTICS: Strength 13; Intelligence 9; Wisdom 12; Dexterity 16; Constitution 14; Charisma 11; Alignment- Neutral; Hit Points 20; Armor Class 6. EQUIPMENT: Leather Armor; Hoopak +2 (damage 3-8); Sling +1 with a pouch of 20 bullets (damage 2-7). Page 9 FLINT FIREFORGE: Born and bred a poor hill dwarf, Flint left home as soon as he could earn a living. As the years passed and his skills grew, improved fortunes led him to buy a small house in Solace, which became his base. From there he travelled widely, due to the great demand for his skills. As his fame spread, his work came to the attention of the elven leader in Quanlinesti, resulting in him becoming one of the few dwarves not only to visit the elven kingdom but to become a welcome visitor. Here Flint met and befriended Tanis. When Tanis finally left Quanlinesti, his natural destination was his old friend Flint in Solace. Tanis was soon sa useful that Flint made him a business partner. He later met the twins, Tasellhoff and Sturm, and the six formed a formidable adventuring company. Flint then retired to Solace, but agreed to meet other adventurers at the Inn of the Last Home five years hence. On that fateful day, five years later, the adventurers rescued Goldmoon and Riverwind and formed the 'Companions of the Lance'. After the Companions' experiences, Flint is confirmed as an inplacable foe of the Draconians, as well as having prejuduces towards the Aghar fully confirmed. AD&D GAME STATISTICS: Strength 16 (damage +1); Intelligence 7; Wisdom 12; Dexterity 10; Constitution 18; Charisma 15; Alignment- Neutral Good; Hit Points 52; Armor Class 6. EQUIPMENT: Studded Leather armor & Shield; Battleaxe +1 (damage 1-8); Throwing axes (damage 1-6). Page 10 III.NON-PLAYER CHARACTERS During your travels you will meet characters that may accompany you on your quest. These non-player charatcers(NPC's) are necessary to complete the quest, but they will not join the party if you attack them. You must move up to the NPC and take the risk of being attacked for an NPC to join your party. EBEN SHATTERSTONE: As a mercenary, Eben is totally self-serving and looks out for his own interests above all others. He is not evil, and seems always to end up on the winning side in any fight. Although Eben is not a coward, he is not stupid and will always find a reason not to lead the way into danger. He wears chainmail and fights with shield and longsword. GILTHANAS: Gilthanas is an experienced elven fighter/magic user whose knowledge amy prove of great value to the party. He is second in line for the Qualinesti throne and knows many of the secret places of the anicients. He fights in chainmail, using a +1 longsword, and bow, along with some first and second level spells. LAURANA: Laurana is a Princess of the Qualinesti. She has been captured by the Draconians and is being held prisoner in Pax Tharkas. She normally wear +1 chainmail and fights well with a sword. Should the characters enounter her, they would be well advised to help her escape. She is greatly loved by the elves and is essential to final victory over the Draconians. MEN: The various townsfolk you meet may be refugees from the Draconians or the Draconian's allies. Refugees may join the party and fight with the characters. They will usually use a sword and little or no armor. NOMADS: There are groups of nomads who inhabit the plains and wander the southern areas of Qualinesti. Some of these nomads may be willing to aid the party by joining or by giving the party important items. Nomads generally fight with sword and bow. IV.MONSTERS This term usually describes anything that want to kill you. Some monsters are allies of the Draconians, others just see the party as a handy meal. AGHAR (GULLY DWARVES): The lowest class of dwarf, the Aghar, are denied kin status by other dwarves and are regarded as comical nuisances by humans. Their strongest instinct is survival. They see cowardice as a virtueand have raised grovelling to the status of an art form. In combat they either run away or mill about tryinf to avoid being hit while kicking the characters' shins. BAAZ DRACONIANS: These Draconians are the smallest and most common type. The Baaz are used as ground troops in the army. They are quite fond of humans as a favored addition to their diet, so they are eager to close and fight. They wear some armor, use swords, and crumble to dust when killed. BOZAK DRACONIANS: These Draconians are larger and less plentifull than the Baaz. They are magic users and are dedicated to the purposes of Takhisis. They do not wear armor but are harder to injure than the armored Baaz. they use magical attacks such as 'Magic Missile'. When killed, their flesh dries. and their bones explode, injuring anyone too close. Page 11 DIRE WOLVES: These large wolves tend to hunt in packs. They will attack if they are hungry (which is most of the time). The dire wolves are smart and fast, attacking with a vicious bite. DRAGONS: There are two old, experienced, and deadly dragons in Pax Tharkas: Flamestrike and Ember. Flamestrike guards the enslaved children held in the fortress. She is somewhat insane and cares for the children as her own. This could be to the party's advantage as Flamestrike will not use her breath weapon if the children are within range. On the other hand, Ember will happily use his flaming breath, his spells, and his claws on any foe he comes near. Both of these ancient red dragons are terrible opponents who are more likely to kill characters than to be killed by them. GIANT WASPS: These unintelligent monsters are large enough to pose problems to you and the party since, "If it moves, it must be food or a home for eggs." Giant Wasps are tough, taking alot of damage before dying. They attack with bite and poisonous sting, preferring to attack from the air. GOBLINS: These 4' tall humanoids are evil by nature and love to indulge in nasty pastimes such as torture and slavery. They tend to use whatever they can scavenge for both arms and armor. GRIFFONS: With the front of an Eagle and the rear of a lion, these monsters have an insatiable appetite for horseflesh, but are quite willing to settle for fresh human. Although capable of flight, they will attack from the ground and are extremely aggressive, semi- intelligent carnivores. HOBGOBLINS: These large humanoids are born evil and love to kill. Their skill is reflected in the care they give for their polished weapons and scale armor. Their boldness is reflected in the bright, bloody colors of their clothes. KAPAK DRACONIANS: These Draconiansare larger than Baaz and love to bully their smaller brethen. They differ from other Draconians by their poisonous attacks. When killed their bodies disolve. MEN: Hostile humans are normally in the employ of the Draconians or are common bandits taking advantage of the current chaos. In either case they can be armed, armored and dangerous. STIRGES: These nasty little flying bloodsuckers love nothing more than fresh, warm blood. Guess what human beings represent to Stirges? The continue to attack until killed or full. TROLLS: These large shambling humanoids are not highly intelligent but, like so many others, treat humans as a pleasant dietary supplement. They make very tough opponents, they are difficult to injure and, when finally wounded, their injuries start healing automatically. Using their claws or clubs, they are capable of inflictin terrible injuries. WAR DOGS: These large attack trained dogs usually have light leather armor and spike colars. They tend to attack on sight with a horrible bite. WILD DOGS: These medium sized domestic dogs have gone wild in the chaos of the invasion. They only attack if they are very hungry. WIGHTS: These undead humans are often found in catacombs where they try to destory any living thing that crosses their path. Wights inflict damage merely by touching their target. They may be resistant to some spells and can only be hit by magic or silver weapons. Page 12 WRAITH: Spirits of evil beings, condemned or determined to stay in our world, these undead are amongst the party's most deadly opponents. Wraiths inflict damage merely by touching their target. They may be resistant to some spells and can only be hit by magic weapons. WYVERN: These large winged monsters are a rather stupid distant cousin of the dragons. They do not have a dragon's breath weapon or spells, but they can attack with powerful claws and a poisonous sting. ZOMBIES: These magically animated corpeses are often used as tireless guardians that fight until destroyed. They may be resistant to some spells. V.ITEMS: There are many items within the game which can be of use to the party. Items may increase a character's abilities in combat or may be worth experience points. To pick up an item, move a charatcer over the item and choose TAKE from the menu. To use an item, select USE and then select the item. ARMOR and SHIELDS: The usefulness of armor or a shield depends on the character actually using the item. There's no point in Tanis (who starts with leather armor +2) using leather armor +1 but Goldmoon (who starts with ordinary leather armor) would get some benefit. To check the utility of an item, use the item and look at the character's statistics. MONEY: In the world of Krynn, gold is a pretty metal but money comes in steel coins. Intelligent monsters may be carrying money that they drop when they die. RINGS: These items come in various different forms for differing character types. Although any character can get experience for finding a ring, some rings require certain character types to actually use them. A ring of protection can be used by anyone but a ring of Spell Storing can only be used by a magic user. POTIONS: There are many different kinds of potions. All potions of the same kind are the same color. The only way to find out the effect of a potion is to try it. Different potions may have different effects on different types of characters. If you use a potion and see no change in the character then the potion may be unsuitable for that character, or you may be in the wrong location for the potion's effect. Healing potions are not all the same strength and their effect varies. They restore damage taken but can't increase a characters 'Hit Points' beyond the starting value. These potions can be used by anyone. Strength and Invulnerability potions both last for a variable amount of time and only affect Tanis, Riverwind, Caramon, Sturm, and Flint. While their effects last, they can be very useful in dangerous situations. Strength potions increase the damage inflicted by the character. The amount of extra damage varies, as some potions are stronger than others. Invulnerability potions give immunity to non-magical attacks, make it more difficult to be hit by magic, and increase resistance to the effects of a magical hit. Page 13 MAGIC ROPE: This can very useful if you find something to climb. SCROLLS: Scrolls hold either magic or clerical spells. After a scroll is used the next spells thrown come from the scroll, and not from the characters memory. Scrolls may only be used by characters of the appropriate type. WANDS: These items offer a ready source of additional spells, but each one has a limited number of charges which cannot be replaced. WEAPONS: The party may find weapons of all typees, including the ancient sword of Wyrmslayer itself, which is essential to game completion. Make sure the a found weapon, when used as a replacement, actually improves a character's combat ability - don't replace a +3 sword with a +1 sword! MISCELLANEOUS: The party can find other items, including: ammunition for ranged weapons, jewelry and gems. All items are worth experience points, but it may be necessary to dispose of some items if the characters become overloaded. VI. PLAY NOTES: MOVING AROUND: Keep a close eye on the advancing Draconian forces as shown on the Quest Map(press 0 on your keyboard for the quest map). If the characters don't visit the northern areas early in the game, the enemy will make it impossible to travel there. Once the Draconian armies arrive, anyone or anything of use will be permanently unavailable for the rest of the game. Examine any inhabited (or formerly inhabited) areas for anything that you can find. Early in the game you needn't worry too much about limits on the number of items you can carry. In your lust for battle, don't just kill everything that moves. There are friendly NPC's that may join the party or who have items essential to the game. Don't lose sight of your objectives -find Wyrmslayer, rescue Laurana, and free the women and children imprissioned in Pax Tharkas. Then get out alive. COMBAT ADVICE: Some characters are better than others for combat purposes so keep them at the front. Don't forget to move characters to the back of the party if they've taken a lot of damage. It is easier to heal characters than to raise them from the dead (which can only be done a limited amount of times - look at Raistlin's Constitution). Use ranged combat as much as possible, as it pays to hurt the enemy before they can close. Make sure you attack properly, some monsters can only be hit with a high attack, others only with a low attack. Firing low at a flying monster doesn't do anyone except the monster any good. Note that magic users don't have to be in the lead to use their ranged spell abilities as long as they're one of the first four characters. WHERE AM I: Keep track of your position throughout the game. In the wilderness, pay regualr attention to the Quest Map to check the characters location and the position of the advancing Draconian armies. Taking a wrong turn into the Draconian armies amy be your last move. Once underground, you should keep your own record of where you've been. Pay attention to distinctive areas to help you remember where you've been. There are secret doors in some areas and traps in others - keep your eyes open and be careful.