                              HEROES OF THE LANCE
                              -------------------
               Game design and program creation by U.S. Gold Ltd.
        Game developed by U.S. Gold Ltd. and Strategic Simulations Inc.

                     (c) 1988 TSR Inc. All rights reserved.
            (c) 1988 Strategic Simulations Inc. All rights reserved.

Contents
--------
I.   Loading the Game

II.  Background and History
      The DRAGONLANCE(R) Saga
      The ADVANCED DUNGEONS & DRAGONS(R) Game

III. The Action Starts...

IV.  Playing the Game
      Movement
      Ranged Combat/Dodge
      Close Combat
      Screen Displays
      Menus and Sub-menus
      Winning the Game

V.   Characters
      Goldmoon, Chieftain's Daughter
      Sturm Brightblade
      Caramon Majere
      Raistlin Majere
      Tanis
      Tasslehoff Burrfoot
      Riverwind
      Flint Fireforge

VI.  Monsters
      General Advice

VII. Lost and Found - Objects in the Ruins


I. Loading the Game
-------------------
To load Heroes of the Lance on an Amstrad CPC, insert side 1 of the disc and
type |CPM. (The bar symbol | is obtained by pressing the SHIFT and @ keys
together.) The title screen will load. Press any key to go to the credits
screen, and then press any key again to go to the next section.

The section after the credits screen displays pictures and summaries of the
eight Companions of the Lance. Press any key on each screen to see the next
character. When all eight characters have been displayed, you will then be
taken to the actual game screen, but before you can start playing, you must
answer a question based on the ADVANCED DUNGEONS & DRAGONS(R) statistics of one
of the characters, chosen at random. Each character's statistics are listed in
more detail in the 'Characters' section of the manual, but a quick reference
table is shown below.

                      Intelligence  Wisdom  Dexterity  Constitution  Charisma
-----------------------------------------------------------------------------
Goldmoon            |      12         16       14           12          17
Sturm Brightblade   |      14         11       12           16          12
Caramon             |      12         10       11           17          15
Raistlin            |      17         14       16           10          10
Tanis               |      12         13       16           12          15
Tasslehoff Burrfoot |       9         12       16           14          11
Riverwind           |      13         14       16           13          13
Flint Fireforge     |       7         12       10           18          13

If you answer correctly, you will be asked to insert side 2 of the disc and to
press any key to start playing the game. If you answer incorrectly, you will
not be allowed to proceed and will have to reset and load the game again.


II. Background and History
--------------------------
It is now more than three hundred years since the Cataclysm when the wrath of
the gods descended upon Krynn. With the only direct access portal denied her,
the Queen of Darkness spreads her power across the land by awakening the evil
dragons and creating the Draconians. Once in control of Krynn, she will be free
to force entry to the world. Only the 'Companions of the Lance' (they aren't
'Heroes' until they succeed) can stop her final victory. Should they fail, the
Queen of Darkness will be free to come through from the Abyss into the world
and darkness will cover Krynn for all eternity as she and her Draconians will
control the largest, most evil empire ever created.

The only threat to her awesome power is the possibility of a revival of the
worship of the old gods. In the years since the Cataclysm, the inhabitants of
Krynn have lost their belief in the gods. Before opposition to Takhisis can be
united, you must restore faith in the old gods by recovering the Disks of
Mishakal from the ruins of Xak Tsaroth. Use of their knowledge will bring True
Healing back to Krynn and restore faith in the old gods, allowing them to
intervene in the fate of their worshippers. More importantly, it allows them to
confront the Queen of Darkness directly and restore the balance between Good,
Evil and Neutrality.

This mighty relic is the only hope for Krynn and you must aid the Companions in
their quest to retrieve the Disks. Unfortunately, the Disks aren't just lying
in the ruins but are actively guarded by Khisanth, an ancient, huge, black
dragon, served by Draconians who have enslaved the local Aghar (gully dwarves).

The DRAGONLANCE(R) Saga
-----------------------
The world of Krynn resulted from players who wanted more dragons. The basic
plot which became the basis of the entire DRAGONLANCE(R) game universe was put
together by the TSR design staff. These concepts were then brought to life by
the TSR artists to produce the DRAGONLANCE(R) saga - a rich, diverse, gaming
universe with awsome dragons and questing adventurers. From this beginning came
an entire world and its history, the place now known to gamers as Krynn. Until
now, occupation of Krynn has been limited to the imagination of the readers of
the DRAGONLANCE(R) novels and players of the ADVANCED DUNGEONS & DRAGONS(R)
role-playing game. However, things have changed.

The Heroes of the Lance game gives you the chance to take part in the quest of
the 'Companions of The Lance' as they begin their fight to save Krynn from
domination by Takhisis, the Queen of Darkness. Find yourself in the thick of
the action as you control the characters in their life-or-death struggle
against the forces of evil. Can you retrieve the Disks of Mishakal from the
lair of Khisanth, deep in the ruins of Xak Tsaroth? Before you can even reach
the lair, the companions must defeat Draconian hordes in hand-to-hand combat
and deal with powerful magic, monstrous spiders, skeletal undead, and many more
terrors that lurk amidst the rubble of a once beautiful city.

For those familiar with the AD&D(R) game, this is not a role-playing game but
an action game. The computer is used to keep all of the usual 'to hit,' 'damage
inflicted,' 'saving throw,' etc. dice rolls behind the scenes so that you can
concentrate on the action on screen. You won't see the numbers, allowing you to
concentrate on what is actually visible - the Draconian charging forward waving
a sword. Can you see any traps while the detect spell lasts or is that a potion
bottle in the corner?

The ADVANCED DUNGEONS & DRAGONS(R) Game
---------------------------------------
Some of you may not have encountered role-playing games (RPGs) before. Although
this isnt an RPG, it is based around the concepts of what is probably the most
widely played system - the AD&D(R) game from TSR.

Instead of being a passive reader or observer as in a novel or play, RPG
players control one or more characters within the story. You take an active
role in determining the course of events within a game, during which the
characters (if they survive) will learn and become more experienced, thus
equipping them to deal with tougher challenges. The players have an opportunity
to interact not only with the game but also with each other. The game is
open-ended and, when one scenario has been completed, the characters can
continue to another and another...

A 'Dungeon (or Game) Master' directs each game by controlling the entire action
within the game apart from the players' characters. This person is responsible
for describing the characters' environment, controlling all the monsters and
traps, and dealing with combat resolution, treasure and anything else which may
occur. Many people enjoy being a Dungeon Master as much as running a character
in another person's scenario. The Heroes of the Lance game is designed to hide
the dice-rolling and table-referencing from the player and allow him/her to
concentrate on the action as the computer takes on the mechanics of the game.
But, of course, it doesn't allow players to interact with each other in the way
the AD&D(R) game does.


III. The Action Starts...
-------------------------
Despite the various encounters with Draconians while approaching Xak Tsaroth,
the Companions are finally standing within the Great Temple of Mishakal before
the statue of the goddess. As Goldmoon, carrying the Blue Crystal Staff,
approaches the statue, it animates and speaks to you:

"...Krynn is about to face its greatest test... You must return the truth and
power of the true gods to men. It is time to restore the balance. 

"To gain the power, you shall need the truth of the gods. Far below this temple
lie the Disks of Mishakal: circular plates of platinum that are all you need to
call upon my power. You must recover these disks.

"Your way will not be easy. The disks now lie in the lair of the dragon.
Therefore, I charge your staff: if you present it boldly, never wavering, then
you shall prevail..."

You will find the Heroes ready to start their explorations of the ruins of Xak
Tsaroth. You must be ready for anything as Draconians aren't the worst thing
you may meet. Good luck - the fate of Krynn is in your hands.


IV. Playing the Game
--------------------
This game has been designed to give you the feel of adventuring in the world of
Krynn, a strange and dangerous place full of monsters and treasure. There are
many things you can do during the course of the game, from movement and
fighting to casting magic and collecting potions.

To enable you to engage in all of these things, we have set up methods to
control everything as simply as possible. Movement and physical combat are
entirely controlled from the joystick, and everything else is dealt with by a
mixture of icon and menu selection.

These methods have been designed to minimize interference in the flow of the
game by never requiring you to let go of the joystick during the course of
play. While playing, simply pressing the SPACE bar will bring up the main menu
and pause the game as you make your selection, and then restart when you quit
the menus. The easiest way to get to the menus is press the SPACE bar with the
side of your hand as you hold the joystick. The menus can be accessed at any
time during the game.

The two methods of controlling actions are:

1. Joystick (and fire button) for movement, Close Combat (sword, staff, etc.),
and Ranged Combat (bow and arrows, spears etc.). Close Combat is possible when
a character and monster approach each other within a quarter of the screen
width.

2. Menu selection is for spell choice, character selection, picking objects up,
etc., and you can use it at any time by pressing the SPACE bar to activate the
main menu. Use the joystick to select an option which will either give you
further choices from a sub-menu or carry out the specified action.

Movement
--------
All movement on screen is controlled by the joystick as shown here, including
movement towards or away from the player - into or out from the screen. Moving
the joystick in the various directions will move your character accordingly
(e.g. if you are walking left at normal speed and you move the joystick to the
upper right diagonal then your character turns around and starts running at
double speed). The In (joystick pushed forward) and Out (joystick pulled back)
directions are active only at certain times. Whenever a corridor crosses or
joins the corridor you are in, the compass direction that your character can
travel down that corridor is highlighted. You will notice that if you choose to
go down a cross-corridor, the compass direction will change. The screen always
shows your character moving left and right.

                                      In
                                       |  
                  Left (Double Speed)  |  Right (Double Speed)
                                      \|/
             Left (Normal Movement) ---+--- Right (Normal Movement)
                                      /|\
                                       |
                                       |
                                      Out

On the other hand, the compass is always oriented to maintain the same absolute
direction, just as a real compass. As an example, if your character were to be
traveling along an east-west corridor, the compass would show north as being
up. If the character then entered a corridor that went north, the compass would
change. North would then be on the right of the compass since that is the
direction the character is facing. This is not as complicated as it sounds and
is easily mastered when you play the game.

Pressing the fire button will cause one of two options to be available,
depending on whether your character is running or stationary when the button is
actually pressed:

Stationary - Pressing and holding the fire button puts the character into one
of the two Combat modes. The character will enter Ranged Combat mode (see
details below) if the character is more than a quarter of a screen width from a
monster. If within this distance, the character will enter Close Combat mode.
You will see the word 'COMBAT' displayed below the compass when your character
comes within the quarter screen width.

Running - Pressing the fire button while you are running causes the character
to jump in the direction of movement. This allows the character to pass over
certain types of obstacles.

Ranged Combat/Dodge
-------------------
This mode is used for two purposes: dodging and using a ranged weapon (one that
fires over a distance such as a bow and arrows or a throwing axe). It can only
be used by a stationary character and requires pressing the fire button to
begin operating. 

With the fire button depressed, moving the joystick in the appropriate
direction will cause your character to perform the indicated action. The
character's weapon is automatically selected when you move the joystick into a
firing position. For the bows and the hoopak, you must first select the Use
command from the Main Menu and choose either a pouch or a quiver before the
ranged weapon can be used. The moves are reversed depending on the screen
facing of the character (see diagrams). As long as the joystick is held in
position, the weapon will continue to fire until it runs out of ammunition or
until a monster moves within Close Combat range. If you push the stick into a
firing position and release it, the weapon will only fire once.

Fire Centre lets you shoot parallel to the ground at about shoulder height and
is the most likely choice to use when firing at monsters. Fire Low and Fire
High allow your character to fire below or above the centre line. Dodge allows
the character to take avoiding action from an attack and is also available in
Close Combat.

All Ranged Combat selections are cancelled, changing to Close Combat, if the
player's character and a monster move within the one quarter screen trigger
distance. At the same time, the character's weapon changes to the Close Combat
weapon.

                   |                                   |
      Fire (High)  |                                   |  Fire (High)
                  \|/                                 \|/
  Fire (Centre) ---+---                             ---+--- Fire (Centre)
                  /|\                                 /|\
       Fire (Low)  |                                   |  Fire (Low)
                   |                                   |
                 Dodge                               Dodge

         Character facing left               Character facing right

Close Combat
------------
The computer allows you to enter Close Combat mode whenever a monster and a
character move within one quarter of a screen of each other. You will see the
word 'COMBAT' below the compass when you can enter Close Combat mode. To enter
this mode, keep the fire button depressed. This mode stays in force until one
of the combatants is dead, they move away from each other until separated by
more than a quarter of a screen, or you release the fire button.

When in Close Combat, joystick moves change to those shown below and the
character automatically uses his or her Close Combat weapon. In this mode, the
player selects the indicated combat moves for close (melee) fighting by moving
the joystick in the relevant direction.

The terminology used applies to sword fighting, but the physical moves apply
equally to whatever weapon the character is using whether sword, staff, axe,
etc.

Move Backwards means that your character keeps the current facing and walks
backwards. The character will back up (still holding his or her weapon), moving
to the edge of the screen or until reaching an impassable barrier. If this
allows the character to move beyond the combat trigger threshold (quarter
screen), movement reverts to normal joystick mode.

Dodge is available and the character behaves the same as in Ranged Combat, with
the ability to avoid things. You can still make selections from the menu if
required and the computer will pause the game, making the necessary combat
adjustments while any changes and selections are made. The menus allow you to
change the lead character.

Screen Displays
---------------
There are two main screen displays used during the course of game play:
 
Standard Screen - The main section of the screen shows the actual view of the
area being explored with a double row of character icons along the bottom right
of the screen, and a compass indicating viewpoint and exits. Next to each
character, that character's Hit Point status is shown as a vertical bar.
Pressing the SPACE bar brings up the second display - the Main Menu.

Main Menu - The main section is overlaid with a scroll of selections, with the
top selection highlighted and the lower section of the screen continuing to
hold the same information. Selection is either by moving the highlight with the
joystick. When the required selection has been made, pressing the fire button
will activate the selection. An error message is displayed if you attempt a
selection that is not available.

There is a third type of screen: the animation sequence. Return to normal game
action by pressing the SPACE bar. Choosing the Main Menu can also be used as a
pause during gameplay should you require a short break and not wish to quit the
game.

Menus and Sub-menus
-------------------
Character Select - The order in which the characters appear on the screen has
an effect on play. The top left character is first in the party, and is the
active character. The character immediately to the right of that character is
second, and so on. The bottom right character is the last one. The icon of the
first character will appear on the screen and represents the entire party.
Spells can only be cast if the character casting the spell is one of the first
four. Characters in the bottom row cannot cast any spells. The active character
will suffer the most damage in combat, but all of the top four characters may
suffer some damage. 

You can change the order of the characters in your party by selecting Character
Select from the Main Menu. When you have done this, a white box will appear
around the active character. You can use the joystick to move this box over one
of the characters that you want to move to a different position. When the box
is on the desired character, press the fire button. You will then get a second
white box. Move this white box over the character you wish the first character
to switch positions with. Once again press the fire button. The characters will
switch positions. If you wish to change the order of more than one pair of
characters, re-select this option for each swap you wish to perform.

Should Goldmoons hit points fall to a low level, and she is the active
character, Riverwind will switch positions with her in order to protect her.
Once she is revitalized, she can once again assume the lead.

Magic User/Clerical Staff Spells - The number in parentheses (brackets) is the
number of charges used per spell when Raistlin uses the Staff of Magius. This
staff holds up to 100 charges. Using scrolls and potions does not take charges.
Wands use these charges. 

Burning hands - each use takes one charge (1).
Charm - each use takes one charge (1).
Sleep - each use takes one charge (1).
Web - entangles an opponent for a limited amount of time (2).
Magic missile - each use takes one charge (1).
Detect magic - shows the location of magic items (1).
Detect invisible - shows the location of anything invisible (2).
Final strike - destroys staff and causes intense damage when it explodes;
provides option to cancel in case selected by mistake (uses all remaining
charges).
Exit - return to the Main Menu.

Clerical Staff Spells - This selects one of two sub-menus depending on who is
using the staff. Only Goldmoon can use the staff unless she is incapacitated or
dead. In that case, Riverwind, Caramon, or Sturm can use it at a reduced
capacity.

The number in parentheses (brackets) is the number of charges used per spell
when using the clerical staff. This staff holds up to 200 charges, but will
absorb energy if attacked by energy-using monsters. 

When you select Clerical Staff spells, a different sub-menu is displayed
depending on whether Goldmoon is alive and conscious or one of the other
characters is controlling the staff.

Clerical Staff Spells for Goldmoon:
Cure light wounds - heals minor damage to a character (1).
Find traps - indicates the location of a trap (2).
Cure critical wounds - more powerful healing (5).
Deflect dragon breath - very useful if you meet a dragon (10).
Protection from evil - helps you against evil opponents (1).
Hold person - stops a monster in its tracks (most of the time) (2).
Spiritual hammer - just like a warhammer but no hands (2).
Prayer - a little extra help from above (3).
Raise dead - raises dead characters whose bodies are available (5).
Exit - return to the Main Menu.

Clerical Staff Spells for Riverwind, Caramon and Sturm:
Cure light wounds - heals minor damage to a character (1).
Find traps - indicates the location of a trap (2).
Cure critical wounds - more powerful healing (5).
Deflect dragon breath - very useful if you meet a dragon (10).

Use - This displays a list of the active character's possessions with the
exception of his/her initial equipment (i.e. personal weapons and items worn).
It includes anything acquired during the course of play such as potions,
scrolls, rings, etc. Any weapons in excess of the two usable by the character
are listed here. Excess weapons can't be used by the character, although they
will contribute towards the experience points total at the end of the game. A
character's carry limit is affected by quivers of arrows and pouches of
bullets.

Take - This command applies to the currently occupied area and lists any items
that can be readily picked up as well as any magic or invisible items that have
been found. Due to the limited number of items that any one character can
carry, it may be necessary to select a different character to pick up an item
or have the current character drop or give away an item first. Note that a
dropped item will appear under this command when it is re-selected.

Should this list include one of the staffs (due to the death of Raistlin or
Goldmoon), there are restrictions on picking them up and using them:

The Staff of Magius - Nobody can pick it up apart from Raistlin, as they are
all of the wrong alignment and will take damage if they attempt it.

Blue Crystal Staff - Apart from Goldmoon, Riverwind, Caramon, and Sturm,
anybody else will take damage from this clerical staff. Only Goldmoon can use
the staff unless she is dead or incapacitated, in which case one of the others
may use the staff.

Give - This lists all of the items owned by the lead character which can be
transferred to another character. It does not include personal weapons or (for
Goldmoon and Raistlin) the staffs, but does include items such as potions,
arrows, etc.

To give an item, choose it on this sub-menu and press the fire button to
initiate the transfer. The highlight will then appear on the character icons.
Move it to the character you wish to receive the item and press the fire
button to complete the transfer. A character's carry limit cannot be exceeded
by this procedure and the game will not allow the transfer to be completed. If
you attempt it, you will return to the start of the Give menu.

Drop - This shows all of a character's possessions which can be dropped to the
floor. As with the other sub-menus, this option does not list personal weapons
(including Raistlins and Goldmoons staffs).

Save - Choosing Save allows you to save a game for completion at a later date.
Before you perform this operation, you must have a vendor formatted disc (not
data format). Once Save is selected, insert a vendor formatted disc and press
the SPACE bar to save the current game, or press the fire button if you wish to
cancel and return to the Main Menu. After saving the current game, re-insert
the game disc. Do NOT under any circumstances save your game to the game disc!

Restore - Use of this selection allows you to restart a previously saved game
at any time. If you are already playing a game, it will be cancelled and
replaced by the saved game which you reload. If you select it by mistake, you
can press the fire button to return to the Main Menu before any damage is done.
If you proceed then you will be asked for the disc containing the saved game
and prompted as to the correct procedure.

Score - You can view your accumulated experience points during play by choosing
this option. The number shown as a total is a summary of all points accumulated by
characters that are still alive. The number of monsters killed is a running
total of all monsters of the given type killed to that point in the game.

Exit Menu - This selection provides the means of returning to the main game
display and continuing the game.

Winning the Game
----------------
You accumulate experience points during the play of the game. You get
experience points for killing monsters, for gathering treasures, and for
surviving to the end of the game. The current total score for the party can be
viewed at any time from the Main Menu. Detailed scores (character by character
as well as total) are provided at the end of a game. At this time, scores are
listed for each character, and two party scores are given. One score is the
total number of points of all surviving characters, and the second is the total
of all characters, whether dead or alive at the end. These scores allow you to
compare games as well as giving a numerical value as a measure of success in
any one game. 


V. Characters
-------------

Goldmoon, Chieftain's Daughter
------------------------------
Daughter of the chieftain of the Que-Shu tribe, Goldmoon's future was mapped
out from birth as whoever she married would become chieftain of the tribe.
Unknown to everyone, the gods had different plans for her. The first inklings
that none of this would come to pass came when she fell in love with Riverwind
rather than the supposed best warrior of the suitable young men.

When Riverwind returned from his quest to prove himself eligible for Goldmoon,
things really changed. The Staff that he returned with didn't appear to do
anything and her father condemned him to death. As the rest of the tribe
started to stone him to death, Goldmoon threw herself into his arms as she
realised that she couldn't live without him. Suddenly the Staff flared with a
brilliant blue light and they found themselves standing miles away from the
village with all their injuries healed. Rejected by their tribe and realising
that the Staff was something special, they decided to go to Solace and ask the
Seekers for their help in discovering the Staff's true nature. The Seekers
were the nearest thing to clerics in Solace but were also indirectly acting for
Takhisis to recover the Staff.

Before Goldmoon and Riverwind could hand the Staff over, they became involved
in a fight at the Inn and were rescued by the other Companions. So begins the
story of the Heroes of The Lance which leads to your task among the ruins of
Xak Tsaroth.

AD&D(R) Game Statistics:
Strength 12;
Intelligence 12; Wisdom 16;
Dexterity 14; Constitution 12;
Charisma 17; Alignment - Lawful Good;
Hit Points 19; Armour Class 6.
 
Equipment:
Leather armour;
Blue Crystal Staff (damage 4-9, 7-12 or 10-15);
Clerical magic from Staff - see spell list.

Sturm Brightblade
-----------------
The son of one of the remaining true Knights 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 of Krynn as they were unjustly blamed for failing in their
duties and not stopping the Cataclysm. 

Conscious of his father's position and duties, Sturm dedicated his life to the
Knighthood and became a well trained but inexperienced fighter by the time he
met Caramon. Drawn together by their mutual martial interests, they quickly
became fast friends and for Caramon's sake he even somewhat befriended
Raistlin. He holds the high ideals of his father and the Knights despite the
difficulty of maintaining them in the current state of the world.

His rescue of Raistlin's Master's pouch caused their first meeting with
Tasslehoff and their subsequent fellowship with Flint and Tanis. Flint taught
Sturm and Caramon the wilderness survival skills that were to save their lives
many times in the future. Their journeys with Flint over the next few years
formed them into the formidable group of adventurers who now bear the survival
of Krynn upon their shoulders. Finally, in the year 346, with Flint's
retirement, the companions went their separate ways. Sturm went to Solamnia to
search for his heritage but 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
quest when they rescued Goldmoon and Riverwind.

AD&D(R) Game Statistics:
Strength 17 (Damage +1);
Intelligence 14; Wisdom 11;
Dexterity 12; Constitution 16;
Charisma 12; Alignment - Lawful Good;
Hit Points 29; Armour Class 5.

Equipment:
Chainmail armour;
Two Handed sword +3 (damage 1-10);
No ranged weapon.

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 while a young child, was started by his sister, Kitiara,
who later became a Dragon Highlord in the service of Takhisis. Inseparable from
his brother, except when Raistlin was being schooled in the magic arts, Caramon
lived all his life in Solace. Here he met Sturm, but it wasn't until their
father's death that the twins met up with Tasslehoff and, through this meeting,
another of Solace's long-time inhabitants, Flint Fireforge. This was the start
of the friendships which led to the formation of the Companions of the Lance. 

Although a well-trained warrior by this time, Caramon was relatively
inexperienced in combat and it was his travels with his newly acquired friends
(later to include Tanis) that turned him into a seasoned warrior. Travelling
the country with Raistlin was always an exciting adventure. One of his
brother's greatest joys was exposing false clerics as fraudulent charlatans
making money at the expense of the sick and helpless. Usually, rather than
being grateful, the people would turn on the twins who often only escaped
serious harm as a result of Caramon's increasing martial skills. It took a long
time for them to realize that people don't like being shown as fools even for
their own good. After some years of travel with Flint both on trading
expeditions and on their own, they all met up again at the Inn in Solace on
that fateful night where they met Riverwind and Goldmoon. The rest is history,
as they say, and in this adventure, the conclusion is up to you.

AD&D(R) Game Statistics:
Strength 18/63 (Damage +3);
Intelligence 12; Wisdom 10;
Dexterity 11; Constitution 17;
Charisma 15; Alignment - Lawful Good;
Hit Points 36; Armour Class 6.

Equipment:
Ringmail armour;
Longsword (damage 1-8);
Spear (damage 1-6).

Raistlin Majere
---------------
So weak when he was born that he wasn't expected to live, Raistlin survived his
childhood through his sister's efforts and through the protection of his twin
brother. Just before their fifth birthday, they were taken to the fair where a
conjurer was performing tricks and illusions. Caramon watched for a while then
wandered off, but his brother stayed all day and that evening astonished his
family by reproducing every trick he'd seen performed.

Shortly after his sixth birthday, the family took Raistlin to a Master Mage
who, although at first not overly impressed by the boy, took him 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 protective attitudes 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.

During this period, Raistlin supplemented the family's income by public
performances of illusions and tricks, which often brought him into open
conflict with his school. One of these public disagreements led to the twins
meeting Tasslehoff and subsequently, Flint. 

Raistlin was destined to become 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.

AD&D(R) Game Statistics:
Strength 10;
Intelligence 17; Wisdom 14;
Dexterity 16; Constitution 10;
Charisma 10; Alignment - Neutral;
Hit Points 8; Armour 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.

Tanis
-----
Orphaned by the death of his elven mother, Tanthalas, better known by the
shorter, human form of his name as Tanis, was raised amongst the elves.
However, as a half-human, Tanis always felt somewhat of an outcast. Finally
driven by his restless nature, he left the Qualinesti and headed for Solace and
the only 'outsider' known to him, his friend Flint. By the time he became
involved with the Companions - other than Goldmoon and Riverwind - he had
become an experienced half-elven fighter wandering the world of Krynn in search
of True Healing and clerics. A natural leader, he has known, travelled with and
fought beside the Companions for many years. Although none of them knew it at
the time their meeting became the start of their joint quest and the formation
of the Companions of The Lance. His travels through an unsettled world,
combined with his early training amongst the Qualinesti elves, have turned him
into a master swordsman. Equipped with his elven blade, there are few fighters
skilled enough to match him in combat. Of course, an enemy has to reach him
first because his natural skill, augmented by plenty of practice with the bow,
will usually stop all but the most determined opposition before it comes within
reach of his sword arm.

AD&D(R) Game Statistics:
Strength 16 (Damage +1);
Intelligence 12; Wisdom 13;
Dexterity 16; Constitution 12;
Charisma 15; Alignment - Neutral Good;
Hit Points 35; Armour Class 4.

Equipment:
Leather armour +2;
Longsword +2 (damage 1-8/1-12 vs. Giants);
Bow and quiver of 20 arrows (damage 1-6).

Tasslehoff Burrfoot
-------------------
Most people not only don't understand Kender but don't want to know them. Part
of the problem arises from 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...). The usual reaction to the sight of a Kender is to lock everything up
and check your pockets. Although fully justified, this attitude is somewhat
unfair because they do not see themselves as thieves. They do not steal for
profit but out of their intense curiosity about everything. Even when caught
'in the act' they will offer an amazing range of excuses from: "You dropped it,
" "It probably fell in my pocket," to "I thought you didn't want it," and "I
was just looking after it in case it got stolen." As far as they are concerned,
it is only 'borrowing' and they regard being called a thief a grave insult.

Apart from their size, Kender would be easily recognized by the number of
pockets and pouches that festoon their clothing and their favoured weapon, the
hoopak. Used exclusively by them, it is a combination of staff (shod in iron)
and slingshot, giving Kender a lethally potent weapon. Tasslehoff 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. Tass
was later responsible for the meeting with Caramon, Raistlin, and Sturm.

AD&D(R) Game Statistics:
Strength 13;
Intelligence 9; Wisdom 12;
Dexterity 16; Constitution 14;
Charisma 11; Alignment - Neutral;
Hit Points 15; Armour Class 6.

Equipment:
Leather armour;
Hoopak +2 (damage 3-8);
Sling +1 with a pouch of 20 bullets (damage 2-7).
 
Riverwind
---------
Born into a family of virtual tribal outcasts, there was no one in the Que-Shu
with a lower social position. Riverwind's 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 were it not for his love for Goldmoon, which led him to ask her father
for permission to marry her.

Her father gave him a task to prove his suitability for this marriage. He
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, her
father never expected to see him again. As the months passed, it seemed as
though his wishes would be fulfilled but Goldmoon never gave up hope and her
faith was eventually rewarded.

The Riverwind that returned wasn't the same man that left. He was harder,
changed by things he had seen and unable to remember exactly where he had been
or what he had done. Later, when the Companions had formed and made their way
to Xak Tsaroth, he realised that the mined city was the place from which he had
retrieved the Staff. In his hand he carried a blue crystal staff but when asked
to demonstrate its powers, he was unable to do so. The chieftain mocked him,
called him a liar and ordered the tribe to stone him to death. When Goldmoon
joined him in the hail of stones, the Staff flared with blue light and
teleported both of them out of the tribal village.

AD&D(R) Game Statistics:
Strength 18/35 (Damage +3);
Intelligence 13; Wisdom 14;
Dexterity 16; Constitution 13;
Charisma 13; Alignment - Lawful Good;
Hit Points 34; Armour Class 5.

Equipment:
Leather armour and shield;
Longsword +2 (damage 1-8);
Bow and quiver of 20 arrows (damage 1-6).

Flint Fireforge
---------------
Born and bred a hill dwarf and raised in poverty, Flint left home as soon as he
was capable of earning a living. As the years passed and his skills as a
metalsmith grew, his improved fortunes led him to buy a small house in Solace,
which became his base.

From here, he travelled widely due to the great demand for his skills. As his
fame spread, samples of his work came to the attention of the elven leader in
Qualinesti, resulting in his first invitation to become one of the few dwarves
not only to visit the elven kingdom, but to become a welcome visitor. Flint
delighted in making ingenious toys which made him a childrens' favourite
wherever he worked including amongst the elves. It was here that Flint and
Tanis first met and, over many years became close friends, for Flint was a
solitary figure and Tanis always felt an outcast due to his human blood. When
Tanis finally left Qualinesti, his natural destination was his old friend
Flint, whom he joined in Solace. He soon made himself very useful to Flint,
who made Tanis his business partner.

One day, while Tanis was breakfasting at the Inn, Tass arrived at Flints
stall and set in motion the events that quickly led to the meeting of all those
destined to become the Companions of the Lance when they rescued Goldmoon and
Riverwind from the Seekers. In the period leading to this rescue, the world
became more perilous as the evil of Takhisis gained a stronger grip on Krynn.
Flint retired as it was no longer worth travelling and the friends went their
separate ways with a promise to meet again after five years had passed. This
fateful meeting brought them together with Goldmoon and Riverwind, setting in
motion the train of events that brought you to the start of the quest.

AD&D(R) Game Statistics:
Strength 16 (Damage +1);
Intelligence 7; Wisdom 12;
Dexterity 10; Constitution 18;
Charisma 13; Alignment - Neutral Good;
Hit Points 42; Armour Class 6.

Equipment:
Studded leather armour and shield;
Battleaxe +1 (damage 1-8);
Throwing axes (damage 1-6).


VI Monsters
-----------
During your travels through the ruins of Xak Tsaroth, you will meet many
different beings ranging from ferocious animals to the evil and intelligent
followers of Takhisis. The best response you can expect is indifference but the
most usual is active hostility either because you are enemies or look like
food. All opposition is described as monsters.

If you meet anything, remember that it is safer to defend yourself by Ranged
Combat than to wait until within Close Combat range. You can more easily
retreat from Ranged Combat than from Close Combat.

Men - Any humans which you meet, if they are moving around freely, are going to
be in the employ of the Dragon Highlords. Their usual equipment includes
leather, armour, and swords. They will be eager to fight as they are all
experienced soldiers, usually veteran mercenaries that serve as low status
guards within the ruins.

Baaz Draconians - These Draconians are the smallest and most plentiful kind.
Used as common ground troops, they are at the bottom of the social order.
Although often used as spies, as they can easily disguise their origins under
robes with large hoods, you will have no problems recognizing them here in
territory they regard as their own. They are quite fond of humans as a favoured
addition to their diet, so they will be eager to close and fight. They wear
some armour and fight with swords. When killed, their bodies turn to stone and
crumble to dust.

Giant Spiders - Just as the name implies, these monsters are large enough to
pose problems to you and your party. Not being intelligent, giant spiders
conclude, "If it moves then it must be food." They are tough opponents, and
will take a large amount of damage before dying. They attack by biting.

Trolls - These large, shambling humanoids are not highly intelligent but, like
so many others, regard humans as a pleasant dietary supplement. They make very
tough opponents as they are difficult to injure and, when finally wounded,
their injuries start healing automatically. They are more efficiently injured
if burnt. They come equipped with formidable jaws and claws, capable of
inflicting terrible injuries.

Spectral Minions - The spirits of humans or demihumans who died before they
could complete powerful quests or vows, they are still bound just as when they
were alive. They may not attack unless their daily routine is interfered with,
but, as this routine consists of repeating the actions leading to their deaths,
it is virtually impossible not to interfere. Very often just being present is
regarded as interference and results in an attack on the entire party.

Spectral Minions look exactly as they did at the time of their deaths (i.e.
like normal humans but transparent to varying degrees), so if you can see the
wall through your opponent, it's probably not human. They use the weapons they
died with, usually swords, and are intelligent opponents not to be taken
lightly.

Bozak Draconians - These Draconians are slightly larger and less plentiful than
their lesser Baaz kin. They are the magic users of the dragonmen, dedicated to
the purposes of the Dragonlords. Highly intelligent and without mercy once they
attack, Bozak are deadly opponents. They share the general Draconian liking for
humans, similarly regarding them as a favoured addition to their diet as well
as opponents to the will of Takhisis. So, they will be eager to fight. They do
not wear armour but are actually harder to injure than the armoured Baaz. They
use magical attacks such as Magic Missile. When killed, the flesh dries and
crumbles from their bones which will then explode causing injury to anyone too
close.

Aghar (Gully Dwarves) - As 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 and they see cowardice as a virtue and raise
grovelling to the status of an art form. They originated from inter-marriages
between dwarves and gnomes in the distant past. This new race lacked all of the
better qualities of their parents and they were driven out to survive as best
as they could. The Cataclysm proved their salvation by giving them access to
dozens of ruined cities including Xak Tsaroth. Gully dwarves will remove a
character's body if not raised.

Hatchling Black Dragons - They are exactly what their name says, baby black
dragons. But don't try petting them unless you don't mind losing an arm. They
will breathe acid whenever you come across them. Like all young dragons, they
can take punishment without serious injury, and although newly hatched, they
make vicious little killers since they aren't averse to a little fresh human
now and then. Too young for magic use, with a single blast of acid they inflict
substantial damage.

Wraiths - The spirits of evil beings, condemned or determined to stay in our
world, these undead are amongst the most deadly opponents you could ever meet.
Needing no weapons, their very touch is deadly, not so much for the physical
injuries caused, but for the life force such a touch can steal. The wraith's
black evil is only matched by its black appearance as it glides towards you
intent on stealing your life force.

Khisanth - The guardian of the Disks of Mishakal is probably the only thing
deadlier than the wraiths. Khisanth is an ancient, huge, black dragon. She is
skilled in the practice of staying alive, capable of lethal blasts of acid
breath. She is the final obstacle that you must overcome before completing your
task in the ruins of Xak Tsaroth.

General Advice
--------------
Moving deeper into the ruined city, the greater the danger you face since more
dangerous monsters prefer to live in the lower reaches of the ruins. You must
learn effective ways of dealing with different monsters as you explore. Don't
be ashamed to run away if you feel that you can't handle a given encounter or
are already seriously injured from previous meetings. Strategic withdrawals
(running for your life) allow you to heal injuries gained in other fights and
thus equip you to better face a new opponent. Be aware, however, that as you
progress farther and farther into Xak Tsaroth, the party's presence will begin
to draw more and more monsters. To delay is to allow your enemies an advantage.
It is not wise to start a fight with a badly injured party unless there is no
other option. Although you will have to fight many times, your real purpose is
to recover the Disks of Mishakal which will restore the worship of the old gods
- the true gods of Krynn. You may fail many times before succeeding and even
then you can try this quest again and again for there is more than one way to
success. Every new game is different. However, if you save and restore a game
it will still be the same game with already explored areas unchanged.


VII. Lost and Found - Objects in the Ruins
------------------------------------------
The city was abandoned in blind panic as the Cataclysm struck. People fled in
terror leaving things behind. While the more obvious items have been looted
over the following centuries, there remain many useful things simply
overlooked, lost or abandoned by looters or later inhabitants of the ruins.
While you have the ability to find magic items, remember that even detect
spells use energy which may be more useful elsewhere. Using too many detect
spells may attract magic-sensitive monsters. Also, searching for things takes
time and may allow you to be found by things you'd rather not meet. You must
balance your actions accordingly.

Scrolls - These items contain pre-prepared spells that are ready for instant
use by Raistlin. Any character may pick up a scroll but only Raistlin can use
it. You must select the required scroll from the Use sub-menu and, the next
time Raistlin enters Ranged Combat mode, it will be the first spell to be used.

Swords - Although the characters cannot use weapons found within the ruins,
they can gain experience points from picking up such items to improve their
standing at the end of the game. Acquired weapons cannot be used as they are
unfamiliar to the characters, who would lose their skill bonuses for their
normal weapons.

Other weapons and ammunition - Other weaponry that may be located by characters
includes quivers of arrows and pouches of bullets for the sling user. These
should be picked up whenever they are found as combat uses up large quantities
of such things. Where possible, try to use single shots in Ranged Combat rather
than rapid fire as it will considerably reduce the expenditure of arrows and
bullets. A bullet is a small lead pellet that can inflict damage when fired by
an experienced sling user.

There are some other items around such as bows and daggers but they are subject
to the same usage limitation as swords.

Potions - There are many potions to be found in the ruins, mostly concealed by
magic. Many date back to the time of the Cataclysm as few people took the time
to recover concealed items while fleeing for their lives. They are not all the
same and can help in a variety of ways. The only way to find out the effect of
a potion is to try it. While they are different colours, each type is the same
colour. If you try one and discover its effect, then another of the same colour
has the same effect.

Any character can pick up a potion but you may have to transfer it to another
character to use it. To drink a potion, it must be in the inventory of the
character you wish to drink it. If this is the case, select Use from the Main
Menu and the potion from the sub-menu listing usable items. The potion is drunk
and its effect applied to the character. If you see no change, the potion may
be unsuitable for that character or you may be in the wrong location for its
effect.

Healing potions cause a permanent change by healing wounds. They are not all of
the same strength and their effect varies. They only restore damage taken and
cannot increase a character's 'hit points' beyond the starting value. These
potions can be drunk by anyone.

Strength and Invulnerability potions both last for a certain amount of time
(variable) 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 amount of damage inflicted by the character every
time a successful hit is inflicted on an opponent. The amount of this extra
damage can vary as some potions are stronger than others.

Invulnerability potions give immunity to non-magical attacks, make it more
difficult to be hit by magical attacks and increase resistance to the effects
of a magical hit. The minimum length of time for both to be effective is the
same, but invulnerability potions are capable of lasting much longer.

If you are very lucky, you may even find potions that allow you to control
monsters for a short time or until you attempt to kill them. Unfortunately, it
is very difficult to discover the effect of this type of potion as it
apparently does nothing unless your characters are in the presence of the
target monster types. However, if you do discover the purpose of such a potion
then it will usually allow you to walk right up to a monster and attack it with
no initial attempt at defence until a character hits it.

Rings - There are several magic rings which may be used by any character.
Selecting a ring from the Use sub-menu means that it will then be worn until it
is given away, dropped, or the character is killed. Rings can have many effects
but the types you are likely to find will make the wearer more difficult for
monsters to hit. Some are more effective than others and once put on, all work
indefinitely. Until selected as above, they do nothing and are regarded as
being carried around in a pouch or pocket rather than being worn.

Wands - Only usable by Raistlin, wands provide a device to fire a spell. Each
one has a limited number of charges and, when used, the wand crumbles to dust.
If you are lucky enough to find a wand, once it is in Raistlin's possession it
can be used by selecting Use from the sub-menu and will stay as the active
Ranged Combat weapon until discharged or changed by another selection.

Miscellaneous - There are various other items such as jewellery or other
treasure but these, like much of the above, are not just lying around
unguarded. They may have monsters with them or your efforts to search for
things may attract their attentions. Another possibility is a trap - some items
and areas are protected by traps which you may trigger. There may be some
indication of a trap, either something obvious or maybe a situation too
tempting to be true. Such traps can be triggered from a distance or can be
avoided if a suitable character finds them. You will learn about these and many
other things as you experience the world of the 'Heroes of The Lance.' Good
luck... you'll need it!
