Pools of Darkness Rule Book

TABLE OF CONTENTS
INTRODUCTION                                                            1
Your Game Box Should Contain                                            1
        Transferring Characters from Secret of the Silver Blades        1
        Before You Play                                                 1
        Getting Started Quickly                                         1
        Using Menus                                                     1
BEGINNING TO PLAY                                                       2
        Starting Options                                                2
            Starting Menu                                               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 Points of View                              6
            Adventuring Options                                         6
                Adventure Menu                                          6
            Encamping                                                   7
                Encamp Menu                                             7
                    Rest Menu                                           7
                    Alter Menu                                          7
                    Level Menu                                          7
            Magic                                                       8
                Magic Menu                                              8
                    Memorize Menu                                       8
                    Scribe Menu                                         8
CIVILIZATION                                                            9
                    Shop Menu                                           9
                    Temple Menu                                         9
LIMBO                                                                   10
                    Limbo Menu                                          10
                    Storage Menu                                        10
ENCOUNTER                                                               10
            Sample Encounter Menu                                       10
            Combat                                                      10
            Combat Menu                                                 10
                    Aim Menu                                            11
            After Combat                                                12
                    Treasure Menu                                       12
                    Take Menu                                           12


INTRODUCTION

Welcome to the official ADVANCED DUNGEONS & DRAGONS computer product, POOLS OF
DARKNESS, 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 arrived in Phlan, the place where your fame
was won so many years ago.  In the years since you defeated Tyranthraxus, the
city has grown peaceful and prosperous.  The calm is satisfying, but where is
the opportunity for adventure?

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

This Rule Book is designed to explain all your options and guide you through
playing the game.  If you are not familiar with the AD&D game system, you will
find helpful information 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
commands with your specific computer.  It also shows how to get right into the
game without having to read through the rules.

Transferring Characters from Secret of the Silver Blades

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

Before You Play
There is no copy protection on your POOLS OF DARKNESS 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 indicated in
either this Rule Book or the Adventurer's Journal, find the indicated word,
type it in, and press [Return] or [Enter].  Remember: Count section headings
when looking up the word.

Getting Started Quickly
POOLS OF DARKNESS comes with a ready-made party that allows you to begin
adventuring immediately.  Use the instructions on the Data Card to load the
saved game that has been provided and begin playing.  Use the Rule Book to
answer any questions during play.

Using Menus
All commands are menu based, and menus are displayed either vertically or
horizontally.

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

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

Horizontal menus list available actions.  In this Rule Book, menus are shown
with all of their options, although in some cases, commands

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will not be available every time a menu appears.

Example:
Treasure Menu
VIEW     TAKE     POOL     SHARE     DETECT     EXIT
The commands TAKE and SHARE only appear if there is
treasure to take.  The command DETECT only appears if
there is treasure and the active character has a Detect
Magic spell available.

The Rule Book only shows the general menus.  Special menus appear at various
times to give you all available options.

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

If a command affects the whole party, just select the command.  If the command
affects a single character, make that character active and then choose the
command.
Example: To look at a character's items: highlight the
character, then select the VIEW then ITEMS commands.
However, to have the entire party camp, simply select
the ENCAMP command.

BEGINNING TO PLAY
To begin playing the game, you must load a saved game or generate characters
and band them together into a party.

Starting Options
This first menu gives you the initial options:

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

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

PICK RACE lists the six races a player-character can be in 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 after the character has been generated.

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

SELECT COMBAT ICON allows you to design the shape that represents the character
in combat.  Customize this icon to represent the character's favorite weapon,
armor and colors.  Different computers and graphic adapters have different
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 returns to the Party Creation/Training Hall Menu.

ADD CHARACTER TO PARTY allows you to add characters to the party from the saved

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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
more information about building parties see the Characters and Parties section
in the Adventurer's Journal.  There is a WHERE FROM option that allows you to
add characters from either POOLS OF DARKNESS or SECRET OF THE SILVER BLADES.

LOAD SAVED GAME permits you to resume a game that has been previously saved.
The saved game provided with POOLS OF DARKNESS can also be loaded.  There is a
WHERE FROM option that allows you to load saves from either POOLS OF DARKNESS
or SECRET OF THE SILVER BLADES.

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

EXIT TO DOS ends play without saving the game.

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

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

MODIFY CHARACTER changes the character s ability scores and hit points.  Use
MODIFY CHARACTER to change a character generated in POOLS OF DARKNESS to match
a favorite AD&D game character.  A character cannot be modified once the
adventure has begun.

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

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 Advernturer s Journal for level limits.

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

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

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

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

BEGIN ADVENTURING starts the game.

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<<G:POD_IM04.PCX:"[GRAPHIC: CHARACTER SUMMARY SCREEN]">>

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

Viewing Characters
The Character Summary Screen is displayed anytime you select the VIEW command.
This screen displays important information about a character, such as ability
scores, current and maximum hit points, readied weapons and armor, and wealth.

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

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

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.

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Character Status
OKAY means that the character has positive hit points and can move and fight
normally.

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

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

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

PETRIFIED status means that the character has been turned to stone.  The
character can be returned to normal with a Stone to Flesh spell.

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

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

View Menu
ITEMS     SPELLS     TRADE     DROP     LAY     CURE     EXIT

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

Items Menu
READY     USE     TRADE     DROP     HALVE     JOIN     EXIT

READY changes the status of a weapon, armor or other item.  Only readied items
can be used in combat.  A character cannot ready more than two hand-held items
at once.  Arrows and crossbow bolts are assumed to be in a quiver and can be
readied at all time.  Some items 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.).

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

TRADE from the Items Menu transfers an item from one character to another.
Highlight an item to trade, select TRADE, then select a character to receive
the item.  Remember: A conscious NPC will not give up items.

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

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

JOIN combines all like items into one group.  No more than 255 similar items
can be joined.  Some items, such as potions, cannot be joined.

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

TRADE from the View Menu transfers coins, gems, and jewelry from one character
to another.  Select TRADE, choose what type of money and how much to trade,
then select the receiving character.

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

LAY is a healing ability of paladins.  Paladins may lay on hands and heal two
hit points per level of damage a day.  Select the LAY command, then select the
character to be healed.  This command is only displayed when a paladin has not
yet laid on hands in a day.

CURE is another healing ability of paladins--they may perform one Cure Disease
per week for every 5 levels.  For example, at 1st to 5th

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levels, a paladin may perform one, at 6th to 10th levels two, etc.  This command
is only displayed if the paladin has a cure available.

ADVENTURING
After setting up your party and reading the background information in the
Adventurer s Journal, it is time to head for adventure and glory.  The party
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
POOLS OF DARKNESS uses four different points of view: 3-D, Area, Wilderness,
and Combat.

3-D appears in areas such as towns or underground.  This view appears in the
top left view window to show the surrounding area from the party s perspective.
Rotate the party s facing and move using the direction controls that are
described in your Data Card.

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

A cursor in the area display shows the party s position and facing.  Simply
move the party with the direction controls around the area map.

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

Wilderness view displays a map in a large 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.  Use the direction controls to move around on the map and
go from location to location.

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

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

Adventure Menu
MOVE     AREA     CAST     VIEW     ENCAMP     SEARCH     LOOK

MOVE is used to change the party s facing or to move forward.  The party can
turn right or left, turn around or move forward.  Normal movement in 3-D or
Area mode takes one minute of game time per square.  If the party has Search
on, each move takes ten minutes.  Refer to the Data Card for computer-specific
movement information.  Select EXIT to return to the Adventure Menu.

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

CAST displays the Cast Menu if the active character is a spellcaster.  See the
Magic section for more information.  Remember: Some spells only work in combat,
others only while encamped.

VIEW displays the Character Summary Screen and the View Menu.

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

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

-- Page 6 --

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 spell, 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.  Saved games may be loaded either from the Starting Menu when you
start the game or from the Party Creation/Training Hall Menu.  Save
often--especially after surviving really tough encounters.

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

MAGIC is a very important part of POOLS OF DARKNESS and is described under its
own heading on page 8.

REST allows characters to memorize spells and to heal naturally.  When spells
are being memorized, the initial rest time is established by the time necessary
to memorize and spells selected with the MEMORIZE command in the Magic Menu.
For every 24 uninterrupted hours of rest in camp, each wounded character
regains one hit point.  Rest may be interrupted by encounters.  If possible
find safe places to take long rests, such as an inn or places that you are told
are safe during the game.
Characters can automatically rememorize the spells they have used by simply
selecting REST--this saves having to make selections 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 commands.

ADD/SUBTRACT increase or decreases the time that the party will attempt to
rest.  Decreasing the time may not allow spellcasters to memorize all of their
spells.

ALTER displays the Alter Menu that is used to change the characters in the
party and the parameters of the game:

Alter Menu
ORDER DROP SPEED ICON LEVEL EXIT
ORDER changes how the characters are listed on the screen and how they are
deployed in combat.  Characters at the top of the list tend to be at the front
in combat.

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

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

ICON is used to change a character s combat icon.

LEVEL displays the Level Menu that permits you to adjust combat difficulty.

Level Menu
NOVICE SQUIRE VETERAN ADEPT CHAMPION
The game is preset at the Veteran level.  This is the level at which we consider
the game to be balanced .  To make the combat encounters easier, choose either
the Novice (Easiest) or Squire level.  To make the combat more difficult,
choose either the Adept or Champion (hardest) level.

-- Page 7 --

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

FIX is used to heal many wounded characters with a single command.  All
characters with at least first level clerical spells will memorize as many
healing spells as they can, cast them on the party, and then rememorize their
previous spells automatically.  FIX takes game time and may be interrupted by
an encounter.  If the party is severely damaged, you may need to select FIX
twice or more.

EXIT returns to the Adventuring Menu.

Magic
To get the Magic Menu options, the active character must be able to cast
spells.  Spellcasters can get a list of their memorized spells from the CAST
command of the Magic Menu or from the SPELLS command of the view Menu.
Magic-users can get a list of their spells on scrolls from the SCRIBE command
in the Magic Menu.

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

Magic Menu
CAST MEMORIZE SCRIBE DISPLAY REST EXIT
CAST displays the Cast Menu 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.

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

Remember that spellcasters can have the same spell memorized multiple times,
and they can automatically rememorize used spells simply by selecting the REST
command.

Memorize Menu
MEMORIZE  NEXT PREV EXIT
MEMORIZE selects a spell to be memorized.  A spell is not actually memorized
until it has been chosen from the Memorize Menu and the character has rested
long enough to imprint the spell on his 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 on one screen.

SCRIBE displays the Scribe Menu and a list of all of the spells on magic-user
scrolls.  Before spells can be scribed, they must either be identified at a
shop or the magic-user must cast Read Magic.  To scribe, select any spells to
be scribed into the character s spell book and select REST to actually scribe
the spells.  Scribing a spell takes the same amount of time as memorizing the
same spell.

Scribe Menu
SCRIBE NEXT PREV EXIT
SCRIBE selects a spell to transfer from a magic-user scroll into a spell book.

-- Page 8 --

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

DISPLAY lists the magic that currently affects the party.  This includes spells
like Bless or Invisibility, plus effects like diseases.  This is an important
command because diseased characters cannot regain hit points until they have a
Cure Disease spell cast on them.

REST is identical to the Encamp Menu command.  Remember: A character s spells
are not memorized until he has rested the necessary time.

CIVILIZATION
Towns provide many valuable services and supplies for the adventurer.  In these
places you 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,
and to rest and regain spells and hit points.

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

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

Shop Menu
BUY     ITEM VIEW     TAKE     POOL     SHARE     APPRAISE     EXIT
BUY displays the items available in the shop.  Highlight the items that the
active character will buy and select BUY.

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

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

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

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

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

POOL places all of the party members coins, gems and jewelry into a pool which
any member may use to make 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
even shares among the party.

APPRAISE determines the monetary value of any gems or jewelry the character
has.  Select Appraise, then choose a gem or item of jewelry, 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.  Gems and jewelry cannot be used directly for purchases,
they must be appraised and sold first.

Temples offer healing spells and perform other clerical services.  Temple
services are free.

Temple Menu
HEAL     VIEW     REPAIR     EXIT

HEAL displays a list of the temple s healing spells.  Select HEAL, choose the
character on whom to cast the spell, and then the spell to be cast.

VIEW is identical to the Adventure Menu command.

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

EXIT returns you to the street outside the temple.

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

-- Page 9 --

LIMBO
Limbo is an ever shifting dimension without fixed points of reference.  The
POOLS OF DARKNESS traverse this region, although only beings of great power can
navigate the unstable sea.  Elminster will guide you--he is one of the few who
can travel in this dimension without disorientation.  A menu with the following
options is available when you enter Limbo:

Limbo Menu
REPAIR     TRAIN     STORAGE     ENCAMP     MOVE ON

REPAIR is identical to the Temple Menu command.

TRAIN takes you to a training hall.

STORAGE requests Elminster to store items and money for you.  This service is
very important--most magical items cannot stand the trip into other dimensions,
and may be destroyed utterly if not stored before traveling.  The following
menu appears when you select this command:

Storage Menu
VIEW     TAKE     POOL     MONEY     ITEMS     EXIT

VIEW is identical to the Adventure Menu command except that in the Items Menu,
DROP is replaced by DEPOSIT, which places items in storage.  To store, select
ITEMS, highlight an item, then select DEPOSIT.

TAKE allows you to retrieve items and money from storage.  Select TAKE, then
select what to retrieve.

POOL places all of the party members coins, gems and jewelry into storage.

MONEY is used to deposit money in storage.

ITEMS takes you directly to the Items Menu of the active character where you
can store items.

EXIT returns you to the Limbo Menu.

MOVE ON displays a list of the places that Elminster can transport you to.

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

Sample Encounter Menu
COMBAT WAIT FLEE ADVANCE

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

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

The active character is centered on the screen at the start of his combat
segment.  The active character s name, hit points, AC, and current weapon are
displayed.  The Combat Menu lists the character s options.

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

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

 -- Page 10 --

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

Aim Menu
NEXT     PREV     MANUAL     TARGET     CENTER     EXIT

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

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

MANUAL permits the player to aim anywhere on the map.  However, only targets in
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 command is not displayed, the
target is out of range, not in line of sight, or invisible.

CENTER centers the screen around the cursor.  This is helpful when targeting
manually.

EXIT returns to the Combat Menu

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

CAST is only available to spellcasters when they have spells available.  The
spellcaster selects from the list of available spells and then targets with the
Aim Menu.  If the character has been hit recently, his concentration may be
broken and the CAST command 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 or
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.  Under computer
control, a fighting character with a readied missile weapon will tend to hang
back and attack from a distance.  If a character has no readied missile weapon,
he will ready a melee weapon and charge.  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.

Consult your Data Card for instructions on regaining manual control and
toggling magic on and off for your computer.

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

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

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

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

END quits a characters turn.

After Combat
When combat is over you will see how many experience points each character
receives and then the Treasure Menu is displayed.  Most of the Treasure Menu
commands work like the commands in the Shop Menu.

Treasure Menu
VIEW     TAKE     POOL     SHARE     DETECT     EXIT
VIEW displays the character screen and View Menu.

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

Take Menu
ITEMS     MONEY     EXIT

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

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

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

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

DETECT has the active character cast a Detect Magic spell.  Magic items in the
treasure or party will be marked with an  * .  This command only appears if the
active character has a Detect Magic spell available.

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

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