Dragons of Flame - Manual

QUICKSTART

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 function of 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.


THE FULL MANUAL

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, 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 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 thesuccessful
assault on Xak Tsaroth, Goldmoon and the other Companions of the lance
are captured by an army of Draconians.

 When all seems lost, the Companoins are freed during an elven attack
on the Draconians. Now, the Companions must ally with friendly NOCs,
battle Draconians\ hordes, and sneak through the caves of Sla-Mori into
the fortress of Pax Tharkas. Inside, the Companions must recover the
sword "Wyrmslayer" 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 fortress 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. Foul 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 aliied 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.


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. 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 that 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 of Mishakal.

AD&D Game Statistics:
 Strength     12
 Intelligence 12
 Wisdom       16
 Dexterity    14
 Constitution 12
 Charisma     17
 Alignment  - Lawful Good
 Hit Points   24
 Armor Class   6

Equipment:
 Leather armor;
 Quarterstaff + 2;
 Medallion of Faith;
 Clerical magic, see sub-menu.

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 eventually 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 Compagnions 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 Compagnions, 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
Dragonians.

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).

RASTLIN 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 mage's 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
instructors. This period reinforced Caramon's protectiveness towards
his brother, providing the root for Raistlin's general dislike of
humanity at large, together with a deep and lasting sympathy for the
weak.
 Raistlin supplemented the family income by public performances of
illusions 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 Compagnions, Raistlin gained personally from the
descent into 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 the Magius (+3 protection; +2 to hit - damage 1-8);
 Close combat with Staff as weapon;
 Ranged combat - see spell list.

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 tormentors. His training as a warrior was started by his
sister, Kitiara, who later became a Dragon Highlord in the service of
Takhisis.
 Inseparable from his brother, except when Rasitlin was being schooled
in the magic arts, Caramon lived all his life in Solace. There he met
Sturm and later Tasselhoff and Flint Fireforge. These friendships led
to the formation of the 'Compagnions 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 Dragonians. He will soon realize that
destiny awaits in further adventures with the Compagnions...

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).

TANIS HALF ELVEN:
 Orphaned by the death of his elven mother, Tanthalas, better known as
Tanis, was raised amongst the elves. As a halfhuman, 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 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).

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.

 Conscious of his inherited position and duties. Sturm dedicated his
life to the Knighthood, becoming a well trained but inexperienced
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 Tasselhoff, Flint, and Tanis, the group
traveled together as formidable adventurers until, with Flint's
retirement, they went their separate 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 rescued
Goldmoon and Riverwind 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 through 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.

TASSELHOFF 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, unbelievable 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 every thing. 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.
 Tasselhoff met Flint through the 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. Tasselhoff was later
responsible for the meeting with Caramon, Raistlin and Sturm. The
dangers of Xak Tsaroth don't seem to have registered with Tasselhoff
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).

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 Qualinesti, 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
Qualinesti, his natural destination was his old friend Flint in Solace.
Tanis was soon so useful that Flint made him his business partner. He
later met the twins, Tasselhoff, and Sturm, and the six formed a
formidable adventuring company. Flint then retired to Solace, but
agreed to meet the 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 'Compagnions of the Lance'. After
the Compagnions' experiences, Flint is confirmed as an implacable foe
of the Draconians, as well as having his prejudices towards the Aghar
fully confirmed.

AD&D Game Statistics:
 Strength     16 (Damage +1);
 Intelligence  7;
 Wisdom       12;
 Dexterity    10;
 Constitution 18;
 Charisma     13;
 Alignment  - Neutral Good;
 Hit Points   52;
 Armor Class   6.

Equipment:
 Studded Leather armor & Shield;
 Battleaxe +1 (damage 1-8);
 Throwing axes (damage 1-6).

NON-PLAYER CHARACTERS
 During your travels you will meet characters that may accompany you
on your quest. These non-player characters (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
may 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 ancients.
He fights in chainmail, using a +1 long sword, and bow along with some
first ans 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
wears +1 chainmail and fights well with a sword. Should the characters
encounter 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
sourthern 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.


MONSTERS
 This term describes anything that wants 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 virtue and have
raised grovelling to the status of an art form. In combat they either
run away or mill about trying 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 plentiful than the Baaz. They are
magic users and are decided 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.

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 a lot 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 scarvenge for both arms and armor.

GRIFFONS:
 With the front half 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 their polished weapons and scale armor.
Their boldness is reflected in the bright, bloody colors of their
clothes.

KAPAK DRACONIANS:
 These Draconians are larger than Baaz and love to bully their smaller
brethren. They differ from other Draconians by their poisonous attacks.
When killed their bodies dissolve.

MEN:
 Hostile humans are normally in the employ of the Draconians or are
common bandits taking adventage 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? They 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 inflicting terrible injuries.

WAR DOGS:
 These large attack trained dogs usually have light leather armor and
spiked collars. They tend to attack on sight with a horrible bite.

WILD DOGS:
 These medium sized domestic 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
destroy 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.

WRAITH:
 Spirits of evil beings, condemned or determined to stay in out 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 corpses are often used as tireless guardians
that fight until destroyed. They may be resistant to some spells.


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 character 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 carying 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 character's '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.

MAGIC ROPE:
 This can be 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
character's 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 types, including the ancient sword
Wyrmslayer itself, which is essential to game completion. Make sure
that 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.


PLAY NOTES

MOVING AROUND:
 Keep a close eye on the advancing Draconian forces as shown on 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 mush 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 NPCs 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 inprisoned in Pax Tharkas. Then, get
out alive.

COMBAT ADVICE:
 Some characters are better than others for combat purposes so keep
them at the front of the party. 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 number 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 regular attention to the Quest Map to check the character's
location and the position of the advancing Draconian armies. Taking a
wrong turn into the Draconian armies may 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.

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Typed by THE TWINS of TRILOGY. Edited by PARASITE.