Table of Contents

Introduction                              1
   Your Game Should Contain               1
   Before You Play                        1
   Getting Stared Quickly                 1
   Using Menus                            1
Beginning to Play                         2
   Modifying Characters and Parties       3
     Party Creation/Training Hall Menu    3
   Non-Player Characters(NPCs)            4
   Viewing Characters                     4
     Character Status                     5
     View Menu                            5
       Items Menu                         5
Adventuring                               6
   Display Screens and Point of Views     6
   Adventuring Options                    6
     Adventure Menu                       6
   Encamping                              7
     Encamp Menu                          7
       Rest Menu                          7
       Alter Menu                         8
         Level Menu                       8
   Magic                                  8
     Magic Menu                           8
       Memorize Menu                      9
       Scribe Menu                        9
Civilization                              9
   Shop Menu                              9
   Temple Menu                            10
   Traveling on the Trackless Sea         10
Encounters                                10
     Sample Encounter Menu                10
   Combat                                 11
     Combat Menu                          11
       Aim Menu                           11
   After Combat                           12
     Treasure Menu                        12
       Take Menu                          12



Gateway to the Savage Frontier Rule Book

Introduction
Welcome to the official Advanced Dungeons & Dragons computer product, Gateway
to the Savage Frontier, a Forgotten Realms fantasy role-playing epic.  This
game is based on the rules and background created by TSR, Inc. and a story line
created especially for this game.

Your party of adventurers has just finished a commission escorting a heavily
laden caravan from Citadel Adbar to the town of Yartar.  With purses full of
conspicuously clinking gold, your characters spend their first night in town
feasting, listening to golden-voiced band, and reveling.  Unfortunately the
characters in your party made one too many new acquaintances that night....

In the morning the characters wake up in their room and look around in dismay.
Everything is gone except spell books and a bag of coins that had been hidden
in the room under a pillow.  Armor, equipment, everything stolen!

There is no time left for pointless anger or grumbling.  The party must
purchase new equipment, and find work.  Find a shop and buy each character
appropriate weapons and armor.  After your characters are equipped, the party
is ready to begin adventuring.

Your Game Box Should Contain
Disks, Adventurer's Journal, Rule Book, Data Card

The Rule Book is designed to explain all your options and guide you through
playing the game.  If you are not familiar with the Advanced Dungeons & Dragon
game system, you will find helpful information about how things work in the
Adventurer's Journal.

The Adventurer's Journal contains a variety of information including details
about character classes, magic, combat and an introduction to the adventure
story.  The Journal also includes the maps, information, rumors, and stories
that you will need to play the game.  As you play you will discover for
yourself which of the tales you hear are fact and which are fiction.

The Data Card explains how to start the game and how to select items and menu
options with your specific computer.  It also shows how to get right into the
game without having to read through the rules.

Before You Play
There is no copy protection on your Gateway to the Savage Frontier disks, so
please make backup copies and put the originals away for safekeeping.  When you
start the game, you will be asked to answer a verification question from this
rule book or the Adventurer's Journal before you can play.  Turn to the page as
indicate for either this rule book or the Adventurer's Journal, find the
indicated word, type it in and press the Return or Enter key.  Remember to
count headings when looking up the word.

Getting started quickly
Gateway to the Savage Frontier comes with a ready-made party that allows you to
begin adventuring immediately.  Use the instructions on the Data Card to load
the saved games that has been provided and begin playing.  Use these rules to
answer any questions during play.

Using Menus
All commands are menu based, and the concept of the active character is central
to the game.  Outside of combat the active character's name is highlighted on
the display.  During combat the active character is surrounded with a cursor at
the start of his combat segment.

Generally you make a character active by selecting him from a vertical party
list.  During combat the computer selects the active character (or foe).

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

Example: To look at a character's items: select the character, and select the
VIEW then ITEMS commands.  To have the entire party camp, simply select the
ENCAMP command.
Menus are displayed either vertically or horizontally.

Vertical menus select a character, item, or spell to be acted upon.  If there
are more choices than will fit on the screen at one time, use the NEXT and PREV
commands to view the additional selections.

Example: When purchasing items, selections are made from a vertical menu list
of equipment.

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

Example:
Treasure Menu
VIEW TAKE POOL SHARE DETECT EXIT

The options TAKE and SHARE will only appear if there is treasure to take.  The
option DETECT will only appear if there is treasure and the active character
has a Detect Magic spell available.

The rule book only shows the general menus.  With many encounters special menus
will appear that indicate available options.

Beginning to Play
To begin playing the game you must load a saved game or generate characters and
band them together into a party.  This first menu gives you the
options:

CREATE NEW CHARACTER
ADD CHARACTER TO PARTY
LOAD SAVED GAME
INITIALIZE MOUSE/JOYSTICK (Some computer systems)
EXIT TO DOS (Some computer systems)

CREATE NEW CHARACTER is used to build a character.  Detailed information about
characters, races, classes and so on is available in the Journal.  This command
displays the following menus to define the character.

PICK RACE lists six races a player-character can be in the Forgotten Realms.

PICK GENDER lists the sex the character can be.  Gender affects the character's
maximum strength.

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

PICK ALIGNMENT lists all the possible alignments for the character based on
character class.

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

NAME CHARACTER provides a 15 letter space to type in the character's name.
This name will be automatically saved to disk.
On some computer systems the character is named after the abilities scores are
generated.

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SELECT COMBAT ICON allows you to design the shape that will represent the
character in combat.  Customize this icon to represent the character's favorite
weapon, armor, and colors.  Different computers and graphic adapters have
different capabilities; experiment to create the best icon for each character.
The combat icon may be altered during the game to reflect new armor or weapons
using the ALTER command from the Encamp Menu.  On some computer systems the
character will be saved after the combat icon is finished.

EXIT from any of the character creation menus will display the Party
Creation/Training Hall Menu.

ADD CHARACTER TO PARTY allows you to add characters to the party from the saved
game disk.  A party is a group of characters composed of up to six player
characters (called PCs) and up to two non-player characters (called NPCs).  A
party should have a balanced mix of characters with different classes.  For nor
information about building parties see the Characters and Parties section in
the Journal.

LOAD SAVED GAME permits you to resume a game that has been previously save.
The saved game provided with Gateway to the Savage Frontier can also be loaded.

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

EXIT TO DOS ends play.  This option is only available on some computer systems.

Modifying Characters and Parties
The Party Creation/Training Hall Menu shows the characters currently in your
party and lists the commands for creating and modifying the party.  Not all of
the options are available at all times.

Party Creation/Training Hall Menu
CREATE NEW CHARACTER
DROP CHARACTER
MODIFY CHARACTER
TRAIN CHARACTER (Training Hall only)
HUMAN CHANGE CLASS (Training Hall only)
VIEW CHARACTER
ADD CHARACTER TO PARTY
REMOVE CHARACTER FROM PARTY
LOAD SAVED GAME
SAVE CURRENT GAME
BEGIN ADVENTURING
EXIT TO DOS (Some computer systems)

DROP CHARACTER eliminated a character from the part and erases him from the
saved game disk.  A dropped character may not be recovered.

MODIFY CHARACTER can change the character's ability scores and HP.  Use MODIFY
CHARACTER to change a character generated in GATEWAY TO THE SAVAGE FRONTIER to
match a familiar AD&D game character.  A character cannot be modified once he
has begun adventuring.

TRAIN CHARACTER (from Training Hall Menu only) increases a character's level
when he has gained enough experience points (XP).  Choose the character to
train and if he has sufficient XP he will be able to advance one level.  If a
character has gained enough XP to advance more than one level, he will advance
one level and then lose all XP in excess of one point below that required for
advancement to the next level.  See the section on Experience Points in the
Journal for an example.

Advancing in levels takes no game time.  When magic-users advance, they may add
a spell to their spell book.  See the Maximum Level Limits by Race, Class, and
Prime Requisite chart in the Journal for level limits.

HUMAN CHANGE CLASS allows a human character to become a dual class character.
Dual class characters lose the advantages of their first class until they
exceed that level in

-- Page 3 --

<<G:GSF_IM04.PCX:"[GRAPHIC: CHARACTER SUMMARY SCREEN]">>

the new class.  For more information about dual class
characters, look under Character Classes in the Journal.

VIEW CHARACTER displays a character.  For more information about dual class
characters, look under Character Classes in the Journal.

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

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

BEGIN ADVENTURING starts the game.

Non-Player Characters (NPCs)
During the game the party will encounter non-player characters (NPCs).  They may
talk to the party, attack or even offer to join the party.  There are two kinds
of NPCs: those who volunteer to join the party and those who will only give
information or fight the party.  NPCs that join the party are treated like
player characters with a few differences.  The computer commands NPCs in
battle.  The have morale.  If things are going badly for the party, NPCs may
run.  Items can be traded to some NPCs but they cannot be traded from conscious
NPCs to other characters.  If an NPC dies, however, you can use the TRADE
command on the Items Menu to take his items.  Only two NPCs at a time may join
the party and they may take a share of all treasures found.

Viewing Characters
The VIEW COMMAND displays the character summary screen.

Characters have little money after being robbed at the start of the adventure.
They accumulate wealth, in the form of gems, jew-

-- Page 4 --

elry and coins as they go.  The value of gems and jewelry varies, and can only
be determined by having the items appraised.  Coins always have the same
values.  Platinum coins are the most valuable while gold and copper are more
common.  The relative value of each kind of coin is as follows:

1 platinum piece (pp) = 5 gold pieces (gp) = 10 electrum pieces (ep) = 100
silver pieces (sp) = 1,000 copper pieces (cp)

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

Combat Movement is how many squares a character can move during a combat
segment.  This is based on his readied armor, strength, and total encumbrance.

Character Status
OKAY status means that the character has positive HP and can move and fight
normally.

UNCONSCIOUS status means that the character has exactly 0 HP.  He cannot move
or fight, but is in no danger of dying.

DEAD status means that the character has died.  Non-elf characters have a
chance of being resurrected with a Raise Dead spell.  The character's chance of
being resurrected is influenced by his constitution.  See the Constitution
Chart in the Journal.

FLED status means that the character fled from the previous battle.  After the
battle he will rejoin the party.

STONE status means that the character has been turned to stone.  The character
can be returned to normal with a Stone to Flesh spell, which is available in
temples.

GONE status means that the character has been totally destroyed.  Nothing can
bring the character back to life.

From the View Menu several options are available to inspect the active
character.  Not all of these commands are available at all times.

View Menu
ITEMS SPELLS TRADE DROP HEAL CURE EXIT

ITEMS will show all the equipment the character is carrying.  Items preceded by
a YES are ready for use.  Not all commands in the Items Menu are always
available.

Items Menu
READY USE TRADE DROP HALVE JOIN SELL ID EXIT

READY is used to change the status of a weapon, armor, or other item.  Only
readied item can be used in combat.  A character cannot ready more than two
hand-held items at once.  Arrows and crossbow quarrels are assumed to be in a
quiver and can be readied at all times.  Some items will take both hands when
readied (bows, quarter staffs, etc.), some take only one (long swords, wands,
etc.), and others take no hands (rings, armor, etc.) On some systems there are
items that can only be readied or unreadied while in either camp or combat.

USE activates an item.  If you are using an item in combat, the Aim Menu will
appear if the item can be targeted.  See the Combat section for details about
the Aim Menu.

TRADE is used to transfer an item from one character to another.  Choose the
character to trade to and then choose the item or items to trade.  Remember
that a conscious NPC will not give up an item once he has it.

DROP permanently removes items from one character to another.  Dropped items
may not be recovered.

HALVE will divide a bundle of some item into two bundles.  For example, halve
would turn one bundle of 42 arrows into two groups of 21 arrows each.  This is
handy for dividing items to distribute among party members.

JOIN combines all similar items into one line.  No more than 255 similar items
can be

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joined on one line.  Some items, such as potions, cannot be joined.

SELL is described under the Shop Menu.

ID is described under the Shop Menu.

SPELLS is a listing of all the spells a character has memorized and can cast.

TRADE is used to transfer money, gems, and jewelry from one character to
another.  Indicate which character is to receive, and then indicate what and
how much is traded to the other character.

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

HEAL is an ability of paladins.  Paladins may heal two HP (per level) of damage
a day.  Select the HEAL command and then select the character to be healed.
This command is only displayed when a paladin has a heal available.

CURE is another ability of paladins.  A paladin may perform one Cure
per week at levels 1-5 and two cures per week at levels 6-8.  This option is
only displayed if the paladin has a cure available.

ADVENTURING
After setting up your party and reading the background information in the
Adventurer's Journey, it is time to head for adventure, fame, and glory.
During your adventuring the party will engage in fierce battles, find
treasures, and sometimes have to stop, recuperate, and memorize spells for
future use.

Display Screens and Points of View
Gateway to the Savage Frontier uses four different points of view: 3-D, Area,
Wilderness, and Combat.

3-D appears in town, underground and so on.  This view appears at the top left
of your screen and shows the surrounding area from the party's perspective.
Rotate the party's facing and move using the directional controls.  The
direction controls for your computer are described on the Data Card.

Area provides an overhead view of the party's surroundings, replacing the 3-D
view.  Choose the AREA command from the Adventure Menu.  This view is not
available in all regions.

In the area display a cursor shows the party's position.  On some computer
systems, the cursor is an arrow that indicates current party facing.  On some
computer systems you may move around while in the area view, on others this
view is only to help you get your bearings.

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

Wilderness view displays a map in the view window with a cursor indicating the
party's current location.  You get to this view when you leave a town or other
developed area.  There is a map of the adventure region in the Journal on pages
21 and 22.  Use the cursor keys to move around on the map and go from location
to location.

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

Adventuring Options
The following menus control most adventuring options:

Adventure Menu
MOVE AREA CAST VIEW ENCAMP SEARCH LOOK

MOVE is used to change the party's facing or move forward.  The party can turn
right or left, turn around, or move forward.  The party can turn right or left,
turn around, or move forward.  Normally in 3-D or Area, each move forward takes
one

-- Page 6 --

minute of the game.  If the party has Search on, each move takes ten
minutes.  Refer to the Data Card for computer-specific movement information.
Select EXIT to return to the Adventure Menu.

AREA toggles between the area and 3-D view.  In some regions this command may
not be available.

CAST displays the Cast Menu if the active character is a spell-caster.  See the
Magic section for more information.  Some spells only have an effect in combat.

"The foreboding aura of the ruined ship had kept the curious away.  But to save
the town, we had no choice but to go aboard..."

VIEW displays the character screen and the View Menu.

ENCAMP displays the Encamp Menu.  See the Encamp section for a description of
the available commands.

SEARCH toggles searching on and off.  A party moving with Search off is moving
at a normal rate of one minute per move.  With Search on the party takes 10
minutes per move because they are checking for secret doors, traps, etc.  When
a party has Search on, SEARCH will be displayed on the screen to the right of
the point of view window.  Because the party is moving very slowly with Search
on, the chance for random encounters is greatly increased.

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

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

Encamp Menu
SAVE VIEW MAGIC REST ALTER FIX EXIT

SAVE stores the characters and current game to the saved game disk or
directory.  Save often - especially after surviving really tough encounters.
See your Data Card for computer-specific saving instructions.

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

MAGIC is a very important part of GATEWAY TO THE SAVAGE FRONTIER and is
described under its own heading.

REST allows characters to memorize spells and to heal naturally.  When spells
are being memorized, the initial rest time is established by the time necessary
to memorize any spells selected from the MEMORIZE command in the Magic Menu.
For every 24 uninterrupted hours of rest in camp, each wounded character
regains on HP.  Rest can be interrupted by encounters.  If possible find safe
places to take long rests, such as an inn or places that you are told are safe
during the game.

Characters automatically rememorize the spells they have used by simply
selecting this command.  This saves having to make selections from the Memorize
Menu.

Rest Menu
REST DAYS HOURS MINUTES ADD SUBTRACT EXIT

REST begins the resting process.  Unless interrupted, the party will rest for
the indicated time.

DAYS/HOURS/MINUTES selects the unit of time to be changed by the ADD and
SUBTRACT options.  This option is not available on all computer systems.

-- Page 7 --

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

ALTER is used to change the characters in the party and the parameters of the
game.  The Alter Menu includes:

Alter Menu
ORDER DROP SPEED ICON LEVEL EXIT

ORDER changes how the characters are listed on the screen and how they are
deployed in combat.  Characters at the top of the list tend to be at the front
line in combat.

DROP eliminates a character from the party and erased him from the saved game
disk.  A dropped character is gone forever and may not be recovered.

SPEED controls the rate at which messages are printed on the screen.  If the
game is running too slowly, use the FASTER command to speed up the displays.

ICON is used to change a character's combat icon.

LEVEL permits you to adjust combat difficulty.

Level Menu
NOVICE SQUIRE VETERAN ADEPT CHAMPION EXIT

The game is preset at the Veteran level.  This is the level at which we
consider the game to be "balanced." To make the combat encounters easier,
choose either the Novice (easiest) or Squire level.  To make the combat more
difficult, choose either the Adept or Champion (hardest) level.

When you choose to make the game more difficult, you are rewarded by receiving
more experience points from your combat encounter.  When you choose to make the
game easier, you are penalized by receiving fewer experience points from your
combat encounter.

Receiving less experience points will slow the rate at which your characters
advance levels.  Advancing at a slower rate will give you less powerful
characters which, in the long run, may more than offset the benefits of playing
at an "easy" level.

FIX is used to heal many wounded characters with a single command.  All
characters with first level clerical spells will memorize as many Cure Light
Wounds as they can, cast them on the party, and then rememorize their previous
spells automatically.  FIX takes game time and may be interrupted by an
encounter.  FIX will not return HP to diseased characters, a Cure Disease spell
must first be cast upon them.

MAGIC
To get the Magic Menu options, the active character must be able to cast
spells.  Spell-casters can get a list of their memorized spells from the CAST
option of the Magic Menu or from the SPELLS option of the VIEW MENU.  They can
get a list of their spells on scrolls from the SCRIBE option of the Magic Menu.

Spells are defined by who can cast them (cleric or magic-user), when they can
be cast, and their range, duration, area of effect, and, of course, their
actual effect.  The Spell Parameters List in the Journal summarizes all of the
available spells.  When using spells from the Encamp Menu or the Adventure Menu
(such as Find Traps), remember that one round equals one minute of game time
(one normal move) and one turn equals ten minutes of game time (ten normal
moves).  For more information about magic and the effects of spells look in the
Journal.

Magic Menu
CAST MEMORIZE SCRIBE DISPLAY REST EXIT

CAST displays the Cast Menu and the character's list of memorized spells.
Select the spell to cast and then indicate the target of the spell.  Once a
spell is cast it is gone from memory until it is memorized again.  Some spells
only have an effect when cast during combat and others may only be cast while
encamped.

-- Page 8 --

MEMORIZE displays the Memorize Menu, the character's spell book or clerical
spell list, and how many spells of each lever the spellcaster may memorize.
Once all characters have selected the spells they want to memorize, choose the
REST command to actually memorize the spells.

Remember that a spell-caster can have the same spell memorized multiple times,
and automatically rememorizes use spells simply by selecting the REST or FIX
command.

Memorize Menu
MEMORIZE NEST PREV EXIT

MEMORIZE selects a spell to be memorized.  A spell is not actually memorized
until it has been chosen from the Memorize Menu and the character has rested
long enough to imprint the spell on his mind.  After selecting the spells to
memorize, the computer will verify your choices.

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

SCRIBE displays the Scribe Menu and a list of all of the spells on the magic-
user scrolls.  Before spells can be scribed, they must either be identified at
a shop or temple, or the magic-user must have cast Read Magic on them.
Indicate any spells to be scribed into the character's spell book. Once all
characters have indicated the spells they want to scribe, choose the REST
command to actually scribe the spells.  Scribing a spell takes the same amount
of time as memorizing the same spell.

Scribe Menu
SCRIBE  NEXT  PREV  EXIT

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

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

DISPLAY lists the magic that currently affects the party.  This includes spells
like Bless or Invisibility plus effects like diseases.  This is an important
command because diseased characters will not regain HP until they have a Cure
Disease spell cast on them.  Also, if the party is carrying certain magical
items they will be displayed here - these items are needed to complete the
game.

REST displays the Rest Menu referred to in the Encamp section.

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

CIVILIZATION
Towns provide many valuable services and supplies for the adventurer.  In these
places you will find inns, shops, training halls, temples, and taverns.  Go to
town not only to adventure, but also to purchase new equipment and magic items,
hire healing services, and rest to regain spells and hit points.

Inns are safe resting places where party members can recuperate and regain
spells and hit points.

Shops are places to buy and sell equipment using the Shop Menu.

Shop Menu
BUY ITEM VIEW TAKE POOL SHARE APPRAISE EXIT

BUY displays the items available in the shop.  Select the items that the active
character will buy.

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

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

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

-- Page 9 --

ID is used to identify an item.  The shop charges 100 gold pieces for the
service.

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

POOL places all of the party member's coins, gems, and jewelry into a pool
which any member may use to make purchases.  Use the TAKE or SHARE commands to
pick up coins, gems, and jewelry from the money pool.

SHARE picks up all the coins, gems, and jewelry from the pool and distributes
shares among the party.

APPRAISE is available at a shop or temple, to find the monetary value of any
gems or jewelry the character has.  Choose a gem or item of jewelry and an
appraisal and purchase offer will be made.  Accept the offer and the item is
sold.  Reject the offer and the gem or piece of jewelry becomes an item on the
character's item list.

The Temple offers healing spells and performs other clerical services.  The
commands on the Temple Menu are the same as those on the Shop Menu with the
addition of the HEAL command.

Temple Menu
HEAL VIEW TAKE POOL SHARE APPRAISE EXIT

HEAL displays a list of the temple's healing spells.  Select the character on
whom to cast the spell, and then the spell to be cast.  There are costs for the
temple services.

The Tavern is a rowdy place full of gossip, stories, and information.  Buy a
round of drinks and listen to the stories.

Vaults store money and equipment for you.  There are vaults in Yartar,
Silverymoon, and Neverwinter, although only the one in Yartar is open at the
start of the game.  See you Data Card for details.

Many towns in the Savage Frontier are built where rivers cross important
overland trade routes.  These towns all have Boat Rental Shops where you can
rent a boat that will take you to another town.  Upon arrival in a new town you
will land in another rental shop where they will refund your deposit.

When traveling through the wilderness on a boat, you must stay on the river.
The computer will ask of you want to abandon your boat if you try to move off
the river.  Unattended boats are quickly stolen and list forever.

Traveling on the Trackless Sea
The company of the Brazen Pennant offers passenger service between Luskan and
islands in the Trackless Sea, including Gunderlun and Tuern.  Their dock is
located in the northwest area of Luskan and they charge for their services.

On some of the islands, you may also be able to find other boats that will take
the party to different destinations in the Trackless Sea.

ENCOUNTERS
When a party comes across monsters or NPCs, an encounter occurs.  If the party
attacks immediately it may receive a bonus to its initiative in combat.  If the
monsters surprise the party, the monsters can attack immediately and get a
bonus to their initiative in combat.  If the monsters do not attack
immediately, the party can react by choosing from an Encounter Menu.  Encounter
menus vary and they list options for new situations.

Sample Encounter Menu
COMBAT WAIT FLEE ADVANCE

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

-- Page 10 --

Combat
In combat the computer chooses the active character.  Characters with higher
dexterity will tend to go before characters with lower dexterity.  A character
may hold his action until late with the DELAY command.  There is a more
detailed description of combat in the Journal.

The active character will be centered on the screen at the start of his combat
segment.  The active character's name, HP, Armor Class, and current weapon are
displayed.  The Combat Menu lists the character's options.

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

MOVE allows a character to move.  Attack by moving the character into an
enemy's square.  If the character moves away from an adjacent enemy, the enemy
gets a free attack at the character's back.

AIM allows weapons or spells to be targeted.  When aiming a ranged weapon, the
range to the target will be displayed above the menu bar on some systems.  If a
character moves adjacent to an enemy, and has no more movement remaining. the
AIM command can be used to attack with a melee weapon (sword, mace, etc.).  The
AIM command can also be used to survey the condition of your party and enemies.
As you move the aim cursor over a character or monster, information about him
will be displayed on the right of your screen.

Aim Menu
NEXT PREV MANUAL TARGET CENTER EXIT

NEXT is used to look at all possible targets, starting with the closest target
and then going to the next farthest and so on.  NEXT and PREV only indicate
targets in the character's line of sight.

PREV (Previous) is the opposite of the NEXT command.  Use this command to look
at the possible targets starting with the farthest target and working back
toward the character.  This command is most often used to select a target for a
missile or magic attack.

MANUAL permits the player to aim anywhere on the map.  Only targets in the
character's line of sight can actually be fired at.

TARGET is used to fire a missile or spell at the enemy where the cursor is
currently located.  This command can also be used to attack an adjacent enemy
with a melee weapon (sword, mace, etc.).  If this option is not displayed the
target is out of range, not in line of sight, or invisible.

CENTER will center the screen around the cursor.  This is helpful when
targeting manually.  This option is not available on all computer systems.

USE allows a character to activate an item without having to go through the
View Menu.  Items such as scrolls and wands may then be targeted with the Aim
Menu.

CAST is only available to spell-casters when they have spells available.  The
spell-caster selects from the list of available spells and then targets them
with the Aim Menu.  If the character has been hit recently his concentration
may have been broken and the CAST option will not appear.

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

Guard sets a character to stand and attack the first enemy that moves adjacent.
GUARD is only an option if a character is armed with a melee weapon.

QUICK turns control of the character over to the computer.  See the Data Card
for instructions on how to regain manual control of a character.  Under
computer control. a fighting character with a readied weapon and ammo will tend
to hang back and attack from

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a distance.  If the character has no readied missile weapon, he will ready a
melee weapon and charge toward the enemy.  Single class magic-users will fire
missile weapons and cast spells if magic is turned on (see your Data Card for
details).  They will never rush into close combat, even if all of their missile
attacks are expended.

Characters will remain under computer control for all subsequent combats until
manual control is again selected.  When a spell-caster character is on quick,
you may toggle his spell casting on and off - consult you Data Card for
instructions on how to do this on your computer.

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

BANDAGE only appears of a party member is bleeding to death.  The BANDAGE
command will stop the bleeding and keep the character from dying.

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

SPEED changes the game speed and is described under the ALTER command in the
Encamp Menu.

END quits a character's turn.

After Combat
When combat is over you will see how much XP each character receives and then
the Treasure Menu is displayed.  Most of the Treasure Menu commands work like
the commands in the Temple and Shop Menus.

Treasure Menu
VIEW TAKE POOL SHARE DETECT EXIT

View displays the character screen and View Menu.

TAKE permits the active character to pick up treasure from defeated monsters.
This will only appear if the monsters had treasure or the party has pooled its
funds.  A character carrying a large number of coins and heavy equipment can be
slowed in combat.

"As we slowly approached, the noble beast surveyed us with eyes that bespoke of
great intelligence."

Take Menu
ITEMS MONEY EXIT

ITEMS lists the equipment in the treasure.  Frequently, the weapons and the
armor used by monsters are not listed because they are poor quality and not
worth taking.

MONEY displays the number and type of coins, gems, and jewelry in the treasure.
Indicate the type then number of items the active character takes.

POOL drops all of the party members' coins into the treasure.  Use the TAKE or
SHARE commands to pick up coins from the treasure.

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

DETECT casts a Detect Magic spell from the current active character.  Magic
items in the treasure will be marked with a '+' or an '*'.  This option will
only appear if the active character has a Detect Magic spell available.

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