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NOW Evil doesn't

stand a chance! COMPUTER PRODUCT

smoldering plague of Evil threatens to A DRAGONLANCE ' Fantasy Role-Playing Epic, Voi

CLWISOM
erupt in Northeast Ansalon. 7he many
faces ofEvil stand
poised to run
amok- draconians,
minotaurs ogres
and dragons are
but a few of the
many Evil
manifestations
eager to smash
yourparty to bits!
You need help.
When you're up against enemies
like these, some inside infor-
mation can mean the difference
between sweet success or very bitter failure.
The CHAMPwNs of Krsrm CLUE Boors gives you the
edge you need to bring Evil to its knees:
" Detailed maps to all of the locations in
the game .
N Complete information on special encounters .
" Tips on how to win the more difficult combats that your Detailed maps reveal
adventurers will face . every secret you'll
" Lists of all the special magic items found in the game need for safepassage
through the corridors
and their best uses .
ofThroa Gargath and
" Checklists of encounters and treasures allowing a player all other locations in
to play through the game without missing any part of the the game.
adventure.
N flints on how to combat each of the various monster
types, from the powerful Aurak Draconians to the most
deadly of foes - the huge Red Dragons of the evil armies!

ADVANCED DUNGEONS & DRAGONS, AD&D, ©1990 TSR, Inc.


DRAGONLANCE and the TSR logo are trademarks All rights reserved .
owned by and used under license
from TSR, Inc ., Lake Geneva, WI U.S.A.
MADE IN U.S.A . TSR, Inc .
6
STRATEGIC SIMULATIONS, INC.
TABLE OF CONTENTS
INTRODUCTION .. .. ... .. .. ... ... .. ..... ..... ... .. ... .. .. . .. .. . .. .. ... .. ... ..... ..... .. ... ... .. .. . .. .. ..... . .. .. ...1
GETTING HELP ....... .. ... .. ... .. ... .. .. . .. ............... ..... ... .. .. . .. ... ... . . ..... .. ... .. . .. .. ... .. ..... ....... .1
THE STORY AND EVENTS .. . .. .. . .. .. ... ..... ..... ..... .. . .. .. . .. .. .. . . . ..... ... . .... ... .. .... . .. ... .. ... .. .1
SPECIAL NOTES ... .. ....... ........ ..... ... .. ... .......... ....... . .... ... .. ... .. ... .. ... .. ... .. ... .... . .. .. . .. . . ... .3
Areas and Cities .. .. . ....... ..... ..... .. . .. .. . .. ....... ... ..... ..... .. ... ... . . . .. .. ... .. ... .. ... .. .. . .. .. ... ... .. .3
The Overland .. ... .. ... .......... ..... .. . .. .. . .. .. ... .. ... .. ... ....... ... .. ... ..... .. ...... .. ... .. .. . .. .. .. . .. .. . .3
CREDITS
GENERAL COMBAT HINTS . ..... ..... . .... ... .. ..... ... .......... .. .. . .. ... .. ..... ........ .. ... .. .. . .. .. . .4
Written by Random Encounters . .. .. ... .. ... . . ... ..... ..... ..... ..... ............... .. . .. ... .. ..... .. ... ... .. ..... .. . .... . .4
CGraeme Bayless, Dave Shelley, Evil Humanoids . . .. .. . .. .. . .. .. ... .. ... ..... .. ... .. ... ..... .. ..... ..... ... .. . . . ..... ..... ..... ... ......... ..... . .4
Mike Mancuso and Ken Humphries Monsters . .. ........ ..... ... .. ... .. ..... ........ .. ..... .. ... ... .. ... .. . .... ... .. ... .. .. . ..... ........ ......... ..... . .5
MAPS .... ... .. ... .. ........ ..... ... .. ... .. .. ... .......... .. ... .. ... ... .. . . . .. . ....... .. ... .. .. . .. .. . ............ ..... .... . ..5
Art, Graphic Design and Desktop Publishing
A. Throtl .. ........ ..... ..... .. . .. .. ... .. .... .... .. ... .. ... .. ... ..... .......... ... .... ... .. . .. . . ... ..... ..... ..... ..6
Louis Saekow Design: Peter C,ascoyne
B. Throtl Temple ... .. ... .. . .. .. ... .. ..... ... .. ... .. ... .. .. . ..... .. ............... ... .. . .. .. ... ................ .9
Printing C. Throti Catacombs .... ... .. ..... ..... ..... ... ....... .. . .. .. ... .. ... ... . . . .... ..... ... .. ... ....... .. ..... .11
A&a Printers and Lithographers D. Gargath . ............. . .... .. ... .... . ..... ............ ..... ... .. ... . . ... ............... .. . .. ... .. .. ... .. ... .. .14
E. Gargath Keep .. ... .. ... .. ... .. .. . .. ... ....... ..... ..... ... .. .. . .. .. . . ........... ... .. . .. .. . .. .. ... .. ... .. .17
F Jelek.. .. ... ..... ..... . .. .. ........ .. .. . .. .. . .. ..... ..... ..... ... .. .. . .. .. . .. .......... ..... ... .. . .... ..... ... .. .20
G . Tomb of Sir Dargaard ........ ... .. ... .. . . . .......... ... .. .. ... .. . .. .. ... .. ... .. ... ... .. . .... .. ... ..... .23
H . Ogre Base .. . .. .. . ....... ..... ..... ... .. .. . .. .. . .. .. ... .......... ..... ... .. ... .. ..... ........ ..... .. .. . .. ... .26
I . Southern Outpost .... .......... ... .. .. . .. .. . .. .. ... ............... .. ... ... .. ..... ... .. . . . ..... .. .. . .. ... .28
J. Neraka City & Base . ........... .. .. .. . .... ..... ... .. ... .......... .. ... .. . .. .. . . . .......... ..... .. ... ....32
K. Neraka Prison. .. . .. .. . .. .. ..... ... .. . . . ..... .. ... ... .. ............... ... .. ..... ... .. . . . ..... .. ... .. ... .. ..34
L. Sanction Docks . . .. .. ... .. ... .. ... ..... ..... .. ... .. ... .. ..... ..... ... .. . . . .. ... .. ... ..... ... .. ..... ... ... .36
M. Temple of Huercyd ... .. ... .. ............ ... .... . ..... ... .. ..... ..... ... ..... .. .. . ..... ... .......... ... .39
N . Shadow People's Tunnel .. .. .......... ... .. ... .. ... ..... .. ... ............... .. . .. .. . .. ..... ..... .... .39
O . Temple of Duerghast ..... ..... ... .. ... .. ............... .. . .. .. ... .......... ..... . .. .. . . . . .... ..... .....42
P. Citadel ... . .. .. ... .. ........ ..... ..... ..... ..... .. ............. .. ... .. ... ..... .......... ... .. ... ..... .. .. ......46
Strategic Simulations, Inc. reserves the right to make improvernents in the product described in this clue book at any- Q. Second Citadel . ..... .. ........ ... .. .. . ..... .. ..... ........ .. ... .. .. . ... .. ............. .. .. . .. .. ... .. ..... .46
time and without notice.
R. Kemen Square . ..... .......... ..... .. . .. ..... ..... ........ ......... . .. .. . .. .. ... ........ .. . .. .. ..... ... .. .49
Strategic Simulations, Inc . makes no warranties, express or implied, with respect to this cluebook, its quality, mer-
chantability or fitness for any particular purpose. This cluebook is provided "as is." S. Kemen Base (Myrtani's Stronghold) .. . .. ............... ..... ... .. ... .. ... ..... . .... .. ... ... .. .51
ADVANCED DUNGEONS & DRAGONS, AD&D, and DRAGONLANCE are trademarks owned by and used under license ADDITIONAL NOTES ..... ..... ..... ... .. ... .. .. ..... . .. ..... ..... ..... ..... ... .. .. . .. ... ..... ..... .. ... ... .. .53
from TSR, Inc., Lake Geneva, WI USA . General Hints ..... .. ... ..... .. ... .......... ....... ..... ... .. ... ......... . ..... .. . .. .. . .. ........ ..... .. ... ... .. .53
Copyright 1990 TSR, Inc . All Rights Reserved .
Characters ... ... .. ........ .. .. . .. .. . .. ..... ..... ..... ..... .. . .. ... ..... . . ........ .. . .. .. ... ............... ..... . .. .53
This clue book is copyrighted and includes proprietary information belonging to TSR, Inc. and Strategic Simulations,
Inc. No one is permitted to sell copies of this clue book to any person or institution except as provided for by written Charm . . . .. .. . ............. .. .. ... .. ... .. ... ..... ........... . ... .. . .... ... .. .
agreement with Strategic Simulations, Inc. and TSR, Inc. No one may copy, photocopy, reproduce, translate, or reduce Save the gamel ............. ... .. ... .. ... ...... ........... ..... ... .. ..... ... .. ... ....... ... ..... ..... ..... ... ... .54
to machine readable form this clue book without the prior written consent of TSR, Inc.
Monsters: How to deal with them . .... ... ..... ..... ... .. ..... ... .. ... ..... .. ... ..... ..... ..... ... ....54
Any persons reproducing any portion of this clue book for any reason, in any media, shall be guilty of copyright viola-
tion and subject to the appropriate civil or criminal action at the discretion of the copyright holder(s). MAGIC ITEMS: Where to find them ...... ... .. ... ..... ..... .. .. . ..... ............. .. ... ..... ........ ....59
Journal Entries: True or False? . .. . .. .. ... .. ... .. ... ..... .. ... .. .. . .. ... .. ..... ...... .. .. . .. . .. .. ...... ... .60
INTRODUCTION The adventure begins after the good armor and equipment of the good Next, your party builds its strength
armies have recovered lands seized by forces . You find that Caramon was while eating away at evil's power in the
Ceamrroixs of KRrn7Y is Strategic ambushed, imprisoned, and tortured.
the DragonArmies in the War of the area. Your adventurers obtain valuable
Simulations, Inc.'s first ADVANCED Freeing him, you are ordered to push
Lance and pushed the evil forces from magic items from the spirit of Sir
DUNGEONS 8t DRAGONS" computer on and learn more about the good
the continent. After establishing out- Dargaard and useful allies from
role-playing game set in the dragon eggs Caramon has seen .
posts to watch over these territories, Gravnak the Ogre.
DRAGONLANCE® universe . It takes the
the good forces withdrew . Your party is In a temple, you discover evil priests
award-winning system first used in Sent to the Southern Outpost in an
sent to man one of these outposts . and mages attempting to convert (cor-
Pool of RADmcE and applies it to the effort to discover why it has suddenly
world of Krynn. The group of adventur- Supposedly the main evil forces have rupt) some good dragon eggs . It is fallen silent, your adventurers walk into
ers you create in Crrmwroao of KRrm long fled and only the occasional wan- through this process that the draconi- another den of evil and must clear it
will be responsible for seeking out and dering monster remains. On your first ans were created in the first place. The before moving on.
destroying the many pockets of evil patrol, you find this just isn't so . You attempt is a failure (the original rite was
find draconians ambushing a group of lost in the War of the Lance) . You also Upon returning to the central outpost,
that have infiltrated the area of north-
find increasing evidence of something the party learns of Sir Karl's kidnap-
east Ansalon. Your characters begin the the good settlers who have been mov-
ping. The party is taken to Neraka by
game as part of the good forces who ing into the reconquered lands. You called The Plan .
Maya (a silver dragon who loves Sir
keep watch against the return of evil . defeat the baaz draconians. An aurak Battling through the rest of Throtl and Karl) and must fight its way into
On your missions, you will discover draconian, who could easily destroy
the catacombs below it, you recover Neraka's hidden base . Sir Karl is found,
more and more about an evil plot that you if he chose, seizes an ancient some of the good dragon eggs . These, but too late . The party must follow his
threatens the entire area . Your group of book. He takes this and Dimension with Caramon's report, are enough evi- last wish to free the slaves held in the
intrepid adventurers must locate the Doors away, ignoring you as beneath dence to bring about a hasty mobiliza- prisons in Neraka . More hints about
source of the evil and defeat it. his notice. tion of the good armies in an attempt The Plan and Sir Lebaum's need for
Returning to the outpost to report all of to crush the evil forces before they can corpses are uncovered.
GETTING HELP this, you find Sir Karl, a knight sent to become too strong.
Moving ahead of the hastily mustered
In the section MONSTERS : How to Deal investigate strange reports from the Moving on to the next outpost, you are good forces, the party is sent to the city
with Them, is an account of all mon- outposts, battling the outpost's com- sent to Gargath to look for a of Sanction where it must travel
sters in the game . Information provided mandant. Sir Karl kills the commandant Dragonlance (a weapon of great power) . through two temples and face a Death
there will tell what the monsters can do whose body changes into that of a Again you find that things are not as Knight (Sir Lebaum) to thwart one part
and the best spells to use against them . sivak, a draconian warrior/assassin who they are supposed to be . The city is of Myrtani's plan . The undead forces
Following the section THE STORY AND assumes the shape of his victim. under the control of evil plotters. You move to face the oncoming good
EVENTS, are descriptions of the From this and your report, Sir Karl continue finding clues about The Plan armies . Messengers the Death Knight
encounters . These include specific sug- quickly realizes that evil has been oper- to destroy the forces of good . After dispatched escape and head for
gestions on the best way to get through ating the outpost for its own ends, many fights, you succeed in clearing Kernen . If the characters cannot stop
the most difficult parts of the game . sending back false messages that all is Gargath of the evil forces, but without The Plan from being carried out, the
If you find the combats too easy or too well, while systematically wiping out the recovering the Dragonlance . Myrtani, good armies will be destroyed.
difficult, you can adjust them by using good forces sent to keep an eye on the evil aurak who had taken the
At this point, the party realizes that it
the LEVEL command found under the things. One of these forces is now in ancient book from your first battle,
has been the unwitting agent of
Alter menu . Instructions on how to use the (supposedly) abandoned hobgoblin escapes with the Dragonlance, taunting
Myrtani, who wanted to draw all avail-
the LEVEL feature are found on page 7 city of Throtl, just northeast of the out- you as he gets away.
able good forces and their leaders into
of the rule book that came with the post . The force is led by Caramon Going to Jelek to obtain a silver rose, his trap . The reports the party has pro-
game . Majere, one of the heroes of the War of you discover another city under evil vided have brought this about . Ignorant
the Lance. You are sent to warn him of control. Someone named Sir Lebaum of the size of the undead forces, the
the danger.
THE STORY AND EVENTS has been very active in turning the good armies moved very quickly, but
ChAMProxs of KRrm is an interactive As you attempt to enter Tbrotl, you find undead in the city graveyard into yet with little strength .
adventure and the story can unfold in your way blocked by hobgoblin guards another evil army. More information
any of a number of ways. The following who order you to leave. Fighting your about The Plan is uncovered. The
is but one of these. way past these, you find the city over- reports you send back hasten the
run with evil beings . Some of these movement of the good forces .
include undead who are clad in the

2
If Myrtani launches the second phase of Sir Dargaard's Tomb and the Ogre Base and more difficult groups of monsters Kenders
The Plan, the good forces could be can't even be entered until the mes- to battle. Near the city of Throtl, you The kender in your party is a very use-
wiped out. Good dragons appear and sage telling you about them has been can expect to combat goblins... not ful character due to his ability to taunt
enable the party to chase the messen- received . For information on how to very dangerous. However, further to the foes . The kender can force opponents
gers to a flying citadel over Kernen . activate these areas, see the Synopsis east you will often find yourselves with spells to target him as opposed to
and Notes sections under the map for faced with large numbers of draconi- your magic-users and front line fighters .
The characters, joined by Tasslehoff
that area . ans, giant spiders, hill giants, and many This is a very useful ability and should
Burrfoot, climb their way up to the
other fell creatures. Be careful not to be used frequently . It is especially use-
Windcaptain's Chamber where The Southern Outpost will act as a nor-
wander too far east until you are told to ful when facing dragons, if the kender
Tasslehoff crashes one citadel into mal outpost until you receive the mes-
by the commandant of the outpost. is protected by a resist spell (Resist Fire
another one. The characters, thrown sage about it. Additionally, after the
into the second citadel by the impact, game ends, the Southern Outpost will Wandering the overland is another good when facing red dragons or Resist Cold
hurry down to the bottom level of the revert to being a normal outpost. way to gain experience points . If your when facing white dragons) .
second citadel in order to escape cer- characters are fairly close to gaining You may also want to use the Kender
In order to complete Sir Dargaard's
tain doom. another level, it is often much safer to Gambit . This is where you place a
tomb, the party must have at least one
explore the overland and face more taunting kender between an enemy
Once the party has made its way down knight character. This character will be
manageable groups of monsters . magic-user and other enemy forces .
to Kernen, it penetrates the gate to useful throughout the game, but is vital
Kernen Base, finds and defeats Myrtani for the Tomb . The magic-user will target the Kender
and stops the execution of The Plan . GENERAL COMBAT HINTS with a spell that will do more damage
Kernen City can't be entered from the
The book Myrtani took from the settlers to his own forces than to the Kender.
wilderness . The only way in is through Random Encounters
has unlocked the secret of mass con- Of course, Kenders often don't last very
the flying citadels . You may go to In many of the cities and temples in the long where this tactic is employed .
version of the good dragon eggs, which Kernen City in the wilderness, but you game, you will find dangerous encoun-
will allow him to create draconians in When facing spell casters or monsters
will be confronted by endless patrols of ters facing you that are not described in
huge numbers. While the good armies with breath weapons, remember to
draconians and dragons . These crea- this clue book . There are often wander-
are pitted against the undead legions, tures can provide large amounts of move the taunting kender away from
ing patrols that are quite dangerous. In
his messengers were to carry the secret experience points, but can also kill the rest of your party.
order to best deal with these random
of this conversion to locations where party members outright . It is suggested encounters, it is wise to remember a
good dragon eggs and evil spell casters that you leave this area alone. few important tips :
Evil Humanoids
awaited . in the game, most evil fighters and
If this came about, the newly-created The Overland Always perform a FIX as soon as you magic users are named with specific
When going from place to place in can after being injured. It is unwise to names that reflect their character level.
draconian forces would fall on the
CfAwans of KRnm, you will usually travel wounded unless you absolutely These names translate as follows:
flanks and rear of the good armies and
travel on the overland map. 'this map must .
crush them completely. By stopping Warrior - 3rd Level Human Fighter
Myrtani and his red dragon messengers, represents the area of Ansalon encom- " Always try to memorize spells again at
Evil Fighter - 5th Level Human Fighter
the party has rescued Ansalon from passed by the game and shows many the first opportunity after a difficult
utter destruction by the forces of evil . of the cities and towns as symbols on fight. You may need them again at any Evil Champion - 7th Level Human Fighter
the map. time. Don't wander through the game Black Robe Mage - 3rd Level Human Magic-
SPECIAL NOTES You will find that the overland is not without your spells . User
unoccupied . During your travels, you - Save the game as often as you can. Thaumaturgist 5th Level Human Magic-
Areas and Cities
will often encounter both monsters and Saving after every difficult fight is very User
Some adventures in the game are not other travellers . When you encounter wise. When you obtain a new magical Enchanter 7th Level Human Magic-
available until others have been com- travellers, you will be able to take treasure, save the game . Don't lose User
pleted . For example, characters may advantage of their services or hospitality. your best achievements by underesti-
enter Sanction and wander around Cleric 3rd Level Human Cleric
mating the difficulty of the next com-
before the evil forces arrive, but they The numbers and types of monsters Evil Curate 5th Level Human Cleric
bat.
won't be able to trigger any of the that you will encounter are affected by
where you are on the map. As you Evil Priest 7th Level Human Cleric
encounters . " Don't forget to watch the moons. The
move farther to the east, or as you near moon cycle can greatly affect the abili-
the city of Sanction, you will find more ty of your spell casters.
Rogue Warrior 3rd Level Elven Goals: You must find and rescue A. THROTL
Fighter/Magic-User Caramon from the clutches of the evil
forces that have retaken ThroU. After 0123456789101112131415
KEY
Elvish Rogue 5th Level Elven
Fighter/Magic-User Caramon's rescue, you must defeat a 0 Wall
Cleric and his undead minions in the
Elvish Mage 7th Level Elven southwest corner of the city, in order to 1
Door
Fighter/Magic-User get the key to the Temple area. The 2
Secret Door
Elvish Killer 5th Level Elven Fighter Temple lies in the northeastern quad- 3
Elvish Fighter 7th Level Elven Fighter rant of Throtl . One-way Door
4
Elvish Priest 3rd Level Elven Cleric Note: There are many traps in the city . Archway
5
Elvish Curate 5th Level Elven Cleric You should have a thief with you if you
wish to pass safely . 6 Impassable
Elvish Slayer 7th Level Elven Cleric
7
If you leave the city for any reason,
Monsters such as getting trained at the outpost, 8
You will meet many interesting and dan- any NPCs that you have picked up in 9
gerous monsters in the game. Following Throtl will leave you . Those NPCs are
the encounter descriptions is a section lost forever, so you should not leave
10

outlining tactics on how to fight each of Throtl, once you have added the 11
the monster types you will encounter in kender and knight NPCs to your party, 12
CmmFwns of KRnn. until the NPCs leave with Caramon . 13
The monster listing in the rear of this There are many random encounters in 14
clue book also shows what spells are the abandoned city and they vary radi-
best to use against each foe. Use these cally in difficulty. For this reason, you 15

suggestions to maximize your chances should save the game often while you
of winning each time you face a new are exploring Throtl.
opponent . bies, ghouls, baaz draconians, and evil outpost, Throtl is indeed guarded . The
Giant Centipedes are particularly
And so it begins . .. spell casters. You should be very cau- guarding force consists of several hob-
dangerous, as they can poison your tious when wandering Throtl, as some goblins, hobgoblin leaders, and four
characters, killing them instantly. You random encounters will include evil warriors . You must defeat the guards in
MAPS: should try to obtain the scrolls of clerics and the dreaded black-robe order to enter the city . Use Sleep,
Neutralize Poison from room #9 as
A. Throtl soon as you can.
mages . If you see these enemies in an Charm, or Hold Person spells to get
Synopsis: You have been sent by Sir encounter, you should try to eliminate past them.
Karl Gaardsen to find Caramon in the Where you can rest: Room 9 is safe them as quickly as possible. 2 A party of hobgoblins and hobgob-
'abandoned" city of Throtl. Throtl was and you may rest freely there. Because of the danger of some of the lin leaders are in this room. This is your
built by hobgoblins and was deserted Otherwise, you risk interruption but can random encounters in Throtl, you first clue to the existence of something
after the War of the Lance. As you enter probably rest for a short time without should go back to the outpost to rest called "The Plan". You may leave with-
the city, you realize that the informa- danger. and train if you are becoming depleted out fighting but choosing PARLAY or
tion you got is extremely out of date. RANDOM ENCOUNTERS : while exploring Throtl. Resetting the FIGHT leads to conflict. Again, Sleep is
You are stopped by hobgoblin guards There are six random encounters possi- number of enemy patrols is not as bad a very useful spell.
that try to kick you out of town. As you ble in Throtl, but this number is reset as losing one or two characters because
penetrate deeper into the city, you find 3 You will meet a terrorized man in
every time you leave the city to either you were too weak to continue. one of these two places . He will gibber
evidence that fighting has been going the temple or the overland. The num- MAP LOCATIONS: about Caramon and some sort of attack
on between the forces of evil and the ber of monsters you will encounter is
1 before he runs away in fear.
troops under Caramon . usually small . Entrance/Exit to Overland . Contrary
to the statements made to you in the Several zombies and many giant
The types of creatures you will rats are in this corridor. If you run, you
encounter include giant rats, giant cen- may avoid the zombies but the rats will
tipedes, hobgoblins, skeletons, zom- catch you .

5 6
5 This room is empty until you find Charm Person spells are excellent released that may cause up to 10 points wish to join him in searching for a trea-
and release Caramon, then you will find choices for use on the clerics. of damage to each party member. sure . If you refuse, he will signal his
the cleric with the keys to the Temple 12 Someone runs out of the room to 18 If the trap at 17 has been sprung, a hobgoblin allies who will jump from the
here . He is guarded by many skeletons the west as you enter. This room con- cleric and his minions are coming to shadows and attack . fighting him here
and two zombies. Note that this cleric tains a treasure of steel pieces, gems, investigate as you enter the room . The will result in a smaller fight than if you
will cast Hold Person if given an oppor- andjewelry. first time you enter the room, you may let him join and fight him at 19 .
tunity, so you should try to injure the avoid a fight by leaving. If you attack or 24 A flight of arrows hits you from the
cleric every round to prevent him from
13 Caramon is found here . After he
tells you his story, a tremendous crash enter the room a second time, howev- north. They may hit up to four party
casting spells . Make certain your clerics er, you must fight five hobgoblins, two members for I d6 damage each .
and screams are heard. A beautiful
TURN the skeletons and zombies. baaz draconians, and a cleric. You gain
young woman then enters and tells
a treasure of steel pieces and gems, if
25 These are the secret entrances to
6 This room is filled with coffins. Caramon and your companions that the Throtl Temple . You must have
you win.
You will find the remains of a battle they must leave. You are directed to found Caramon at 13 and defeated the
in one of these places. Some of the find the cleric who has the key (see #5), 19 If you have the soldier from room cleric at 5 to get the key that will allow
battered pieces of equipment contain get it from him, and then explore the #23 with your party, you will meet you to enter the Temple .
the heraldic device of the Solamnic Temple as you continue the investiga- some hobgoblins here . The soldier
Knights . After you find Caramon, the tion of Throb. You gain an extra 3000 turns on you and attacks. You will fight B. Throtl Temple
central area is littered with frozen dra- experience points per character for one 7th level fighter and many hobgob- Synopsis : Caramon has been rescued
conian and hobgoblin bodies . finding Caramon. lins . In any case, you will meet Larcent and the key wrested from the grasp of
Strangbourn, a Solamnic knight who the evil cleric that had captured him.
When you enter this room you will 14 & 15 You will find a magic-user
had been with Caramon. He describes You have been ordered to explore the
overhear something about a plan . If you scroll in each of these places .
the circumstances of the battle and rest of Throtl for more evidence of the
decide to EAVESDROP on them, you will 16 You are caught in an ambush from offers to join your party. If you refuse eggs and to determine the enemy's
hear a little more before you are above. You must defeat five baaz dra- twice, he will leave. This NPC is on your intentions . You enter the Temple dis-
attacked . If you leave, you will not be conians, three human warriors, two side and will help you until he leaves trict and are immediately aware of
stopped. You may also attack. If there is clerics, and a black robe mage to con- with Caramon, or you leave Throtl . You heavy magics in the area .
combat, you will fight two baaz draconf- tinue (or survive) . Make sure you have should allow him to join, as his pres-
ans, four hobgoblin leaders, and three Goals: Your party must defeat the
your Sleep and Hold spells ready here . ence may make the difference in the
warriors . Sleep spells can often affect Don't hesitate to cast every spell you enemy clerics who are attempting to
fight at # 18, and he knows about the
baaz, so use them here as well . perform a conversion on the good drag-
have in order to win this one. The trap at #17 .
black-robe mage is the most dangerous on eggs they have captured . You must
9 There is a treasure in the first one 20 You meet a kender who offers to explore the Temple area to glean as
of these rooms that you enter. You opponent you face here, as he will
Charm members of your party and they join your party. If you refuse, he will much information as possible . After
must defeat a cleric and five skeletons leave. This PIPC is a good guy and will defeating the clerics in the inner tem-
in order to gain the steel pieces, the will join the enemy forces . You should
try to take out the black-robe as soon help you if you let him join your party. ple, you should descend into the
shield +1, a Potion of Healing, and the Catacombs.
two clerical scrolls of Neutralize Poison . as possible! 21 There is a pit trap here. If it is suc-
cessfully detected and removed, the Note : You may return to the outpost at
1 0 This room is littered with decaying 17 There is a gas trap here . If you have
character removing it receives 300 any time if you need to heal or gain lev-
bodies. If you remain, you will have to Larcent Strangbourn (from # 19) with
you, he will trip the trap harmlessly. If experience points . If the trap is sprung, els. It is highly recommended that you
fight many giant rats and skeletons. several characters are likely to be train before descending into the
not, then you will get a chance of
11 You meet some of the enemy as detecting the trap . Having a thief in the injured in the fall . The pit is occupied Catacombs. However, be warned that
you enter this room . A few of them run by many skeletons and giant rats . there may be more monsters waiting
party will help here greatly. If you detect
through the south wall (illusionary) in for you in Throtl when you return .. .
the trap, you will get a chance to 22 This is a dead-fall trap . If success-
the southwest corner of the room. If remove it and if you do so, the charac- fully removed, the character performing Where you can rest: At the inner tem-
you stay, you will have to fight many ter who removes it gets 300 experience the removal will be awarded 300 extra ple after defeating the forces there. You
hobgoblins supported by two clerics. points . If you don't detect the trap or experience points . If sprung, you can may try to rest anywhere, but may get
Make sure you kill the clerics quickly or you fail to remove it, gas will be expect someone to get injured . interrupted, especially if you let the
else they will Hold your party, and you cleric at #3 go free.
are sure to lose someone. Sleep and 23 You meet a soldier who tells you
that he has just left Caramon, who has
returned to the Outpost. He asks if you
B . THROTL TEMPLE
points each, as well as a treasure con- 10 The entrance to the Catacombs is
taining 350 steel pieces, one gem, a here . The draconians with the eggs
Potion of Extra Healing, and a +1 flail. have fled through here and you must
8 9 10 11 12 13 14 15 KEY= In order to be successful in this fight, pursue . You may not enter the
Wall you will need to use your Sleep and Catacombs until the enemy in the inner
Hold Person spells wisely . Sleep the temple (#5) have been defeated .
Door
enemy quickly as they will cast many 11 This is an ambush . A cleric-led
Archway dangerous spells on your party. If you undead patrol will attack you here . This
+Secret Door need to damage an enemy spell caster can be a costly ambush, as the cleric
before he casts a spell on you, use gets to cast a Hold Person spell before
Magic Missile spells to hit him instantly. you can act. Make sure you have a
Having protection spells active when Dispel Magic spell prepared on one of
you enter here (such as Bless) is not a your neutrally-aligned clerics. This will
bad idea either. No matter what, it is a allow you to free your frozen characters
good idea to save your game before from the Hold Person spell.
entering this combat, as the enemy
spell casters make it a very dangerous C. Throtl Catacombs
RANDOM ENCOUNTERS: 3 You come upon a lone cleric . You and unpredictable fight. Synopsis : You have discovered that
There are eight total random encoun- can either threaten him or let him go . If the enemy is still attempting to convert
You will encounter an undead
ters to be found in the Temple of you let him go, he will be grateful to dragon eggs into draconians. You must
patrol here. You may fight or leave. If
Throb. The chance of running into one you for as long as it takes him to get now enter the Catacombs and scour it
you choose combat, you'll fight skele
is greatly increased if you let the cleric out of the room ; then he will begin clean of enemy forces, and discover as
tons, zombies, and a pair of ghouls .
at #3 go free . You can run into a wide yelling for the guards . If he gets out you much as you can about Myrtani's
These are former members of
variety of monster types here including will have many more random encoun- sinister plan .
Caramon's party, turned into undead
baaz, giant rats, skeletons, zombies, ters to deal with . If you threaten him, by the evil clerics. Goals: You must find out more about
ghouls, powerful clerics and blackrobe however, he will surrender and you may
mages. You discover two clerics and four Myrtani's plan and capture any caches
tie him up to keep him quiet. In either
baaz draconians here . The clerics don't of good dragon eggs that you can. Then
As always, if you leave the Temple to case, you'll find useful information on
want to fight, but the baaz will force the you must return to the Outpost with the
either the City or the Catacombs, when scraps of paper. information and eggs so that the com-
issue if you don't leave. You gain more
you return you will find fresh patrols 4 This is the inner temple. You can information if you win. mander can decide what to do next.
waiting for you. see the altar at the far end of the room .
As you enter the inner temple, you are 8 Once you defeat the evil forces at Note: You will encounter white dragons
MAP LOCATIONS : #5, you will come upon a large party of at encounter #20 . Be sure you go back
jumped by six baaz draconians. If you
1 Southern Entrance to the Temple. defeat them, you will hear a priest from draconians carrying brass dragon eggs. to the Outpost to recuperate and train
Five of them split off to stop you while before trying to complete the
2 As you enter, you hear an argument the altar area.
the others flee . Catacombs. You should use the Wand
going on . A cleric will turn and demand 5 This is the main altar of the Temple of Ice Storm gained in room #6 to
to know who you are. If you respond by of Throtl . You enter upon a dark cere- 9 Until you defeat the priests at #5, defeat the many large encounters you
Parlaying SLY, you will get a letter that mony that is attempting to convert this area is empty. However, once you will face in the Catacombs. Also, don't
contains useful information . If you brass dragon eggs into draconian war- clear the inner temple at#5, there is an forget that the Resist Cold spell will
respond PIICE or MEEK, you will be riors. The attempt fails and the eggs evil curate here directing the activities allow your party members to better
thrown out of the room . Any other explode, killing many of the acolytes . A of six zombies. You can fight, leave, or stand up under the effects of the wand
response will put you in conflict with cleric will spot your party and blame attempt to parlay . If you try to parlay, if you are caught in a confined space.
two black robe mages, two clerics, and you for the failure, taking you into a they will simply close the distance
three warriors . If you win the fight, you between their group and your party and Be warned that there are many difficult
vicious combat . This is a dangerous random encounters in this area . You
will find the letter. Any attempt to talk fight and will take careful planning to then attack . If you win this fight, you
with the cleric after getting the letter by will discover a treasure of 10 + 1 Arrows should save your game often and never
win. You are up against an evil curate,
parlaying or after being thrown out, will and a Potion of Speed . pass up an opportunity to rest and
three black-robe mages, two clerics, and recuperate spells and hit points .
result in the fight listed above . five baaz draconians . If you win this bat-
tle, you will gain 1000 extra experience
10
C. THROTL CATACOMBS A cleric is frantically trying to If you search here you will find a
destroy some papers here. He is guard- suit of +1 Chain Mail .
ed by a number of undead servants . If
you defeat him and his servants, you
10 If you search here, you will be
will gain more information on what is
attacked by many skeletons and even
more giant rats .
happening here.
You surprise seven baaz draconi- 11 There is an ambush here . You will
enter and notice a whirling pattern of
ans trying to carry dragon eggs out of
lights . If any of your characters make
the room .
an intelligence roll, you will recognize
A group of monsters is surprised by the lights as an illusion designed to dis-
the sudden appearance of your party. tract you while the enemy forces move
You face five warriors, two clerics, and a in for the kill . This character will awak-
black robe mage arguing about the en the others (and gain 500 experience
eggs . When they discover you, you may points for noticing the trap) and you will
attack or flee . If you flee, however, they be able to fight without penalty. If you
will be waiting for you the next time you are mesmerized, however, you will
enter the room . When you defeat them, have a severe penalty assessed against
you will gain a map to Dargath Keep . each character's movement, THACO,
This is another fight with several enemy and AC for the rest of the combat .
Wall spell casters. Use your ranged weapons This is a very tough battle, even if you
and spells to knock out the black-robe are warned . You will be up against five
Archway mage quickly. If their mage Charms baaz draconians, four warriors, four
Door one of your party, use a Charm Person hobgoblin leaders, and two black-robe
or Dispel Magic spell to bring him back, mages. If you take out the black-robe
Impassable or just cast Hold Person on the mages before they can Charm one of
charmed party member. Don't be afraid your party members you'll have no
to cast your spells, as you may rest for problem here . However, if you let them
an unlimited amount of time in the cast their spells, you'll be in for a tough
next room at #6 . fight. Use your wand if you have to in
Here you discover a fabulous trea- order to win this one, because the trea-
sure containing 500 steel pieces, two sure to be gained is tremendous.
gems, a +2 hoopak, a Potion of If you are victorious, you will gain 1000
Where you can rest: You may rest in If you return to the Temple of Throti, Invisibility, a Wand of Ice Storm, and a experience points per character, as well
room #6 for an unlimited amount of the patrols will reset and await your pair of Bracers AC6. The Wand of Ice as a treasure of six gems, three jewelry,
time . Otherwise, you may rest anywhere return . Storm is the most important magic a Potion of Healing, and a Ring of
but have a good chance of being detect- item you get here and should be used Protection +1 .
MAP LOCATIONS : in several of the fights in the
ed and attacked if you rest for more
than a short time. You can probably per- 1 Entrance/Exit. This leads to and Catacombs, especially #20. Also, this 12 You overhear a party of enemy
form a FIX or memorize a few spells . from the Temple of Throtl . room is secure so you can rest as much troops complaining about having to
as necessary to get your spells back to move the eggs . They are also spreading
RANDOM ENCOUNTERS: 2 Fighters attack you here in an
maximum. Rest enough so that the the word that a group of good adventur-
Your party will be beset by as many as ambush . You face several warriors and ers is on their trail.
moons cycle to your favor and then
two black-robe mages. No matter what
eight random patrols here . These
patrols contain the same monsters as you do, the commander of the defend-
proceed with maximum bonus spells . 13 You meet up with the party that you
ing forces will send word to warn the Here you are attacked by several overheard at # 12 above. You will have
those in the temple area above. You
rest of the Catacombs of your skeletons and giant rats . to fight six warriors, four baaz draconi-
should be very careful to keep your ans, a cleric, and a black-robe mage . If
spells memorized and your hit points at approach. This room is an old broom closet.
maximum. Use room #6 as a base for There is nothing of value to be found
resting to regain spells and hit points . here .
12
any of them successfully run away from you and attack . The enemy company D. CIARCIATH
the battle (and they will try if you are consists of many hobgoblin leaders, five
winning), you will have to fight many warriors, and two blackrobe mages.
more monsters before reaching the end Don't let their spell casters get their KEY
of the catacombs. Charm Person spells off, or you will be 0 Wall
in serious trouble . Don't advance 1 Door
Once again, don't underestimate the
towards the enemy, but form a battle
danger that the spell casters pose . If 2
tine instead. If you wait for the enemy, Secret Door
they are allowed to cast their spells, 3
you can defeat the enemy fighters ® Stairs
you will probably lose the combat .
before having to deal with the mages. 4
Make sure you cast at least a couple of Double Wall
Sleep spells to reduce the number of 20 The gate to the Overland is here 5 (Indicates 2nd
level)
active opponents. and is filled with hobgoblins trying to s
get out with the sacks of dragon eggs . Tower
14 If anyone escaped from the battle
When you arrive, you will be rushed by
7
at # 13 above, you will have to fight four a
hobgoblins and a pair of white dragons.
warriors, three baaz draconians, and
If you win the battle, each character will 9
two black-robe mages here. Again, take
be rewarded with 4000 bonus experi- 10
out the enemy spell casters as quickly
ence points .
as possible. 11
This is a very tough fight. You might
15 If anyone escaped from the battle 12
want to have your clerics cast Resist
at # 13 above, you will meet a large 13
Cold before entering this combat. Use
group of hobgoblins here . 14
every spell at your disposal and don't
16 Another group of enemy forces is be afraid to use the Wand of Ice Storm 15
gathering here to stop you if anyone on the dragons. The dragons have a
escaped from the battle at # 13. If you very good AC and are therefore difficult
attack immediately, you will gain the to hit. The wand will hit them no matter
advantage of surprise . If you wait, they what and is very useful .
will be ready for you. The forces you
will face include many hobgoblins led 21 This is a room filled with piles of
skeletons. There is nothing of value
by four warriors and four baaz draconi- of evil . One ray of hope shines through, RANDOM ENCOUNTERS:
here.
ans. however. .. a Dragonlance is rumored to Although the number of encounters in
17 This room is filled with broken 22 There are old caskets and bones in be hidden in the Keep of Gargath. This Gargath is smaller (only seven patrols),
here. You will find your searching to be weapon must not be allowed to fall into the patrols are much more dangerous.
brass dragon eggshells. You spot some
fruitless. the hands of the enemy. They usually consist of evil fighters
enemy troops carrying sacks of eggs .
escorting thaumaturgists, elvish
They are running out of the room and D. Gargath Goals: You must find the entrance to
curates, ogres, ghouls, elvish killers,
into the main caverns to the south. Gargath Keep and clear the town of evil
Synopsis : From Throtl you have and draconians. Although you could
forces .
18 You will hear footsteps to the west learned that the draconian forces are run into some weaker monster types,
telling you where to go . You will also beginning to rise once again. The most Note : You should follow the instruc- such as zombies and skeletons, the
hear the sound of a dragon roaring, disturbing news is that they are once tions of the resistance fighter you meet spell casters are very common here.
telling you to get ready for a serious again attempting to create more evil upon entering the city . If you do not,
fight ahead! draconians through the corruption of You should follow the resistance lead-
then you will have many more random
er's instructions . If you do not, your
good dragon eggs . So far, they have not encounters and this part of the adven-
19 Here you catch up to the fleeing
succeeded. However, Myrtani's name ture will be much more difficult.
chance of having a random encounter
enemy troops. While many will continue is greatly increased.
seems to keep popping up, and he may
on with the sacks of eggs, some of them Where you can rest: If you did not fol-
have learned the secret of the conver-
will remain behind to fight you. If you low the instructions of the resistance
sion! As you arrive at the second out-
wait for them, they will advance up to fighter at #2, then you will not be able
post, the towns of Gargath, Jelek, and
to rest anywhere but the inn.
Neraka are named as possible enclaves

13 14
MAP LOCATIONS : from him and do as he says -he is on The fight will be difficult, as there are 13 There is a secret door here .
1 This is the main gate to Gargath. your side . many spell casters. The three evil fight-
This is inside the walls of the city and ers provide excellent cover for the two 14 Another secret door is found here .
3 This is the tavern . You can drink
has many holes in the ceiling for the evil curates and the two thaumatur- If your party spots it a group of enemy
and overhear information here . Pay
guards above to attack through. The gists. Don't lettheir spell casters get troops pours forth. You will have to
special attention to the first Tavern Tale
guards here will ask what you are their spells off, or you will certainly fight four baaz draconians and five
you hear.
doing here . You may leave, attack, or have some party members go down . elvish killers. The elvish killers carry
claim to be tradesmen. If you leave, 4 This room is a soldiers' barracks . Use arrows or Magic Missiles to keep two-handed swords, which are very
you will return to the overland map. If You can attack, leave, or parlay once their spell casters at bay. handy weapons. Pick up one for any-
you claim to be tradesmen, the leader you enter. If you parlay the soldiers will one who needs a bigger weapon .
offer to allow you to leave if you give You will spot the draconian guards
of the guards will ask what you trade. 15 This is the real entrance to the
them half of your money. If you refuse ahead at #9 here.
To be successful with this ploy, you Keep . It is heavily guarded by four
must then bluff your way past with a or attack, you will have to fight seven Draconians are guarding what kapak draconians, three baaz draconi-
high charisma character. If the charac- elvish killers and four evil fighters led appears to be an empty wall . If you are ans, four thaumaturgists, and two
ter is not successful in the bluff by two thaumaturgists . This is a difficult not wearing your hoods, you will be elvish rogues . THIS IS A TOUGH FIGHT!
attempt, then you will have to fight fight as the thaumaturgists will be attacked immediately . If you are wear- Make sure you save before trying to
your way in . If you get in without a throwing Lightning Bolts at your party. ing the hoods, you may either run defeat these evil forces, as you could
fight, then you'll have to fight the Eliminate them as quickly as possible away, attack, or parlay. If you parlay very well have trouble with them .
guards on the way out, unless you using ranged weapons (arrows) or either MEEK or NICE, the guards will
haven't engaged in any combat in the spells (Magic Missiles are good for this) . push you away . Otherwise, they will This is a fight that will require careful
town (unlikely) . Don't forget that an enemy spell caster attack. The fight is against four baaz planning and execution. You should
may not cast a spell in a round after draconians and three kapak draconi- cast preparatory spells before going
Killing the guards is recommended, as being injured. into the fight (including Prayer and
ans. Be careful, as the kapaks can para-
you will have to fight them eventually . Bless, if you have them) and should
The guards consist of four evil fighters, 5 You will meet the innkeeper here . lyze you with their poisoned weapons.
Cast a Bless spell before entering the even consider using the Potion of
four ogres, and two elvish rogues . The He will direct you to rooms where you
combat in order to increase your char- Speed on your best fighter. This will
rogues are by far the most dangerous can rest. You may be interrupted in the
acters' resistance to paralysis. allow you to hack your way into the
(they are spell casters and will use their inn, but your chances of resting undis-
thaumaturgists before they can begin
Charm Person spells on your party) and turbed are good . 1 0 This is the entrance to the false their lightning frenzy . Use Charm
should be dispatched first. Don't forget 6 If you followed the resistance front of the Keep that the draconians Person spells to get one or two of them
that even the highest level fighter can leader from #2 above, you may rest have added since they took over the on your side and you will have a much
be downed with a single Hold Person here in safety. However, you may not town . There is a secret door in the easier time of it .
spell if he fails to save . rest forever. upper right corner of the room .
16 This is the upper guard house. If
2 You are met here by the leader of In this room you will encounter a 11 You will be attacked by five skele- you attack, you will have to fight five
the Gargath resistance . He explains that group of human officers . tons, two giant snakes, and a evil ogres, three evil fighters, and two elvish
he has heard from Sir Karl and has curate here . The giant snakes are VERY rogues . If you win and there are still
information for you. If you refuse to fol- They will demand to know what unit LETHAL, and if you still have some of
you are from. You can either try to bluff guards in the lower gate house, you
low him, you will have much more trou- the Neutralize Poison scrolls found in may attack them from here.
ble completing this portion of the your way through or you can attack Throtl, use them on anyone poisoned
adventure, so you should go with him. them . If you bluff and answer them by the snakes. If you beat the curate's 17 This is the top of the staircase to
He will lead you into an adjacent build- with 101, which you find out from the company, you will find 500 steel the castle walls.
ing and give you information regarding tavern, then you will get to eat with the pieces, three gems, and two items of
officers and you can listen in on boring
18 This is the bottom of the staircase
the capture of Gargath Keep by draco- jewelry. to the castle walls.
nians. He will offer you hoods to wear speeches. You can then leave or attack
12 If you have found the secret door
that will disguise you to look like draco- If you attack after dinner, you will get E. Clargath Keep
the advantage of surprise . Either way, here, a group of draconians will pour
nian troops . He will then direct you to Synopsis : You now have the map to
you should attack them because they out of the door. You will be attacked by
#3 where you will gain additional infor- four baaz and three kapak draconians. Gargath Keep which you found in the
mation . You should take the hoods have a treasure containing a suit of +1
Catacombs of Throtl (see journal entry
Plate Mail and a set of Gauntlets of
#72) . You must now try to find the
Ogre Power, which increase the wear-
Dragonlance!
er's strength to 18(00)!
15 16
Where you can rest : You may rest will stop what they are doing and prac-
E. C,ARCATH KEEP safely in room # 13 . Otherwise, you tice their skills on you! Your opponents
have a fair chance of being discovered are much like the group at #2 above.
1st Story 2nd Story if you tarry too long in one place.
This is the secret door to the over-
RANDOM ENCOUNTERS: land area.
There are a total of six random encoun- You will find a filthy prisoner here
ters in Gargath Keep. You will often run who manages to gasp out information
into groups of draconians and ghouls before he dies .
led by evil curates, so take care to
remain ready for a difficult fight at any The Castellan of Gargath Keep is
time . There are also groups of giant held prisoner here . He will tell you
rats, giant snakes, and giant centipedes where the Dragonlance is located and
that will bar your way. The giant snakes then leave to restart his life after your
are deadly and should be targets of rescue. You must speak to the
your Snake Charm spells. Castellan in order to find the secret
door at #13 .
1 You are attacked by the guards of
Four kapak draconians are stand-
3rd Story 4th Story =KEY= the Keep . You must fight two kapak and
ing guard over the door to the south.
three baaz draconians, led by four
Wall You can leave if you wish, but they will
elvish killers. These are non-spell cast-
Archway ers but don't forget that the kapaks can attack if you tang too long.

Door
paralyze you and that they leave acid 10 You interrupt a conversion in pro-
pools when they are slain. cess . The troops attempting the conver-
2'
77
Secret Door This room is a barracks . You can sion will attack you. Their group con-
bluff your way through, attack, or leave. sists of evil fighters, thaumaturgists,
61 Stairs Up evil curates, and kapak draconians . You
Any option will lead to a conflict with
9 Stairs Down five evil fighters, two thaumaturgists, will have a difficult fight here. Use
and two evil curates. Take out the Stinking Cloud spells to incapacitate as
9 Circular Stairs
curates first, as they will try to hold many of the enemy as you can. Use
your party members. your Hold Person spells on their spell
5th Story 6th Story 7th Story casters before they do the same to you.
3 You come upon a darkened room
11 You will find several evil fighters
where a figure is hunched over a table
reading manuscripts. There are other playing dice with some elvish killers
shapes in the room . You can try to here. You may leave, attack, or join the
eavesdrop, attack, or go away. If you game . If youjoin the game, you will
eavesdrop, you will hear some mum- lose every round. If you leave and then
bled words, but only fragments of the return, they will attack immediately. If
speech will be intelligible. If you leave, you attack first, however, you will gain
8th Story 9th Story 10th Story ® 11th Story you may come back later, but all other surprise on them . Either way, if you
options lead to battle . The opponents defeat them, you will find 100 steel
916 12th Story consist of a thaumaturgist and four evil pieces and some gems and jewelry .
fighters. Additionally, you will discover that the
dice were loaded.
You come upon seven evil fighters
Goal: Find the Dragonlance and recov- through the town of Gargath. Once you dividing up some loot. If you defeat 12 This room is filled with the dead of
er it for the forces of good . have found the secret door, you may them you get their treasure of gems, Gargath Keep . An evil curate hovers in
enter the Keep either from the wilder- steel pieces, and jewelry. the background . When you enter, some
Note: There is a secret door in the of the dead will begin to animate. If you
ness or by walking through Gargath.
northeast corner of the first floor of 5 This is another barracks where the
Gargath Keep . This door will allow you troops are practicing their skills . They
to get into the wilderness without going
17 18
leave and then return, or if you wait, the back of a large red dragon . He
F JELEK
you will face many zombies, ghouls, laughs as he heads into the sky. As an
and ghasts, as well as their master. afterthought, Myrtani orders a trio of 0123456789101112131415
black dragons to attack you while he I<EY
13 This is the normal location of the
Dragonlance. However, the Dragonlance escapes. If you defeat them, you will Wall

is gone! Two magical weapons were left gain 5000 bonus experience points . Door
behind, so it is obvious that the thief E Jelek Archway
knew which weapons were really valu-
able . The swords remaining are a
Synopsis: Jelek is one of the towns
that has been taken over by the forces
o Tombstones
Longsword +1/+4 vs . Reptiles (includ-
of evil . You are required to explore the
ing draconians) and a cursed Two-
town and find out the temper of the citi-
Handed Sword of Berserking. Don't
zens . Sir Karl has also requested that
take the two-handed sword. You may
you find for him a silver rose that grows
rest in this room as long as you like .
on a bush in the burial grounds of
If you accidentally do take the two- Jelek.
handed sword and ready it, your char-
Goals: You must find the office of Sir
acter will begin to attack your party as
Lebaum, retrieve the silver rose, and
well as the enemy. Cast Remove Curse
explore Jelek to learn what is going on
on the character as soon as you can.
there.
14 You stumble on draconians and Note : You must finish all of Throtl
humans packing up some dragon eggs,
before the Jelek encounters will
getting them ready for transport.
become active . If you have not done so
Myrtani is here and carries the
and you enter Jelek, it will function
Dragonlancel He is directing the troops
only as a simple merchant town, with
when you enter. When he sees your
rather high prices.
party, he breaks for the stairs in the
southern end of the room . His troops At various points throughout the town, at # 11 . You can then rest there and pre- you can. Use arrows and Magic Missile
will try to stop your pursuit as Myrtani you will spy a shadowy figure following pare for your foray into the graveyard. spells to keep a constant bombardment
leaves . His minions are numerous and you. This is Mysellia, a female thief who on their spell casters. If an enemy spell
Where you can rest : You may rest only
dangerous, so be prepared for many is part of the local resistance . She will caster is badly wounded, try to finish
at # 11 . If Skyla is with the party, you
fights. Saving your game prior to this help you when you are ambushed at #7 him off so you'll have one less threat to
may not even rest there. You may not
room is recommended. (or # 12). She will also tell you of the face.
rest anywhere else safely, with or with-
one place you may rest safely (if you let out Skyla. MAPLOCATIONS:
15 Myrtani will taunt you from the top
herjoin your party after the ambush
of the stairs here . He then orders more RANDOM ENCOUNTERS : 1 $ When you enter Jelek, you will be
combat is over) .
of his minions to attack you. You must There are five random encounters to be forced to accept Skyla as an escort,
defeat many baaz and kapak draconi- No matter what you do, Skyla will join found in Jelek. If you leave the city, supposedly to protect you from any evil
ans to continue the chase. your party when you enter Jelek. He these patrols will reset and be ready for doers in town . In reality, of course, the
will come back even if dropped from your return . escort is to lead you into an ambush
16 More kapaks attack to slow you
the party until you discover his true pur- and keep you away from the burial
down. If you have an encounter in Jelek, it is
pose at #7 (or #12). grounds. Skyla will leave whenever a
17 Yet another wave of draconians will sure to be dangerous. You will random encounter occurs and will
Whenever you have a random encounter evil fighters, elvish curates,
try to stop you again. interrupt you whenever you try to rest.
encounter in Jelek, Skyla will leave thaumaturgists, and elvish rogues. As
18 Myrtani, having reached the roof your party only to return shortly after He will leave just before the ambush he
many of your opponents will be spell leads you to .
ahead of you, thanks to the delaying the battle . The random encounters vary casters, you should use any mass dam-
efforts of his minions, has jumped onto greatly in danger level. You should save age spells you have (Fireball, Ice Storm, 2 This is the inn. You may not rest
often and try to get to the ambush at Lightning Bolt) as soon as possible to here.
#7 as quickly as possible so that you damage as many of your opponents as
can gain the password to the safehouse

19 20
spells (Fireball, Lightning Bolt, and invaders . However, you may leave the
3 The tavern is here . You may drink spells on you. If you wish, you can have
Stinking Clouds) to kill them quickly. Tomb at any time to rest or train, and
and listen to local gossip . The tales may the Kender in your party sacrifice him-
then re-enter.
or may not be true, however. self to save the party by taunting the 14 In order to reach the exit at # 15,
enemy. This will cause enemy spell you must defeat a group of undead in
4 The armory sells weapons at very casters to target their lightning Bolt this room . They include several zom-
RANDOM ENCOUNTERS:
inflated prices . You can purchase com- There are no random encounters in the
and Magic Missile spells on the Kender, bies, two ghasts, and two ghouls. You tomb until you have either offended the
posite bows here (they have a much saving your spell casters from the dead- will gain valuable treasure if you defeat
greater range than normal short bows) minions or spoken with Sir Dargaard . If
ly effects of those spells . them in the form of a Scroll of you have offended the minions, you
for your warriors. The composite bows
Once you defeat Skyla's minions, Protection vs . Dragon Breath, a Wand of will occasionally encounter groups of
are expensive, but worth it. fireballs, and a Periapt of Proof vs .
Mysellia will offer to join you. Accepting hostile spectral minions (8-14 of them
5 This magic shop is the first oppor- will gain you some information about Poison . These are some of the most in each group) . If you don't offend the
tunity to purchase certain magic items, Sir Lebaum, as well as a good compan- important magic items you will find. minions and you speak with Sir
but the prices are VERY high . However, ion for your exploration of Jelek The scroll will be vital later and the pen- Dargaard at #8, the draconians will
if you can afford a Wand of Magic apt will really help against giant snakes . pour into the tomb . You will encounter
Missiles, it will prove quite useful for This was Sir Lebaum's headquar- The wand is simply wonderful as a groups of two or three kapak draconi-
hitting enemy spell casters. ters while he was in Jelek You will find weapon of mass destruction . ans led by one or two bozak draconi-
information that he has left here .
6 This is the entrance to Skyla's 15 This is the back exit from Jelek. ans.
ambush site . Make sure you save 9 You will meet an old gravedigger
before entering #7 . here. If Skyla is with you, the gravedig- 16 These are locations of undead MAP LOCATIONS :

ger will leave. If Skyla is gone, the forces . They will vary in number and 1 The entrance to the tomb is here in
Here you are ambushed by Skyla's gravedigger will tell you of the strange type, but all are dangerous. Don't forget the center. Ibis is the only way back to
cohorts. He reveals that he has been things that have been going on in the that ghouls and ghasts can paralyze the wilderness .
setting you up the whole time and then with a single touch!
he leaves Jelek to report to his superi-
graveyard since Sir Lebaum came to 2 You will find a pile of dead draconi-
town . G. Tomb of Sir Dargaard ans here.
ors that you are taken care of. This is a
very difficult fight, even with the addi- 10 This is the entrance to the safe- Synopsis: This mission will get 3 A spectral minion will bar the
tional support of Mysellia, the female house. If Mysellia is with you, the guard assigned to you at the second outpost party's way until it has passed the tests
thief described in the Notes section. will escort you to a room where you after you finish Throtl and either com- of Honor, Battle, and Fear.
may rest. If she is not with you then he plete Gargath, or exit and reenter the
The combat is against six evil fighters, will ask for the password (the password second outpost six times. You may 4 A spectral minion will confront the
four elvish rogues, and three evil is RUMOR) . If Skyla is with you, the complete this mission at any time party here and ask a question that only
curates. With seven enemy spell casters guard will not appear. before completing Sanction . You don't a knight can answer. If anyone but a
facing you, you must be prepared to knight is selected to answer the ques-
cast every offensive spell you have, as 11 The safehouse. If you don't have have to finish it immediately.
tion, he will fail . The party can retreat if
quickly as you can. Use preparatory Skyla with you, you may rest here as Note: The tomb is a test of True he fails . If it refuses to do this, it will be
spells before entering this combat, such long as you wish . Knighthood . If the party has no knight considered dishonorable and the party
as Bless and Prayer. Having a character 12 If Skyla is not with you and you in the party, it cannot succeed here. will lie attacked .
with lightning Bolt memorized will help The spectral minions that guard the
you greatly as you could move that char-
haven't defeated his minions at #7,
tomb will attack anyone who shows dis- 5 Another minion will ask the party a
then Skyla will rejoin your party here question that again only a knight can
acter to the end of the enemy line and and insist that you not go into the honor. If the minions consider the party
dishonorable, there will be a combat at answer. Answering correctly means that
zap many of them at once . Don't hesi- graveyard. If you insist on going in, the
every number listed below, instead of the party has passed the final test, that
tate to use your magic items here . fight at #7 will occur here (including the
the listed encounter. The party can of knowledge . The party will be able to
A good tactic in this fight is to use a appearance of Mysellia). enter the crypt after finishing this test .
retake the tests at a later time.
Wand of Magic Missiles (or several, if 13 You will find a silver rose bush You must select a knight to answer this
you have them) to injure the enemy here. However, as you pick a rose, Goals: To regain the magic items of Sir correctly.
spell casters before they can cast their Dargaard and put his soul to rest.
deadly Hold Person and Charm Person
three black dragons will attack you. 6 You will hear sounds of someone
They are quite dangerous and can kill Where you can rest : Nowhere until following you at this point.
party members . Don't have your you have reached Sir Dargaard's spirit .
Kender taunt them as they may kill Then, you may rest anywhere but will
him. Make sure you use mass effect often be interrupted by draconian

21 22
Q . TOMB OF SIR DARQAARD 17 Here you are faced with a chance to 24 This room is filled with illusory
help the downtrodden. You may choose gems andjewelry. If someone takes
to give nothing, money, life, items, or all them, that individual will be bitten by a
0123456789101112131415 -
KEY- three . Choosing money causes all jeweled serpent and may die. Also, you
Wall money to be lost . Choosing items will be considered dishonorable by the
Door removes nearly all items from the party spectral minions, as you failed to follow
(a poor choice as those items are large- their instructions to take nothing.
Secret Door ly irreplaceable) . If you choose life, a
random character will be injured greatly
25 You again feel that you are being
followed .
(put to dying status). You must heal that
character immediately or death will fol- 26 Here you see illusory weapons and
low. If you choose all three, you will armor. Taking them will cause the spec-
lose some money, some of your items, tral minions to attack.
and will be spared loss of a life . 27 Illusions of steel and iron pieces fill
No matter which you choose, as long as the room . The illusion hides a spiked
you don't choose "nothing", you will pit that your party will fall into if you try
have passed the first portion of the test to take the illusory money. Trying to
and may proceed. steal the money causes the spectral
minions to consider you dishonorable .
18 You again notice something follow-
ing you, from the corner of your eye, 28 This is the entrance to the Test of
only to turn and fail to spot it . Battle. The Test of Battle is the most
19 This is a checkpoint where the min-
difficult and is quite dangerous.
ions will stop you from leaving with the 29 Again you feel as if you are fol-
swords from #20. If you try, you will be lowed.
considered dishonorable and will be 30 A roof collapse on you, causing the
7 This is the entrance to the final 11 Here you again hear sounds of
attacked.
party to lose over half of its hit points .
crypt. The door can only be entered if being followed . 20 Here you will be confronted by a You will then be confronted by undead .
the party has passed all of the tests. 12 This is the second ring of fire and spectral minion with two swords . You If you refuse battle, you will fail the Test
of Battle . The fight is against four skele-
8 This is the main crypt. After the again requires that the knight step
are asked to take the sword on the
right . If you do so, which you should, tal knights. The knights are very difficult
party has spoken with Sir Dargaard's through. The knight will lose all but one
you will gain a +5 longsword. The other opponents to defeat as they cannot be
spirit, it will be rewarded with all of Sir of his hit points when he steps through.
is a cursed berserker and you will be turned by any but the highest level cler-
Dargaard's magic items (including a +2 If a character other than a knight does
considered dishonorable if you take it. ics, which you probably won't possess
Longsword, a Girdle of Giant Strength, this, he will be seriously injured and
You may not continue past here unless by this paint. You must defeat the
and six suits of Solamnic Plate that only won't pass the test.
you take the right sword. knights in melee combat . Remember
knights may use) . Sir Dargaard will then
heal the entire party before he leaves.
13 You begin to feel the time in here .
21 Again you feel you are being fol- that skeletons are quite resistant to
The air is stagnant ... an*ows and swords. Maces are the best
lowed.
9 This is the entrance to the test of 14 bet for defeating the knights (or any
fear.
You hear a voice here say that 22 The party will see images of a man magical swords you may possess) .
death is better than fearing death. . .
in battle who needs a weapon . If you
10 The first test of fear requires the 15 This is the last ring of fire . If the give up the +5 longsword, you will pass
Flails and Hoopaks are also good for
combating these creatures . Don't forget
knight in the party to step through a
knight enters this ring, he will be the test of honor. If you don't it will be that Sleep, Charm Person, Hold Person,
ring of fire, losing more than half his
healed completely and will pass the taken from you and the spectral min- and Stinking Cloud spells won't affect
hit points in the process. Anyone else
test. Other injured parties will be left ions will attack you for your dishonor. . these monsters .
will be seriously hurt and won't pass
the test.
injured.. . this test is only for knights .
23 This is the entrance to the false
16 This is the entrance to the test of treasure rooms. When your party enters
honor. you will be asked to take nothing.

23 24
Make sure you save the game before of both combat and diplomacy. The
this fight. Retreating the party on the first time the party enters a building it is H. OC,RE BASE
tactical map through the entry doorway confronted by an aged ogre who will
will allow you to surround and more 0123456789101112131415
give the party vital information about a KEY
effectively combat these monsters . planned assassination of the ogre lead-
Wall
Make sure that your clerics cast Cure er, Gravnak. You do not have to com-
Light Wounds spells before the enemy plete this mission before going on and Door
closes the distance to your party. can return at any time to it before you
After the fight, you may find that your finish Sanction .
best option is to exit to the Overland in Goal : The party should try to convince
order to heal and memorize spells. the ogres that there is an assassination
After doing this, save the game and plot and then form an alliance with
then reenter the Tomb to continue Gmvnak against Myrtani.
from where you left off.
Note : Fighting should be avoided
31 Here you will be confronted by where possible . The old ogre will give
unintelligent monsters . If you flee this the party a secret sign that will permit
fight you will be unable to complete the the party to parlay its way past patrols.
test of battle until you return and
Where you can rest: You may try to
defeat the monsters . When you do
rest in any building, but there are no
combat the creatures, you will face
guarantees that an ogre patrol won't
giant rats, giant centipedes, and
interrupt you.
mobats . If you have any Sleep spells
memorized, they work well against the RANDOM ENCOUNTERS :
giant centipedes and giant rats . There are eight random encounters
32 This is the final test of the Test of (ogre patrols) within the walls of the
Battle . You will face a group of four ogre base . Once you eliminate them,
you will have no more random encoun-
undead dragons. They can't breathe on 3 The ogre leadership is holding a alliance plans. This will help the party
your party, but they can bite and claw ters unless you leave the ogre base and in a later portion of the game (Kernen) .
meeting here. The party can retreat
for substantial amounts of damage and then return . Returning to the ogre base The party will then be escorted out. If
without being noticed. If it attacks,
they cannot be turned . Use Fireballs to resets the patrols and you may find up you refuse to ally with the ogres, you
there is no chance of an alliance ... so
weaken them and then kill them in to eight more patrols. will be escorted out but won't get help
don't do it. The assassins will even
melee combat. The only monsters to be found in the arrive and thank the party for doing in Kernen.
In order to maximize your combat abili- random patrols are ogres. The patrols theirjobs . 4 This is Gravnak's office where he
ty, it is suggested that the character with may be parlayed with if you have spo- will forge an alliance with the Knights of
If you greet the ogres and have no evi-
the +1 Flail be given the Gauntlets of ken with the old ogre (see Note above) Solamnia .
dence, your party must fight some
Ogre Power to give the highest chance and the alarm has not sounded .
guards . Morog will try to use the distrac- 5 Here you will find a dining hall
of scoring a hit on the monsters (thus tion to try to assassinate Gravnak, so
MAPLOCATIONS: filled with slaves. The slaves will flee
doing lots of damage, since flails do full the party will have a chance to save the
damage against these monsters). 1 This is where the party enters the upon seeing the party.
ogre leader. If the party has the evi-
base . It should immediately enter one Women slaves are cleaning this
dence found at #8 below, you may fight
H. Ogre Base of the nearby buildings where it will
with Gravnak against Morog. kitchen. They will be fearful because of
Synopsis: This mission will be given to meet the old ogre. The old ogre will the rumors of an assassin team in the
the party the first time it reenters the give the party vital information . If the assassins are still alive, they will base .
attack the disorganized forces and your
second outpost (the one between Jelek 2 There are manor guards here. They This is simply a food storage area.
and Gargath) after receiving the tomb party at the same time . You should see
will let the party pass if it has visited
message. The Ogre Base mission is one the old ogre and learned the secret
# 15 below for tips on how to combat 8 Here are Morog's offices and
sign. They will mention that the other the assassins . guards . The guards will attack the party
assassins are in the northwest rooms. After all fighting is completed, the party to prevent its entry. If you defeat them
should go with Gravnak to forge
25
26
you will find evidence implicating Note that if you have already fought the
Morog inside . assassins at #3 above, you will no
I . SOUTHERN OUTPOST
9 In Morog's bedroom the party will longer find them here .
0123456789101112131415
find 8,000 steel pieces if it searches KEY
I. Southern Outpost
carefully. Wall
Synopsis : You will hear of the prob-
1
1 0 The ogres' barracks are located lems at the Southern Outpost the next Door
here . The sergeant will mistake the time you reenter the second outpost 2
Secret Door
party for the assassins and will tell after being told of the Ogre Base . This 3
them to get out of the barracks and get outpost has been taken over by 61 Stairs Vp
4
back to their room to the north. Jadefang, a green dragon, and his force
of humans and draconians . The real 5
11 A fearful ogre hides under the bed.
He will tell the party of the assassin guards were surprised and captured by 6

team's location (# 15). this force and most of their leaders 7


were killed . Sivaks have shape-changed
12 Here you will find some of into the forms of those leaders and 8
aravnak's personal guard... or at least assumed their positions. This outpost 9
their corpses. They have been mur- was taken over to allow free movement 10
dered by the assassin team . of the evil forces between Neraka and
11
13 These are guards protecting the Sanction . Additionally, the outpost is
assassin team . You can bluff your way often able to gather information from 12

past, but will have to fight this group messengers ... like you. 13
anyway when you are confronted by the Goals: You must rescue the hostages 14
next group. Your party should just elimi- and free the real guards. Once you've 15
nate them on the way in . done this, you should slay the dragon,
14 These guards already know that the thus freeing the outpost.
assassins are here and will attack your Note: Once you fight the draconian
party on sight. If you bluffed your way if your rest is interrupted, otherwise you Once you have freed the real guards
forces in this outpost, unless you from #7, the patrols will be kept busy
past # 13, the ogres there will respond will just be bothered.
attacked the secluded group at #8 or fighting the real guards .
and attack as a second wave . #10, you will set off an alarm. This will RANDOM ENCOUNTERS:
15 This is where the assassins are lock the doors to the outpost so you There are an unlimited number of MAP LOCATIONS :
located. WARNII`I(1: This is a very diffi- can't leave (until you free the outpost) patrols here, but they vary considerably 1 This is the front gate . Several differ-
cult fight and is the party's first and will cause all guards to attack you in power level. The six different types ent things happen here depending on
encounter with an aurak draconian. on sight. of patrols you can encounter here are: when you visit. If you are entering for
You should most certainly save the The groups of guards you will 1) One sivak draconian and six evil the first time, you will be escorted to
game before entering this fight . It is encounter during your wanderings will champions see the Commandant . After speaking
strongly recommended that you cast vary considerably in size and power with him, you will end up at #2 .
any preparatory spells you can before 2) One sivak draconian and eight evil
level. The only thing you can be sure of If you have been inside before, but the
entering this fight. Cast Bless, Prayer, champions
is that all of them will have a sivak dra- alarm hasn't yet been sounded, then
and maybe even Haste before going in . conian leading them and will have at 3) One sivak draconian and ten evil you will simply get watched here .
If you don't have more than two least six evil champions with them . champions However, if you show up here after the
fireball spells memorized, you should Don't set off the alarm until you abso- 4) One sivak draconian, eight evil alarm has been sounded, you'll be con-
be prepared for a long and costly fight. lutely have to!
champions, and two evil curates fronted by draconlans . If you choose to
Make sure you read the section at the
Where you can rest: If you are not parlay or attack, you'll end up in battle
end of this cluebook on how to fight all 5) One sivak draconian, eight evil
indoors, you will not be able to rest. If with a large number of draconians
the types of draconians before entering champions, and two thaumaturgists
you are indoors, you will only be able (smaller if you have freed the real
this fight .
to rest for a short while. If the alarm 6) One sivak draconian, six evil cham-
has been sounded, you will be attacked pions, two evil curates, and two
thaumaturgists
27 28
guards at #7). Either way, there are an If you free the former guards, the party
unlimited number of draconian encoun- will be awarded 3000 bonus experi-
Prayer. Haste is very important as it will 20 This was the outpost's armorer's
allow you to act much more rapidly and shop . There is nothing left here of any
ters here until you free the outpost . You ence points per character. thus reduce the enemy firepower
can't get out this way until Jadefang is value.
dead .
8 This is a poorly placed guardpost . before they reduce the party to ash.
21 The storeroom is guarded, but has
You can attack it without setting off the 13 This is the m,1jor battle for the
2 This is where you are deposited general alarm. This is the only way into Southern Outpost. Jadefang waits here
valuable equipment within . If you've
already defeated Jadefang and
after seeing the Commandant. the north end of the outpost that won't with his company. You will face a green received the treasure from here, you'll
3 This is the front desk of the inn. set off the general alarm.
C
dragon (Jadefang), four sivak draconi- find nothing.
The innkeeper will greet you and direct 9 This corner is where the party first ans, and many evil champions. When
The treasure here consists of two
you to #4. hears the voices of the children . You you defeat them, you will be given the
treasure from #21 below (ifyou haven't magic-user scrolls and a Potion of Extra
4 This room is occupied by a real determine that they are directly to the
already recovered it). In addition, you'll Healing.
guard who is hiding from the draconi- north.
ans. He asks you to listen to his story. If 10 This house has been converted to receive a substantial amount of money 22 This is a gate house. There are dra-
(Jadefang's personal cache) and a Mace conians waiting inside to ambush you.
you do so, he will give you valuable a barracks. The children you seek are of Disruption . The mace is very useful
information and a map to the town (see You will be surprised by them when you
being held here . When you kill the dra- for defeating undead and should defi-
journal #13) . Additionally, the party will enter. (Save before entering.) If you
conians and free the children you will nitely be kept.
be awarded 1000 extra experience defeat them, you will gain 1000 extra
be given a map to the prison (unless
points per character! If you choose to Don't hesitate to fire off every spell you experience points per character for
you have already visited the prisoners
turn him in to the draconians, he will have in an effort to eliminate Jadefang overcoming the ambush .
at #7). You will gain bonus experience
babble about how you have doomed points for freeing the children . before he can breathe. If he breathes, 23 There are many guards here play-
the town . If you enter here after the you may lose characters quickly.
11 This is the back door to the
ing cards. If the alarm hasn't been set
alarm has been sounded, you will auto-
Commandant's office. You may get an 14 This is the front door to the off yet, they will wait for you to leave. If
matically listen to him. Commandant's office . If you enter the you do not, they will attack. If the alarm
opportunity to listen in on the
5 This secret door can be found by Commandant and gain valuable infor- Commandant's office in this way (as has already been sounded, they will
searching. It leads to the prison ante, opposed to through #11), you will be attack immediately.
mation about Myrtani's plans (5000
room at #6 . The door is marked clearly bonus experience points per charac- attacked by his forces immediately. You 24 These are the outpost's guard tow-
in the map that the guard at #4 gives ter) . If you choose to attack instead, will face the same group that you would ers. They are occupied by many evil
you. you will gain surprise on the have faced at #11 . If you've already champions, enchanters, and evil
defeated the Commandant, there is
6 The prison anteroom is here . You Commandant and his forces.
obviously no encounter here .
curates. If you enter one of the towers
see the former guards locked in cells, after the guards have been freed, you
Here you will face many evil champions
unable to escape . led by a sivak, two evil priests, and two 15 These are empty houses being used will find a melee in progress here .

7 These prison cells are occupied by enchanters . They are extremely power- as barracks by the draconian army . 25 These are standard guard posts. If
the remnants of the real outpost guard ful and you should use Fireball and Ice 16 These are the other two rooms in the alarm has been sounded, they will
force. They tell you how they were cap- Storm spells to reduce the enemy spell- the inn. They are unoccupied unless attack immediately. If the real guards
tured and will gladly help you once they casters as quickly as possible . you've not had the encounter at #4, in from #7 have been freed, the draconi-
know their children are safe . Their chil- 12 This is the door to the main bar- which case you will meet the former an guard will be occupied fighting the
dren are being held in # 10 and the dra- guard here . real guards you freed.
racks. You get a warning here that you
conians will slay them if the guards try are about to face a major battle . You 17 The bar is a place where you can 26 The sign to the ifn.
anything . Once you have freed the chil-
dren and returned here, the guards will
should most definitely save the game at get relaxation and even liquor. If you 27 The sign to the tavern .
this point. The next battle is the most get drunk, you will end up at #4 above.
charge out of the secret door and difficult you are likely to have faced in
18 This was the outpost armory . It is
28 The sign to the general store.
attack Jadefang's forces . This will have
the effect of reducing the size of enemy
your young career. The forces at # 13
now empty and has been ransacked. 29 The sign to the armorer's shop .
are quite capable of wiping out an
groups you encounter. unsuspecting party. 19 This was the general store. It is 30 The sign to the stable .
Additionally, you should cast preparato-
also empty. 31 This is an alley where you end up if
ry spells before entering the next room. you flee from a fight at # 1 .
The most important ones are Haste and

30
J . Neraka City and Base Where you can rest: You may only rest
in Neraka City (not Neraka Base) and J . NERAKA CITY & BASE
Synopsis : Once you have finished
Crargath and Jelek and have received
may be interrupted at any time . There
is no safe place to rest in Neraka.
0123456789101112131415 KEY
the message about the Southern
Outpost, the next time you enter the RANDOM ENCOUNTERS: Wall
second outpost you will be told of Sir There are a maximum of nine random Door
Karl's kidnapping. The next time you encounters in Neraka City and Base .
visit the Commandant's office after the 9 Stairs Down
These encounters reset every time you
kidnapping, you will be confronted by leave and then reenter the city, so if Impassable
Maya Sir Karl's love, and asked to go you defeat all nine random patrols and
with her to Neraka. If you go with her, then leave the city, a new set of ran-
she will take you to Neraka City and dom patrols will be waiting for you
guide you to the hidden base there. when you return .
You should go with her (but read the
note section below) . The random encounters are different
depending on where you meet them . If
Goals: You must rescue Sir Karl and you are outdoors in the city during the
anyone else held in the evil prisons day, you will meet baaz draconians,
there. bozak draconians, kapak draconians,
Note: Before you go with Maya, you evil fighters, and thaumaturgists . The
should take advantage of the Inn, the city encounters that are at night or
Hall, and the Armoury. Once you enter indoors will consist of mobats, giant
the Commandant's office after the kid- centipedes, and giant rats . The random
napping, you will be unable to train or patrols in the base will be comprised of
rest before going to Neraka. exclusively draconians.

Maya is actually a silver dragon who MAP LOCATIONS :


polymorphs herself into a human. She 1 This is the main entrance to the
is indeed Sir Karl's love and is trying to Maya should kill them if you let her at 8 This room is a barracks filled with
city . If you came with Maya, you will them . Don't forget that Maya can breath
free him. She will reveal herself to you enter instead at #2 below. more baaz and bozak draconians. They
for tremendous damage . will defend their home viciously.
after the first fight in which she
appears. She is very powerful in com- 2 This is the back entrance to the city 6 Another guard post . This one is
where Maya leads you. If you didn't The draconian guard captain, a
bat and will probably have no trouble also occupied by baaz and bozak dra bozak, is here with some of his troops .
with the draconian guards . She will come to Neraka with Maya, you will conians. The bozaks will cast Lightning
instead enter at # 1 above. The troops will attack immediately
leave the party if you try to leave with- Bolts as quickly as they can, so don't when you enter.
out Sir Karl and will leave once you find 3 The main entrance to the secret let them cast if you can help it.
10 A bedroom, formerly the guard
him. You should try to allow Maya base . This door may only be opened Sir Karl is found here, dragging
access to the monsters as she will deal after Sir Karl has been kidnapped. captain's, lies before the party. Nothing
himself up the stairs. He will ask the
with them much more effectively than of value is to be had here .
4 Here you find a monster lair inhab- party to rescue the slaves held below in
the party can. the prison and then die at the party's 11 You find a storehouse filled with
ited by mobats and giant centipedes .
If you enter the prison and find out feet. If the party leaves after getting this rotting stores . Again, nothing of worth
about the slaves there and then attempt Note: Areas #5 through #15 are in the message but before rescuing the is here.
secret base .
to leave without freeing them, you will slaves, the slaves will be killed . 12 The mess room is occupied by
be warned that they will be slain if you 5 After opening the door to the If Maya is here, she will take the body baaz and kapak draconians . They pre-
do this . If you do it anyway, they will be secret base, you are confronted by of Sir Karl and declare vengeance on pare to make a stand here against you.
killed and you will be chastised. bozak and baaz draconian guards. The Myrtani. She will then leave the party.
bozak draconians are spell casters and The stairs to the south lead down to the
will explode when killed, so don't prison level.
expect to escape without damage.
13 You find many useful papers here . 23 This is the last survivor of a knight K. NERAKA PRISON
This former meeting room provides you patrol . The patrol spotted Sir Karl being
with more information about Myrtani's taken into the secret base . He then
-KEY=
0123456789101112131415
plan . expires after relating this information .
14 The mobats that occupy this room K. Neraka Prison
0 Wall
haven't been fed for some time . Your 1
Synopsis : In Neraka Base you will Door
party looks quite tasty to them and they 2
learn of the prison and the horrors with- 61 Stairs Up
attack .
in . find the stairway to the prison when 3
15 Giant centipede swarms fill this you find Sir Karl. 4
Impassable
room . Sweep them with your highest
Goal : You must free the slaves held in 5
level fighters .
the prison itself. Then, you must leave 6
Note : # 16 through #23 are out in the through the back exit of the prison (the
7
main portion of Neraka. It is here that one slaves are allowed to escape
the Prison Lord enjoys a nasty game through for entry into the maze section 8
with the slaves. They are released into of Neraka for the Prison Lord's enter- 9
the maze-like streets while the Prison tainment) as a diversion. Failure to do
10
Lord's minions are sent to hunt them both of these things will result in the
like animals. Many tricks are set up to death of the slaves. 11

make the slaves think they are about to 12


Where you can rest» You may rest any-
escape right before they are slain.
where, but could be interrupted . 13
16 A hidden guard post lies here . The 14
draconians here like to let prisoners RANDOM ENCOVNTERS :
think they are safe, before leaping out The Prison has no more than five 15

to slay them . patrols wandering randomly. They also


reset each time you leave the prison,
17 This is a place where a group of so if you return you will face fresh
slaves was slaughtered . There may still troops . The random patrols consist of 5 Tanis is here, freeing the slaves . He slaves . You can save the slaves by
be bodies here when you pass. several draconians leading humans will tell the party to go to the southern killing the guards .
18 Your party may find prisoners hud- (evil fighters, evil curates, and thau- cells and free those slaves . He also tells 10 Guards wait here in ambush for the
dled here, hiding from the draconians. maturgists) . Make sure you deal with you to leave by the southern exit to dis- party. They will attack from surprise
the human spell casters first when you tract the draconians while Tanis takes
19 You may meet some of the draco- meet a random patrol . the slaves out the other way.
once you enter. The kapaks are danger-
nian hunters here, looking for their ous because they may paralyze you
prey. Seeing you, they will attack MAPLOCATIONS: 6 Here you see slaves busily freeing before you can act. Concentrate on
themselves . They hurry to comply with them until they go down, and then deal
immediately. 1 There are dead guards here, killed Tanis' orders. with the baaz .
20 A madman can be found here who by Sir Karl in his escape attempt.
will tell you of a treasure to be found in 2 Another group of dead guards . Sir
7 This is another guard post. Once 11 There are many cheering slaves
the prison . He is correct and the trea- you free all of the slaves, Tanis will here who thank you for freeing them .
Karl did not die alone and left many
sure is found at #20 in the prison . traces of his passage . ..
show up here to remind the party to 12 The women prisoners are here .
leave through the southwestern exit
21 Signs are found here saying "safe 3 This was the cell in which Sir Karl (#25) to distract the draconians while
They will thank the party for their free-
dom and one even promises to name
house" . They, of course, lie. was held . A guard lies strangled here. he leads the slaves to freedom. her child after one of your characters.
22 This is the safe house. There is also a note to Maya, as well as
Unfortunately, it is occupied by a green the rose the party retrieved for Sir Karl
There are slaves here that are
thankful for their rescue . You free them
13 This is the torture chamber. The
dragon who is tasked with eating pris- (if it did so) . slaves you free here are fearful of the
and they run to Tanis. Prison Lord .
oners who wander in . He likes his job . . . 4 You will find some guards that Sir
9 Here your party interrupts a group
Karl missed . The baaz and kapak draco-
of guards getting ready to kill some
nians attack immediately.

33 34
1 4 Prisoners here are about to be fed This is a very difficult fight and it is
L. SANCTION DOCKS
to mobats. You come to their rescue strongly recommended that you save
and must defeat the mobats to save the before beginning. Also, using preparato-
prisoners. ry spells will help greatly. You should
0123456789101112131415 KEY
cast Bless, Prayer, and probably Haste Wall
15 A prisoner was left here for the before entering this fight.
giant centipedes to eat. You must kill Door
the centipedes . The prisoner thanks If you defeat the Prison Lord, you will
Archway
you for the rescue . gain a Longsword +2, a Shield +1, and
two random magical treasures! Secret Door
16 A prisoner no longer, a corpse is
here being molested by mobats and 22 This is where the prison's green
rats . You can only take vengeance for dragons lie in wait. When the party
the murder. approaches, the dragons will attack.
They are very lethal and can kill the
17 There are human guards here tor- party outright if you don't kill them first.
turing a prisoner. Flee the prisoner Don't let them breathe on you if you
from the guards and kill the rats he was can possibly avoid it. Spread out and
to be fed to. don't hesitate to use your big spells .
18 This is a mobat lair. The mobats This is a deadly fight!
here are hungry and consider the party Make sure you save the game before
to be legitimate food. this fight! A few bad rolls could mean
19 Another mobat lair. It is obvious two or three party members dead (and
that the guards here have collected the if they are elves, they can't be brought
mobats for many nasty purposes . Kill back). Use preparatory spells like Haste
the mobats and prevent them from and even enlarge to maximize your
harming other prisoners. chances of taking out the dragons
before they gas you.
20 There is lots of jewelry scattered encounters listed below. Only random RANDOM ENCOVNTERS:
about in this room . However, trying to If you defeat the dragons but haven't
encounters will be active . There are two distinct parts to the city
retrieve it will cause the roof to col- fought the Prison Lord from #21 above,
you will have to fight him now. This is a The good armies have finally gathered of Sanction, as far as random encoun-
lapse, injuring most of the party. The ters go . The western part of the city is
giant centipedes waiting above will then very tough 1-2 punch. You should defi- together a force and are marching
towards Sanction . You have been controlled by the minotaurs and has an
fall onto the party and attack. Once you nitely defeat #21 above before tackling
charged with gathering intelligence and, unlimited number of random minotaur
defeat the centipedes, however, the the dragons.
most importantly, recovering the patrols to keep you occupied . The
jewelry turns out to be quite real . 23 This is the exit that you must take Dragonlance from the clutches of the minotaurs are dangerous, but only
21 The main barracks is here and the to properly distract the guards remain- evil Myrtani. show up in small numbers.
Prison Lord is in . He is a very high level ing (allowing the slaves and Tanis to
Goals: You must visit the "recruiting The eastern part is controlled by evil
fighter and is equipped with magic escape). If you go this way, you will
officer" at # 14 and defeat him. Then, forces and will usually have patrols con-
items. He is backed by many evil fight- also discover a cache of dragon eggs .
you must rescue the woman at #7 and sisting of evil champions, evil priests,
ers and several thaumaturgists and evil Once you free the slaves and go this
way, you will be awarded a large num- get an amulet from her that will allow ogres, enchanters, and elvish mages.
curates. You should try to cast Charm
ber of bonus experience points. you access to the Temple of Huerzyd. These groups are very dangerous and
Person spells on some of the enemy should be treated with respect. Rest
Catch and interrogate three thieves
spell casters to get them to help you. If
you don't have any Charm Person
L. Sanction Docks (#21, #22, and #23) to learn of the often at the inn and keep your spells
Synopsis: Once you have completed goings on in the thieves guild. ready when wandering the eastern side
spells handy, then use Fireball and Ice of the city. There are only eight random
Storm spells (or Wands) to damage Neraka and rescued the prisoners, you Investigate this and gain the treasure
will be told by the commander of the at # 19 . encounters in the east side of the city.
them as quickly as possible.
outpost that you should go to Sanction Where you can rest : You may rest as
and investigate. If you go to Sanction long as you wish in the inn. Anywhere
before this, you won't have any of the else, you are likely to get interrupted .

35 36
The dividing line between the two sides Temple of Duerghast through the
is the main entrance to the city. If you Temple of Huerzyd. However, once you If you end up in combat, you will face Missiles, are well worth the struggle to

are west of it, you are in the western come from the Temple of Duerghast to an elvish mage and seven evil champi- get them .

part of Sanction . Otherwise, you are in this exit, you may return to the Temple ons. victory yields treasure and a ran- 20 Here you meet the woman you res-
dom magical item . After you have cued from the minotaurs. She informs
the eastern part. of Duerghast through this point.
defeated the mage, you may rest here you that Sir Lebaum, the scoundrel
MAP LOCATIONS: If you enter the Temple of Huerzyd as in any other room in the inn. who was running Jelek, is here creating
1 This is the main entrance to the
from here without first gaining the
amulet, you will find nothing of note in
15 This is the weapon shop. The only an undead army. She then shows you
city of Sanction . To the west you can items of note for sale here are the com- how to enter Duerghast and gives you
the Temple . Once you have the amulet,
see the docks area . Minotaurs have posite bows . If you haven't upgraded the amulet that you must have in order
this becomes another normal entrance
taken over that section of town . You your bows yet, you should do so here . to gain the trust of the Shadowpeople
to the Temple of Huerzyd, and all
also see notices that direct you to vari- Don't forget that thieves may only use in Huerzyd. The only way into
ous important locations in the town. encounters in the Temple of Huerzyd Duerghast is through the tunnels of the
short bows .
are activated (see notes on Temple of
2 This is a training hall . Use it before Huerzyd) . 16 These are the inn rooms, the only
shadowpeople .
completing the Temple of Duerghast. places where you may rest safely. 21 -23 Three thieves have staked
10 This is the secret entrance to the
3 If the encounter at #14 has been Temple of Huerzyd. You may only use it 17 This is where the innkeeper is . He
these areas out as their personal territo-
ry. They will attempt to pick the pocket
defeated, you will see a woman being once you have received the amulet tells you not to disturb the room at the
of a random party member. If you catch
carried into the warehouse. from the woman at #20. end of the hall . You, of course, should
them and then interrogate the thief,
4 If the encounter at # 14 has been 11 Drunken minotaurs come out of
go there and disturb the elvish mage at
# 14 above.
you will get some valuable information .
defeated, you will be attacked by sever- the tavern here and bump into the If you do this three times, you will get
al armored minotaurs. party. A brawl ensues. 18 This room is empty unless you the secret sign that allows you access
5 If #3 occurred, you will hear the 12 This is the tavern . You can hear have learned the recognition sign from
the third thief. In order to get the sign,
to # 19 above.
woman screaming from the southern
corridor at this point.
many rumors here, some of which are you must catch and interrogate three M. Temple of Huerzyd
even true . thieves from #21, #22, and #23 (but Synopsis: You have been given the
6 If #3 occurred, you will be attacked 13 This is the Sanction magic shop . not necessarily in that order) .'lhe third amulet that will secure the assistance
by several armored minotaurs that are You can buy many useful items here thief caught and interrogated gives you of the Shadowpeople . You have discov-
holding the screaming woman prisoner. including Potions of Healing and Wands the sign . ered that the only way into the Temple
7 If you defeat the minotaurs at #6, of Magic Missiles . Both of these items If you know the sign, you discover that of Duerghast is through the shadowpeo-
the woman will tell you to meet her at are definitely worth stocking up on if the room is the headquarters of the ple's tunnels that lead there from the
you have the money. Temple of Huerzyd.
the southern pier (#20) and then will local thieves guild. Currently, the
use her ring of invisibility to leave. 14 There is a dark elf here . He is sup- thieves are extremely unhappy with the Goals: You must find the shadowpeo-
8 If the encounter at # 14 has been posedly here to recruit for the evil
armies . In reality, however, he is here
fighters that are lounging around in the
guild. One of the thieves will start to
ple and clear the Temple of Huerzyd of
all draconian forces.
defeated and you haven't gone through
to spy on you. If you defeat him, you make elaborate hand gestures, none of
#7, then you will hear a woman's Note: It is possible to enter the Temple
will learn more and will recover a ran- which you understand. You may bluff,
screams coming from the west. of Huerzyd without going through the
dom magical item . leave, or attack. Any option but leaving
9 This is the main entrance to the
Initially, you can choose to leave, fight,
results in combat against five evil secret door or without the amulet. If you
do so, you will be able to wander about
Temples of Huerzyd and Duerghast. If champions . Defeating them allows you
you wish to go to Duerghast, you must or talk. If you talk, only MEEK or NICE access to #19. but will not meet the shadowpeople and
will result in your ability to leave, while may not, therefore, enter the Temple of
fight four sivak draconians and five
kapak draconians in order to cross the HAUGHTY and ABUSIVE will result in 19 This is the treasure room for the Duerghast. Some treasures are active. If
combat. SLY will get you information thieves guild. It is wizard locked and you have gone through the secret door,
bridge they defend . No matter what the difficult to open for all but the strongest
outcome of that fight, you may not followed by battle . then you will be able to meet the shad-
fighters (or a magic user with the Knock owpeople and the numbers below are
cross that bridge, as it will be If you leave, you may return without spell handy) . This room contains Ids of all active. Only #2, #3, #8, # 11, # 12,
destroyed. You can only enter the automatically entering combat. gems and jewels as well as two valve and # 16 are active all the time .
However, the elf's patience is limited. able magic items. These items, a pair of
He will attack immediately upon your Bracers of AG4 and a Necklace of
third entry.
37
38
M . TEMPLE OF HVERZYD In the shadowpeople's tunnels, you will Saving before the battle is wise . Use
have a maximum of three random preparatory spells before the battle to
encounters with mobats. The mobats get fully prepared .
0123456789101112131415
= KEY have many hit points but are not espe- The force consists of four baaz, three
Wall cially dangerous to your party at this kapak, two sivak, and two bozak draco-
Door point in the game. nians. The bozaks will fire Lightning
As usual, the number of encounters is Bolts into the party while the sivaks and
Secret Door
reset if you leave one area to go to kapaks try to carve up the lead fighters .
Archway another. If you leave Huerzyd, for exam- Don't let the bozaks get good wall
ple, to return to the Sanction Docks bounces on their Lightning Bolts or you
El Stairs Vp area, you will reset the encounters in may be in for trouble.
9 Stairs Down Huerzyd back to four patrols. 8 You will spot many statues on the
MAP LOCATIONS: north wall of the temple . This is the
1 This is the secret entrance to the temple proper.
Temple of Huerzyd. You must obtain 9 Here a trap protects a treasure of
the amulet from the woman prisoner in many gems and jewelry as well as two
Sanction before you may use this door. random magical items. You may spot
You will not get a chance to meet the the trap (each person has a chance of
N. SHADOWPEOPLE'S shadowpeople until you have the detecting the trap), in which case you
TVNNEL amulet. may either spring it or try to remove it .
2 This room is filled with old casks of If you fail to remove the trap and spring
rotten food . Nothing else occupies the it, you will take up to 16 points of dam-
room . age per character from a gas trap.
3 This is the old library. Searching 1 0 A shadowperson appears here to
reveals two scrolls, one for red magic give you directions to the tunnels. He
users and one for white magicusers. also tells you of the treasure at #9 and
4 The draconians in this room are the trap guarding it .
setting up a trap . They will immediately 11 The statue of Paladine has a small
attack you. There are several baaz dra- trap door in it which you will find if you
conians as well as a bozak and a sivak search . Inside are many gems and two
draconian. random magical items.
5 This is the entrance to the shadow- 12 These are the front entrances to
people's tunnels. You must defeat the the temple .
draconians at #7 in order to pass
through the door. 13 These used to be the private rooms
of the High Priest of Huerzyd. They are
6 This secret door is unavailable until now abandoned. If you search here,
the draconians at #7 are defeated. you will find gems, jewelry, and two
Where you can rest- You may rest any- RANDOM ENCOVNTERS: There are many draconians clus- random magical items.
where if you do not have the amulet or There is a maximum of four encounters tered here to discuss the takeover of 14 This is the entrance to the shadow-
if at # 16 . However, if you have the in the Temple of Huerzyd. These the Temple of Huerzyd. After you people tunnels . It comes from the pas-
amulet, only # 16 is safe . You may encounters consist mainly of draconian defeat them, you will be confronted by sageway at #5 .
always try to rest anywhere, but you patrols led by sivak draconians . The a shadowperson who will direct you to
may be interrupted. patrols are small, so you should be the entrance to the tunnels at #5 .
able to defeat them without too much
The draconian force gathered here is
difficulty.
tough and will require some thought.

39 40
15 This is the conclave of the shadow before returning to challenge Sir
people . They give you more informa- Lebaum . You will be able to take the O. TEMPLE OF DVERCIHAST
tion as to how to negotiate the tunnels door at #9 in Sanction to return to #14
and warn you to expect a meeting from in Duerghast. 2nd Roor KEY
0 1 2 3
their Ancient Revered One at # 17 . Where you can rest: You may rest in Wall Door
16 You may rest here as long as you #7 or #11 for as long as you like.
Secret Door Archway
like. Anywhere else, you are likely to get
interrupted if you stay too long . IN Stairs Up Q Stairs Down
17 The Ancient Revered One reveals
that Myrtani has hidden the RANDOM ENCOUNTERS: Prison Bars
Dragonlance in the Temple of With seven random encounters, the
Duerghast. In the middle of his send- Temple of Duerghast is dangerous to
ing, the images are disrupted and the even the wanderer. You will face many
party perceives the form of Sir Lebaum, draconians and skeletal knights in your
who turns out to be a death knight. The exploration . These groups are not weak 0 1 2 3 4 5 6 7 8 9 10 11 12
Ancient Revered One gives you instruc- and you should be prepared at all times
0
tions as to how to get into Duerghast for deadly fights . Keep your hit points
and leaves you with more treasure, at maximum levels and keep your 1
including three random magical items. spells ready. 2

18 This is the entrance to the Temple If you defeat the seven random 3
of Duerghast. encounters, you can explore freely as 4
long as you remain within the confines
O. Temple of Duerghast of the Temple of Duerghast. If you
5

Synopsis : With the help of the shadow leave for any reason, the seven patrols 6
people, you have managed to make it will return . 7
into the Temple of Duerghast. You must 8
now make your way through the dun- MAP LOCATIONS:
geons and up to the surface. In going 1 This is the secret entrance that 9
through Duerghast, you learn that the leads from the Temple of Duerghast to 10
good armies are marching into a trap the Temple of Huerzyd through the 11
that Myrtani has set; a trap that you shadowpeople's tunnels.
have unwittingly led them to . Now you
2 A filthy prisoner is kept here . He is
must find Sir Lebaum and foil his plans.
deathly afraid of Sir Lebaum but can't
Goals: You must retrieve the give you much information .
Dragonlance from Myrtani's clutches .
3 The jailor's room . When you enter,
Additionally, you should find Skyla and
you will see a figure slip through a door
get rid of him once and for all. Once
to the south.
this is done, you must face Sir Lebaum,
the death knight, and destroy him. 4 This is the torture chamber. A man
is being stretched on the rack here and
Note: It is strongly suggested that you
the draconians are also torturing him
take the door at #14 back to Sanction
with knives . If you attack to rescue him,
before fighting Sir Lebaum, in order to
you will face five sivak draconians,
take advantage of the training facilities He also tells you that the room beyond lay, you will eventually end up in a fight
three evil champions, and two evil
and the magic shop. You should gain Skyla contains many weapons and suits unless you let them get away. You
priests. Make sure you stop the priests
your levels, identify your magical items, of armor. should simply attack them, as they will
from casting spells.
and memorize your spells once again 6 try to get away to warn Skyla. If you do
You will meet a band of fighters
5 The shadowy figure you encounter
operating under Skyla's orders here . attack them, you will fight six evil
here is a shadowperson who tells you champions.
You may attack, flee, or parlay. If yoN
that Skyla is somewhere in the Temple . run, they run the other way. If you par-
41
42
7 This is where the Dragonlance is 13 The fighter has told the troops in have completed the game. Things really Kernen where Myrtani is waiting for the
being kept . The door to this room is this room of your presence and they begin to happen quickly at this point, word from Sir Lebaum . Once word
wizard locked, so use a Knock spell to are ready for you as you enter. Save the so make sure you keep a saved game reaches Myrtani of what has occurred in
open it. Once you enter, you will be game before you enter, as this is an from before you fight Sir Lebaum . This Duerghast, Myrtani will be able to
attacked by the guardians of the even more dangerous fight than the will allow you to go back and gain expe- launch his attack on the good armies.
Dragonlance, a group of draconians one with Skyla. rience before tackling the end of the When you reach this area, you are
including many bozak, sivak, and
Here you will face six sivak and four game . Kernen does have a training hall, attacked by a blue dragon who tries to
kapak draconians . They will fight to the however, that your party may use.
bozak draconians as well as two evil slow you and prevent you from reach-
death. In the treasure, along with the
Dragonlance, you will recover a Ring of
champions and two evil priests. This 17 The battle with Sir Lebaum takes ing the messengers. The blue dragon is
means that you must try to suppress six place in one of these three locations. If a threat, but one lone dragon should
Protection +2 and a Cloak of
Displacement . These are three of the spell casters, a virtually impossible feat . you have been spotted in the arena, not be able to stop your party.
Try charming the evil priests to gain you will be attacked near the staircase. Once you have dealt with the dragon,
most powerful magical items in the
their assistance. If you have not been spotted, and you you will face a group of draconians that
game . Save the game after recovering
enter the room, you will fight in there.
them! 14 This is where you can exit directly Before you fight Sir Lebaum, he sends
stop you from reaching the messengers
in time . This group consists of several
8 This is the entrance to the upper back to Sanction . Once you go through
some of his minions off to warn Myrtani baaz, and a few bozak, sivak, and
level of the Temple of Duerghast. here, you can return to Duerghast
that you are still alive. The fight is with kapak draconians . They will be easy to
directly.
9 This is where the guards watch the 15
Sir Lebaum, three minotaurs, and up to
four ghasts that Sir Lebaum will gate in
defeat, compared with what you've just
lower level of Duerghast. The sivaks Through the archway you can see been through.
piles of good dragon eggs . The eggs are to help him if he gets injured. If you
you find here will attack immediately.
guarded, however, by two adult blue defeat him you will gain a Wand of Finally, you will see the golds defeat the
10 You will meet Skyla in whichever of dragons. These dragons can cast mas- Lightning, a Wand of Paralysis, and a +3 reds in a glorious aerial battle. The
these rooms you enter first. He will sive Lightning Bolts with their breath two-handed sword. golds will then land to provide you with
laugh upon seeing you and will reveal and can kill characters outright . Don't transportation . The golds then take off
This is one of the three most difficult
the fact that you have been used to let them stay in the fight for more than in hot pursuit of the fleeing red dragons
combats in the game . Make absolutely
lure the good armies to Sanction where one round or you are likely to be in (the ones carrying the messengers to
sure you save before trying this com-
they will be destroyed. His current mis- trouble. Don't forget that the Myrtani) .
bat. Also, make sure you have cast
sion is to get rid of you. After telling you Dragonlance, obtained at #7 above,
of your mistake, he will attack, backed does the wielder's hit points in damage
Resist fire on all six party members P Citadel
before entering the battle . This is
by five evil champions, two enchanters, each time you hit with it, and can often Synopsis : After taking off on the backs
because Sir Lebaum will cast a massive
and two evil priests. This is a very dan- slay a dragon in a single blow . of the gold dragons in pursuit of Sir
Fireball (doing huge amounts of dam-
gerous fight and should not be taken age to every character caught in its Lebaum's messengers, you chase them
Once you defeat the dragons; you can all the way to a flying citadel. This
lightly. Use all of your spells, as you can blast... and nothing to him) at the first
retrieve the eggs and you will find a citadel is one of the headquarters of
rest for an unlimited amount of time in opportunity.
sapphire worth 2,500 steel pieces! the evil forces and is crawling with dra-
the next room . Ice Storms and Fireballs
are particularly useful and a good 16 This is the Temple's arena. It is Make sure you read the section on the conians.
Lightning Bolt down a long line of the filled with dead bodies that have been Death Knight at the end of this clue
book to understand more fully what Sir On the way to the Flying Citadel, you
enemy can be the difference between recently exhumed. If you walk into the are joined by Tasslehoff Burrfoot, one
success and defeat. arena, you will be attacked by many Lebaum can do before trying to fight
him. Don't be afraid to cast a Haste of the companions of the Lance. He will
11 After defeating Skyla, you will find
zombies, ghouls, ghasts, and skeletal
spell to make sure your characters get give you important information regard-
a suit of +I Plate Mail, a +2 Shield, a +3 knights. Sir Lebaum will also spot you ing where to go in the Citadel.
and will ready himself to deal with your enough attacks to be able to kill Sir
Longsword, and a +2 Mace in this Lebaum quickly. Don't cast spells such Goal : You must catch the fleeing dra-
threat.
room . You may also rest for an unlimit- as Magic Missile at him, as they will conian messengers and prevent them
ed amount of time . WARNING: Once you trigger this series often reflect back and injure the caster. from telling Myrtani of Sir Lebaum's
12 You will surprise a fighter here in of events, you MUST go to Kernen and
will be unable to return to the wilder- 18 After the fight with Sir Lebaum, the failure.
the process of destroying documents. messengers run into this area in order
He will flee when you enter. You will ness or reach another shop until you
to be picked up by the waiting
red drag-
find out some information from the ons. The dragons will take them
to
papers he leaves.
43 44
Note : The Flying Citadel is literally inflicting damage even when they are
crawling with draconians. You must fol- defeated quickly, so be cautious not to
low Tasslehoff's advice and go to the get too interested in exploration here. If
north to avoid being overwhelmed. you climb all the way up to the 6th
When the party arrives, it is attacked by level of the western tower, you will find
archers. Staying in the open is danger- yourself unable to go up to the roof =KEY
ous. If it stays in the open, it will be because of the blasts of dragon breath Wall 0 Door
shot at by arrows from time to time . that are coming down the stairs.
Endless Draconian
Get inside the north tower! 2 The second level of the west tower. Fights
The random encounters in the Citadel There is a stairway leading both up and
down from here. JR Stairs you can't
are quite dangerous. You will meet climb due to
many bozak draconians who are capa- 3 The third level of the west tower.
Western Tower Eastern Tower
Dragon Breath
ble of causing damage even if slain Western Tower
4 The fourth level of the west tower. Stairs Down

R
instantly (since they explode when Level 2 Level 3 Level 4 Level S Level 6
killed). You must move quickly and 5 The fifth level of the west tower. 12 Stairs Vp
directly if you wish to survive the
Citadel!
6 The sixth level of the west tower. Rubbled Wall
You can't go up the staircase in this Impassable
Where you can rest: You can rest room due to the blasts of red dragon Eastern Tower
Level f Level 3 Level 4 Level s Level 6
nowhere in the Citadel in total safety . It breath that come pouring down the
is strongly recommended that you make stairs at you. You must proceed back 10
your way into the north tower and up to down to the ground floor. mR,

the Windcaptain's Chamber (# 13),


Here is the ground floor to the east Wind
where you may rest in relative safety. Main Tower Captain's
tower. There are more draconian Level 4 Level 3 Level 4 Level 5 Level 6 Level 7 Chamber
RANDOM ENCOUNTERS: guards here. If you climb to the 6th
There are only five random encounters level, you will be unable to proceed fur-
that you may meet outside . They will ther because of the dragon breath . am

consist of either draconian patrols or The second level of the east tower.
volleys of arrows . The draconians will
vary widely in strength and size, so be 9 The third level of the east tower. Q. SECOND 2nd Sublevel 1st Sublevel
prepared for a very difficult fight if you 10 The fourth level of the east tower. CITADEL
wander outside too much . The draconi-
ans may even have red dragons with 11 The fifth level of the east tower.
them! 12 The sixth level of the east tower.
Again you are unable to proceed
Once inside the towers, you will face a
because of the blasts of dragon breath
different set of up to eight random Courtyard Bottom Sublevel
patrols . Once you defeat them, you will from the roof.
face no more random encounters in 13 This is the ground floor to the main
the towers . These patrols consist of a tower. Here Tasslehoff will direct you to
small number of baaz draconians the staircase on the eastern wall . There
escorting between two and four bozak are draconian guards here who will try
draconians . to stop the characters from entering the
tower. Once you defeat them, you
MAP LOCATIONS: should go immediately to the staircase
1 This is the west tower. There are in the eastern wall and climb .
draconian guards here, including bozak
draconians . Bozaks are capable of The door in the north wall leads to the
inner courtyard and is guarded by an
unlimited number of draconians . You

45
46
should not even bother with this door, Where you can rest: Nowhere. You
disguised with the cloaks from #9 . If Citadel) . The humans resent being con-
as you cannot deplete the supply of must move to the bottom sub-level as
draconians . your party is not disguised, you may trolled and are considering rebellion.
quickly as possible and get on the drag-
capture some humans and hold them The ogres will only be helpful to the
14 This is the second level to the main ons, as the random encounters will
hostage in order to gain your freedom. party if the party made a deal with
quickly take their toll!
tower. If you don't do either, you will ride the Gravnak in the Ogre Base.

15 The third level to the main tower. RANDOM ENCOUNTERS: Citadel down to the ground and almost Where you can rest : Anywhere inside,
You will face a maximum of five ran- certainly be killed (each character will but with a chance of being interrupted .
16 The fourth level to the main tower.
dom encounters but they are very sig- take between 30 and 180 points of
17 The fifth level to the main tower. nificant in strength . You should not damage). RANDOM ENCOUNTERS:
There are only seven random encoun-
18 The sixth level to the main tower.
tarry unless you are strong enough to 9 Here you will find some guards ters in Kernen Square . They consist of
defeat all the patrols. Once you defeat arguing about the order in which they
19 The seventh level to the main all five encounters, you will be able should leave. You should attack them,
human patrols, ogre patrols, or draconi-
tower. an patrols. The ogre patrols will be
explore as much as you like . as their uniforms can be used as dis-
guises so that the red dragons at #8 friendly if you allied with Clravnak back
20 The Windcaptain's Chamber. Once The encounters will either be a draconi- in the Ogre Base. The human and dra-
you defeat the guards, another group of above will allow you ride out to safety
an patrol, possibly with red dragons, or conian patrols may be parlayed with if
humans led by evil curates, Tasslehoff on their backs.
rocks dislodging above you and falling you are disguised (see #9 in Second
will give a scroll to the party's magic- on your party. Either one is likely to 10 This is a treasure room . In it you Citadel) .
user and he will ask you to read it . If cause a significant amount of damage. will find some gems andjewelry as well
the party has no magicuser, Tasslehoff as random magical treasures! MAPLOCATIONS:
will read it himself. The scroll enlarges MAP LOCATIONS: 1 This is where the party arrives . If it
Tasslehoff to the size where he will be 1 This is a staircase leading out of R. Kernen Square held people hostage, upon landing the
able to pilot the citadel. the courtyard of the Second Citadel. It Synopsis : Once you escape the crash- hostages will escape and the dragons
leads down into the first sub-level of ing Citadel, you will be deposited by will attack . If the party members dis-
The party will now have an opportunity the dragons and left to your own
the Citadel . guised themselves, the dragons will
to rest briefly before another wave of devices . Your party will quickly discover
attackers tries to retake the chamber. 2 This is the staircase leading up to
that the streets are not safe, due to the
simply leave once they deposit the
Once they are defeated, Tasslehoff will the main level of the Citadel. ply.
falling debris from the Citadels above.
announce that the Citadel is over 3 Here you will find some guards in 2 This is the main gate to Kernen
Kernen and that there is another Goals: You must find out how to enter Base. Initially, this is an almost impossi-
front of a door. If you defeat them, you Kernen Base and defeat Myrtani. To
Citadel blocking the way. Tasslehoff will will gain access to the treasure room at ble fight against legions of red dragons,
then pilot the Citadel you are in into the best accomplish this, you must weaken sivak draconians, and bozak draconi-
#10. The guards are not looking for the gate defense forces by accomplish-
other one, causing tremendous damage combat and can be surprised if you ans. There are, however, ways to
to both and hurling your party into the ing several tasks. First, you must con-
attack immediately. reduce the number of waves of oppo-
courtyard of the second Citadel. vince the humans to switch sides. nents and the size of those waves.
4 This staircase leads down to sub- Then, you must distract the draconians
Q. Second Citadel level two. by starting fires in their barracks . You If you either eliminate or distract the
should also contact the ogres if you draconian barracks, the number of dra-
Synopsis: You are hurled into this
Citadel when Tasslehoff rammed it with
5 This is the second sub-level of the made a deal with aravnak back in the conians at the gate will be reduced. The
Citadel. The staircase here leads up. Ogre Base . Finally, you should retrieve draconian barracks are at #7 and #8 .
the Citadel you were in . You land,
injured, and find that you are in a 6 Here you will find the stairs to the the crown from # 10 and show it to the
Convincing the humans to rebel against
Citadel that is plummeting to the bottom sub-level of the Citadel. old dragon at # 11 . If you accomplish all
their draconian masters will also reduce
ground. You must hurry and find a way of these tasks, the gate guards should
This staircase leads up to the sec- the number of guards at the gate (due
out before it is too late! be weakened enough to enable you to
ond sub-level. to their leaving to deal with the rebel-
Proceed into the heart of Kernen . lion). The humans can be found at #4.
Goal: Simply to get out of the Citadel There are several red dragons wait-
and down into Kernen safely . Note: The city is patrolled by the draco- If you contact Clravnak at #9, you will
ing here to shuttle people down to nians, the ogres, and the humans . The
Kernen to escape the crashing Citadel. fight less at the gate and you will have
Note: You will be able to escape on the draconians are quite loyal to Myrtani
backs of red dragons once you disguise You will be offered a ride if your party is ogre allies in some further fights in the
but can be fooled by your disguises (if
yourselves. This is the only way out of you obtained them in #9 in the
the second Citadel. Second

47
48
R. KERNEN SQUARE draconians will have a similar effect, as 1 This is a senile old red dragon . He
the draconians must still deal with the used to guard the crown jewels in
0123456789101112131415 rebellion. If you reveal yourselves as Kernen Base, but was put out here to
KEY Solamnic sympathizers, you should pass his last days . If you give him the
Wall choose a knight as a speaker in order crown from #10, he will try to force his
Door to sway the humans to your side . If the way past the gate guard. If you choose
2 knight has high charisma, your chances to fight this dragon, you will discover
? Rubbled Wall of success will improve. If you fail, you that he is still quite capable of com-
3
may end up in a combat. bat. .. QUITE capable.
4 9
5 The party will meet ogres here . If 12 This is a training hall. You should
5 they are allied with Gravnak, the ogres visit this place to gain your final levels
6 will be friendly . Otherwise, you will before assaulting Kernen Base . Once
have to fight a large group of ogres. you enter Kernen Base, you may not
7 10
They are not particularly dangerous, but return to Kernen Square .
8 are much more useful as allies .
Affil ~llllt
9 S. Kernen Base
There are more ogres here . They
10 will react just like the ones in #5 above. (Myrtani's Stronghold)
Synopsis : This is it, the final stage of
11 This is a draconian barracks. If the

71 F! F
the game . The party will enter (possibly
12 characters are disguised, they may
with ogre support if you allied with
have a drink with the draconians . They
13 Gravnak at the Ogre Base) through the
can also report the humans here . If the
main gate. It must find out how to
14 3 party has a drink with the draconians,
reach Myrtani and stop him from carry-
15 they will have an option to start a fire
ing out his attack plans against the
that will serve as a distraction. This
good armies moving on Sanction.
will have the same effect on reducing
the gate guard as if you had killed all The difficulty in reaching Myrtani is that
interior of Kernen Base . This, of course, After this combat is over, if you had
the draconians in the barracks . he is beyond a door protected by a mag-
assumes that you made a deal with him ogre support, you will be able to rest
Attacking the barracks guard is a viable ical guardian. To pass this door, you
at the Ogre Base . If you didn't, all ogres while guarded by ogres. You should option, but you will have to fight many must first search room # 11 to find a
you meet will be unfriendly. regain all of your spells before entering draconians . special key. Once you have this key,
Kernen Base, as you will almost certain-
Giving the crown from #10 to the
guards and then telling the dragon at ly need them . Make sure you save the 8 This is another barracks . It is, in all you should go to room #9 where you
will get the recipe for an alchemical
game before entering Kernen Base . ways, identical to #7 above.
# 11 about it will result in the dragon salve that will allow you to pass the
going to retrieve it and will substantially 3 Here you will meet humans dis- 9 If the party allied with Gravnak in guardian . To make the salve you must
reduce the number of defenders at the cussing a rebellion. If you are dis- the Ogre Base, you will encounter then go to room *10, an alchemical lab.
gate. If you give the crown to the drag- guised, you will get a map to the Gravnak here . He will promise ogre
backup when the main gate is Goal: To defeat Myrtani and stop him
on instead, the dragon will try to enter meeting at #4.
assaulted. from destroying the good armies.
Kernen Base and will again reduce the
4 You find a meeting of the humans
defenders.
in progress . They are trying to decide 10 An imitation crown lies in this area. !Vote: The guards in . ',ernen Base are
If shown to the dragon (or the gate thick and very dangerous. They often
No matter what you do, the fight here whether or not to rebel against Myrtani
will still be dangerous. Have several guard if the dragon is informed) the have aurak draconians with them,
and place a human in charge of the evil which makes the combat in Kernen
mass damage spells ready to cast when forces . The party can do one of several dragon will try to take the crown to the
main treasure room inside Kernen Base very tough. Move quickly!
you enter the fight so that you can mini- things, including encouraging the rebel-
mize the risk to your party. Remember lion, sneaking away to warn the draco- Base . The resulting combat will greatly You may not reenter Kernen Square
that red dragons take damage from nians, revealing themselves as weaken the gate guard. once you enter Kernen Base. Once into
your Fireballs. Solamnic sympathizers, or leaving. the base, you cannot go back without
Encouraging the rebellion will result in finishing the game.
a weaker gate guard force. Warning the

49
50
S. KERNEN BASE (MYRTANI'S STRONGHOLD) supported by many, many
other draco-
defeat
If you don't have the Scroll of
Protection vs . Dragon Breath, then you
nians of all types. You must
2 3 4 5 6 7 8 9 10 11
=KEY Myrtani to be
a group
able
of
to
huge
stop
red
his messen-
dragons in
must depend on other means. You
should cast a Resist Fire spell on the
0 gers,
Wall entire party before entering into the
the next room .
1
Door fight with Myrtani, as this will still be
This is the second most deadly fight in active when you enter the final battle .
2 9 10
the game, and should be treated as This will substantially reduce the dam-
3 19 14 such . Save the game before going into age you take from the dragon's breath
4 the passageway found after winning the attacks. If you don't have the ability to
battle at #8 below. Once you enter that stop their breath, then you must abso-
5 11
tunnel, you will end up in the fight lutely concentrate firepower on one
6 12 against Myrtani before you can rest. dragon at a time until it is down before
1 . 1 After you win this battle, you will be going on to the next. You can't afford to
healed by Tasslehoff who has been car- let the dragons breathe too many
rying Potions of Healing forjust this times, or you will have many dead party
Where you can rest~ You may not rest
in Kernen Base except at the main trea-
2 This is yet another inner guard purpose. This allows you to go after the members. Use mass damage spells
post. Feel free to use spells here, as dragons without wounds . (Fireballs, Ice Storms, and Lightning
sure room . Lfiren there, you may only your next stop is the place where you Bolts) with impunity. Use every item
The final battle of the game . Your
rest for a short time . can rest and regain spells (at least to a you have . .. this is the final battle . If a
characters must battle with three huge,
limited extent). You will face another magic-user runs out of mass damage
RANDOM ENCOVNTERS : very old red dragons. These dragons
aurak here, but with less support than spells, try Stinking Clouds . The chance
There are only five random patrols to are planning to implement Myrtani's
in # 1 above . of making a dragon helpless with this
be found in Myrtani's Stronghold, but plan . If you let them go or are defeated,
they are dangerous. Most will have red 3 This is the treasure room of the the evil forces will be victorious. You
spell is almost zero, but any chance is
something.
dragons escorted by many draconians . base . Unfortunately, when you enter must stop these dragons at all costs!
Looking for all five of them may be dan- with an ogre escort, the ogres will In order to succeed at this battle, you Don't forget to save before entering the
gerous. You should probably move immediately begin to fight over the should have the Scroll of Protection vs . tunnel found after defeating the Dragon
through to the final confrontation as treasure and will lose sight of their pur- Dragon Breath carried by your fighter Master at #8 so that you may try again if
quickly as possible. pose here . with the Dragonlance. This character you fail in this fight. This is the most dif-
should use the scroll immediately, as ficult combat of the entire game . Don't
MAP LOCATIONS: The treasure here is significant, but forget that you can always change the
I This is another guard post and don't try to take all of it.. . you can't. the dragon breath will often slay in one
shot. The other characters would be difficulty level of the game if you feel it
another difficult fight, so it is recom- There are tens of thousands of coins in is too tough. It is not "dishonorable" to
here. Only take the most valuable coins best protected by running to the far cor-
mended that you save before entering ners of the room and out of sight of the do so.. . these battles are TOUGH!
this fight. Your opponents include an and the gems/jewelry. Also found in
here are another set of Gauntlets of dragons. The dragons will then concen- There are human guards here . You
aurak draconian, several sivak draconi- trate their attacks on the visible charac-
Ogre Power and a Two-Handed Sword must deal with them quickly, as there
ans, and several red dragons (ifyou ter who is protected. Because the drag-
+2. You should use both of these items are spell casters here who will be happy
have the ogres with you the red drag- ons don't know this, they will continue
as they are very powerful . to seriously injure your party. Don't
ons won't participate in the combat... to breathe on that character, giving that underestimate these enemies just
they are kept busy by another group of This is also the safest place to rest . You character a chance to eliminate the because they aren't led by an aurak
ogres) . Be prepared to use spells to should FIX and memorize spells before dragons before they rip him or her to draconian!
defeat these monsters, as they can continuing . shreds with their claws and teeth.
cause tremendous damage to your
party otherwise. Don't underestimate
4 There are more guards here . Again, Having your party under the effects of a
This is the passage to Myrtani's
refuge . It is guarded by Myrtani's
the group is led by an aurak draconian. Haste spell (or Potions of Speed) will Dragon Master and some of his young
the ability of an aurak to cause havoc.
Kill the aurak immediately and then Your ogres won't help in this fight if you greatly enhance their abilities . Don't dragons. The Dragon Master is a tough,
deal with the sivaks . still have them with you. forget to use Enlarge spells to assist well-armed fighter and the dragons are
5 This is a climactic battle with
your fighters who aren't extraordinarily
strong (18 strength).
Myrtan!. Myrtani is an aurak draconian

51 5z
numerous. Don't hesitate to use 12 This study has been ransacked. Another powerful combination changes helpful when cast before the combat
Fireball spells to reduce their numbers, Nothing of value remains here .
as you can rest briefly before entering one of the Qualinesti Elves to a commences . No other spells are very
the tunnel to Myrtani. 13 This guardian is designed to repel Mountain Dwarf Cleric/Ranger (Cleric of useful .
any who are not protected by the magi- Reorx) . DRACONIANS: All draconians are resis-
Once you defeat the Dragon master, cal salve made at #10. If you enter this tant to magic which means there is a
you will be able to relieve him of his Charm
square without the salve, you will take chance than any given spell will not
Plate Mail +1, Longsword +1, and Shield a significant amount of damage and will if an enemy is charmed, his equipment affect them .
+1 .
be repelled . won't appear as loot after the fight.
AURAK DRACONIAN
You should save before entering the 14 If there are ogres with the party Save the game! Another very powerful foe, the aurak
tunnel you find after this fight, as once when you enter this square, one of
you enter the tunnel you are placed Don't forget to save your game often . draconians become almost common in
them will step forward into the guardian Save before you enter a new area and Kernen Base (the very last portion of
immediately into the final two battles. and die . Gravnak will then tell you of
You won't get to rest again after that save every time you complete a large the game). They are very dangerous
the guardian . combat. This way, you can always go and should be the first thing eliminated
point (although you will get healed after
back to your last save if you are defeat- in a combat. However, once you kill
tangling with Myrtani (see #5 above)).
ADDITIONAL NOTES: ed. Also remember to keep more than them the first time, they get angry and
Additionally, before you start the final one save disk on non-IBM systems so go back to 20 hit points . Once you kill
pair of fights in the game, you should General Hints that you can keep many different saves them a second time, they turn into a
cast both Resist Fire and Haste spells DON'T EVER cast Slow Poison on a available. blazing ball of lightning. Once you
(Bless and Prayer wouldn't hurt either). party member unless you are close to a make them die a second time, run
The Resist Fire spell must be cast on temple. Use Neutralize Poison or leave Monsters : away from them as fast as you can. You
each person that it is to protect, so them until you reach a temple . Slow How to deal with them need only get one blank square
memorizing and then casting six of Poison will simply bring them back tem- Below is a listing of all the monsters between your characters and the dying
them is wise . Don't forget that if you porarily and then they will die (dead, you will encounter in CHAMPIONS OF aurak. After a short time, the aurak will
rest again after casting a spell, you are not just poisoned) if they don't get KRYNN. Following a short description of explode, causing much damage to all
likely to have that spell wear off. This Neutralize Poison cast on them fairly each monster is a listing of the spells adjacent characters and probably stun-
means that you should memorize all quickly. If characters die in this fashion, that are most effective against that ning them for a short time . The attack
the spells you need and then cast them they are dead and will require a raise monster. You should follow these guide- you will take for moving away from the
all at once . dead spell to bring them back . If they lines when developing tactics to com- aurak is much less severe than the
bat these monsters.
9 This is a library with a locked book
are elves, they can't be raised and are
gone forever. Don't use Slow Poison
damage you would take from being
that contains the recipe for the salve DEATH KNIGHT (SIR LEBAVM) next to the aurak when he explodes .
unless you really need that character in
necessary to pass the guardian . The key This is probably the most dangerous Best Spells: Fireball, Lightning and Ice
combat.
to the book can be found in room # 11 . single enemy in the game . He will cast Storm. Be careful not to hit your own
The book can also be opened by a skill- Characters a massive Fireball as his first act and characters with these spells. Magic
ful and lucky thief. In addition to the recommendations in then gate in ghasts to help him fight Missile can sometimes stop an aurak
1 0 This is Myrtani's alchemical lab. It the Adventurer's Journal, a successful your party as his second . He causes from getting off a spell. Cast Dispel
party of adventurers could also be built fear to all in melee range and he is very Magic if the aurak uses Fire shield .
contains all of the materials necessary
from : difficult to hit. On top of all this, he
to make the salve. If you enter this BAAZ DRACONIAN
room after learning of the recipe for the reverses non-area magical spells back
" Four Qualinesti Elf on the caster 11 % of the time (and The baaz draconians are the weakest of
salve, you will automatically make it Cleric/Fighter/Magic-Users (one of the draconians and are the cannon fod-
and apply it to all characters . those that do get through he usually
them a Cleric of Majere/White Mage, ignores) . Kill him quickly or he'll surely der of their forces . They carry normal
11 Myrtani's bedroom is ornate, but one a Cleric of Mishakal/White Mage, kill you. The Death Knight can often kill swords and do 1- 8 points of damage
has no valuable items. However, you do one a Cleric of Shinare/Red Mage, and characters outright (not just put them when they hit your characters . However,
find an ornate key that will open the one a Cleric of KiriJolith/White Mage) to unconscious but kill them, dead.. .) . they are very fast and when you kill one,
book at #9 . This key is found if you your weapon may stick in the dying
" One Human Knight Best Spells: Use Resist Fire on your
LOOK . baaz as it turns to stone (this is why it is
" One Kender Cleric of Mishakalffhief whole party before the combat .
Haste, Prayer, and Bless are also very

53
54
a good idea to carry two melee Best Spells: Sleep, Fireball, Ice Storm, has his WHITE DRAGON
weapons) . You will automatically Lightning Bolt, Stinking Cloud. Bless breathe on a character who
back to a wall . If the dragon's Lightning These are the weakest dragons found
retrieve the weapon after the combat as and Prayer cast on your own party
long as you have won, but you may Bolt can rebound and hit a character a in the game. They are not very danger-
before combat is helpful in preventing
second time, the character will often ous if you use the Wand of Ice Storm
have to continue the battle without it . paralysis. on them. They are, however, difficult to
be slain!
You must ready these returned hit. Use the Resist Cold spell to protect
weapons, this is not done automatically. SIVAK DRACONIAN Best Spells: Fireball, Ice Storm, against this dragon's breath .
The sivak draconians are the most pow- Lightning Bolt, Stinking Cloud.
Best Spells: Sleep, Fireball, Ice Storm, erful draconian fighters but have no Best Spells: Magic Missile, Fireball, Ice
Lightning Bolt, Stinking Cloud. special abilities when they are killed . QREEN DRAGON Storm, Lightning Bolt.
They can attack three times each com- The green dragons are the second most
BOZAK DRACONIAN
bat round and can cause tremendous deadly dragons found in CHAMPIONS C,HAST
The bozak draconians are the magic
amounts of damage to a character. OF KRYPB'!. They breathe poison gas These undead have a good chance of
users of the draconian types. They will
They have good THACOs and will often that will often affect the entire party being turned by your cleric once you
usually start out by casting lightning because of the large area of effect. reach 5th level with that character (or
Bolt spells and follow them with Slow do much damage before they are slain.
Make sure you kill green dragons as 3rd if you worship Majere) . Once you
spells and Magic Missile spells. They are Best Spells: Fireball, Ice Storm, quickly as possible, as they will usually reach 8th level (or 6th if you worship
not to be ignored. Their most unusual, Lightning Bolt, Stinking Cloud. kill party members otherwise. They Majere) you will automatically turn
and often dangerous feature, is that the breathe for 36 points of damage, and them. The ghast is a particularly danger-
DRAGONS: All dragons attack with bite,
bozak draconians explode when slain, targets may only reduce this damage if ous undead type as they cause your
claws, and breath weapons . The larger
causing 1-6 points of damage to all they make a saving throw against drag- characters to fight less effectively due
dragons may cause fear in characters .
those adjacent to the exploding draconi- on breath (because of the lethality of to the terrible stench they exude.
Such characters have their THACOs
an. This can be good for you if you can the breath). Use every spell and weapon Ghasts can paralyze a character (even
reduced. You should cast protective
cast a large Fireball into a group of you have to defeat these beasts or they elves) with a single hit. Don't let ghasts
spells such as Bless and Prayer before
them as they will often 'chain react' may slay your entire party. melee with your party for long, as they
fighting dragons.
and other monsters will be consumed in will almost certainly knock one of your
the mass bozak explosion. However, if a Best Spells: Fireball, Ice Storm,
BLACK DRAWN characters out. Ghasts look exactly like
large group of them gets to cast spells, Lightning Bolt.
These dragons spit acid for a significant ghouls .
you are often going to lose . On the amount of damage, but are much RED DRAWN
down side, the fact that bozaks explode Best Spells : Fireball, Ice Storm,
younger dragons than the blues and The most common dragon type found
will often mean that the fighters having Lightning Bolt . Bless and Prayer will
reds found in the game. The black drag- in the game, the red, comes in two
to melee them will get seriously hurt help characters resist the paralyzing
ons are best defeated through melee sizes in CHAMPIONS OF KRYNN. You
just killing the bozaks even though their effects of the Ghasts touch .
and Stinking Cloud spells . may find significant numbers of
opponents never landed a blow! younger red dragons that only do a GHOVL
Best Spells: Fireball, Ice Storm,
Best Spells : Fireball, Ice Storm, Lightning Bolt, Stinking Cloud. modest amount of damage when they Ghouls are quite a bit less dangerous
Lightning Bolt, Magic Missile (to stop breathe fire onto the party. These are than their ghast counterparts, and are
them from casting spells). BLUE DRAWN dangerous, but can be dealt with as automatically turned at 5th level (or 3rd
There are only a few blue dragons to other dragons... by melee and mass level if you worship Majere). They can
KAPAK DRACONLAN be found in the game and they are old damage spells . However, the huge, very paralyze characters (except elves) . Kill
Kapaks are slightly larger and tougher ones and are quite dangerous. They old red dragons fought in Kernen are them with melee weapons. Ghasts and
than their baaz cousins, but are much spit massive Lightning Bolts that can extremely dangerous . You must use ghouls look identical.
more deadly. Kapak's lick their kill some characters outright. Don't let every trick at your disposal to defeat
weapons to coat them with a paralyzing them or they will surely slay your party. Best Spells: Fireball, Ice Storm,
these dragons breathe on you if you
spittle . Each time they hit a party mem- This is where the Scroll of Protection Lightning Bolt.
can possible avoid it. Use mass damage
ber, that character must make a saving spells on them (Fireball, Ice Storm) and vs. Dragon Breath should be used. GIANT CENTIPEDE
roll or be paralyzed. If the character is Stinking Clouds to try and make them Don't forget to use the Resist Fire spelt This innocuous creature will hit charac-
paralyzed, he will be helpless and will temporarily helpless . These dragons are Protect yourself against the red drag- ters occasionally and has a weak poi-
be knocked out by the next blow aimed at their most dangerous when they can on's breath.
son in its bite . This weak poison can
at him. Kapaks create a pool of acid Best Spells: Fireball, Ice Storm,
when they die that will cause 1-6 points
Lightning Bolt.
of damage each time you enter it.

55 56
sometimes kill a character. Your fighter Best Spells: Sleep, Hold Person, casting a spell, his spell
is injured while
OGRE
types can "sweep" them (attack one for Fireball, Ice Storm, Lightning Bolt, very effective against Ogres do a fair amount of damage
is lost . Melee is
each level your fighter has) . Stinking Cloud. lightly armored foes, but when they hit and can take a lot of hit
these more
Best Spells : Sleep, Stinking Cloud. they are usually defended by many points of damage, but they really aren't
HILL GIANT
Neutralize Poison may be necessary if a Although hill giants are the smallest of fighters who will seek to prevent you that dangerous. By the time your party
character is bitten and killed. the giants, they are capable of inflicting from getting close enough to attack has to fight ogres, it can usually defeat
them in melee. them without resorting to spell use.
GIANT RAT large amounts of damage in a single
Just hack your way through them .
Giant rats are not dangerous. They strike . Because of this, you can be killed The fighters you will face are all similar
cause minimal damage and take mini- by their hits if you are unlucky. If a char- in that they depend on better AC and Best Spells : Fireball, Ice Storm,
mal damage. Kill them last when facing acter is in melee and goes down below THACO to defeat your party. You should Lightning Bolt, Stinking Cloud.
rats and any other monster type. This is 10 hit points, consider casting a Cure deal with them through the use of
light Wounds spell on that character to POISONOVS SNAKE (C4IANT SNAKE)
the weakest monster in the game . spells whenever possible, as hacking
avoid being killed as opposed to being This is one of the most dangerous mon-
your way past them is often long and
Best Spells: Sleep is really the only knocked unconscious. Use melee to kill sters in the game. High on hit points
dangerous .
spell you would want to waste on Giant these creatures but don't be afraid to and loaded with a poison that can easi-
Rats . They are too weak to require spell Best Spells: Sleep is effective, but only ly kill a character, giant snakes are not
use a Fireball spell if you can catch
use. on the lowest level human opponents. to be trifled with . Avoid them if possi-
more than one in the blast radius .
Use Hold Person and Stinking Cloud ble, otherwise, kill them quickly. Ignore
GIANT SPIDER Best Spells : Fireball, Ice Storm, spells to disable them whenever possi- any other monster with them (except
These spiders have a tremendous num- Lightning Bolt, Stinking Cloud. ble. Fireball, Ice Storm, and Lightning for spell casters) and concentrate your
ber of hit points for their size and are Bolt spells are wonderful, but usually attacks to kill them one at a time . Don't
HOBGOBLIN
not to be ignored. Their bite is poi- you will only have a few of them . Use let them get a shot at a character with a
sonous and therefore often fatal. kill Although hobgoblins aren't that much Magic Missiles to injure enemy spell
larger than their goblin cousins, they poor AC, as a hit often means death.
them quickly and concentrate your casters before they cast their spells .
attacks to kill one at a time to lessen are much tougher. They can't be Charm is useful against human oppo- Best Spells : Fireball, Ice Storms,
the chance of one of them biting and "swept" and can inflict more damage nents, but elves are virtually immune to Lightning Bolt and Magic Missile can all
poisoning one of your characters. If you with their attacks. They often have lead- Sleep and Charm spells . be useful . However, the most important
have the Periapt of Proofvs . Poison, ers with them that have more hit points spell here is Snake Charm. Cast it to
put it on your lead fighter and then get and better THACOs . Sleep works very MINOTAVR make the giant snakes helpless . Cast
that character into the melee against well against hobgoblins . The armored minotaurs (so called Bless or Prayer before the fight.
the most spiders to lessen the chance because of the plate armor they always
Best Spells : Sleep, Hold Person, SKELETON
that you will die of poison . Giant seem to wear) can hit for heavy dam-
Charm Person, Ice Storm, Fireball, The weakest undead type, skeletons
Spiders can only be found in the age. They are excellent fighters with
Lightning Bolt, Stinking Cloud. can be turned by 1st level clerics and
Overland. many hit points . However, they don't
HVMANS AND ELVES usually kill characters outright. Kill are automatically turned by 4th level
Best Spells: Fireball, Ice Storm, them with melee and mass damage clerics (2nd level if they worship
There are many types of human and
Lightning Bolt . spells (fireballs are quite good for this). Majere) . They do low amounts of dam-
elven enemies in the game. They are
outlined in the beginning of the clue- age and take only a few points to kill .
GOBLIN Best Spells: Ice Storm, Fireball, Only crushing weapons (like maces and
Goblins are small, numerous creatures book as to their individual names and Lightning Bolt Stinking Cloud. flails) do full damage against them.
that can inflict only a small amount of classes. However, they all have some
similar effects. MOBAT Swords and arrows do half damage .
damage to characters they melee. They
The mobat is not particularly special, Best Spells: Fireball, Ice Storm,
have a poor T1-IACO and can be "swept" The magic-users and clerics are very but can take a lot of damage before it Lightning Bolt, and Magic Missile.
(see giant centipedes) . Don't be too dangerous opponents, especially early is slain and has a good THACO . Don't
concerned if your main fighter gets sur- in the game . You should beware the
ignore them but kill poisonous crea- SKELETAL KNIGHT
rounded by eight of these little crea- black-robe mages and their ability to tures around them first before concen- Also known as Armored Skeletons,
tures, he will soon carve his way charm your party members. Use all trating on the mobats . these are skeletons but much more
through. Goblins can only be found in means available to eliminate opposing powerful ones. They can't be turned
the Overland . spell casters before they can cast their Best Spells: Fireball, Ice Storm,
spells . Don't forget that if a spell caster Lightning Bolt, Stinking Cloud.

57
58
until you are 6th level, and only then
on a very fortunate roll . You also face
MAQIC ITEMS: Weapons Continued Wands and Necidaces:

the same half damage rules as with


Where to find them Mace +2 Temple of Wand of Ice Storm Throtl
Duerghast(#11) Catacombs (#6)
skeletons above. Defeating skeletal Magic-User Scrolls (Red Robes) : Two-Handed Sword +3 Duerghast(#17) Wand of Fireballs Jelek (#14)
knights is a long process .
One scroll with three spells Throtl(#14) Two-Handed Sword +2 Kernen Base (#3) Necklace of Missiles Sanction City (#19)
Best Spells : Fireball, Ice Storm, One scroll with three spells Southern Longsword +2 Neraka Prison(#21) Wand of Lightning Duerghast (#17)
Lightning Bolt, and Magic Missile. Outpost (121) Longsword +1 Kernen Base (#8) Wand of Paralysis Duerghast(#17)
One scroll with three spells Temple of Footman's Dragonlance +5 Temple of
SPECTRAL MINION Due rghast(#7) Miscellaneous and Random:
Huerzyd (#3)
These are not monsters you should One scroll with threespells Gargath Keep (#10) Mace of Disruption Southern Periapt of Proof vs . Poison Jelek (#14)
face during the game . You will face Outpost (#13) Girdle of Frost Giant
them only if you fail a test in the Tomb Magic-User Scrolls (White Robes) : Strength Tomb of Sir
of Sir Dargaard. They cannot be turned One scroll with three spells Armor Shields, and other Dargaard (#8)
Throtl(#15)
and have excellent THACOs, so fighting Defensive Magic Items: Gauntlets of Ogre Power Gargath (#7)
One scroll with three spells Southern
them will be a painful process. They are Outpost(#21) Chain +1 Throd Gauntlets of Ogre Power Kemen Base (#3)
totally fearless and will fight until One scroll with three spells Temple of Catacombs (#9) 10 Arrows +1 Throtl Temple (#9)
Huerzyd (#3) Plate +1 Gargath (#7) A Random Magic Item Sanction City (#14)
destroyed. Only magical weapons can
harm them . One scroll with three spells Gargath Keep (#10) Six suits of Solamnic Two Random Magic Items Neraka Prison(#21)
Plate (AGO) Tomb of Sir Two Random Magic Items Second
Best Spells : Fireball, Ice Storm, Clerical Scrolls: Dargaard (#8) Citadel (#10)
Lightning Bolt, and Magic Missile. Two scrolls with Plate +1 Temple of Two Random Magic Items Temple of
Neutralize Poison Duerghast(#11) Huerzyd (#9)
UNDEAD: All undead are immune to Throtl(19)
Plate +1 Kernen Base (#8) Two Random Magic Items Temple of
Sleep, Charm, Hold Person, and Other Scrolls: Bracers of AC6 Throd Huerzyd (#11)
Stinking Cloud spells . However, undead Catacombs (#6) Two Random Magic Items Temple of
Scroll of Prot. Bracers of AC4 Huerzyd(#13)
(except the Death Knight) may be vs. Dragon Breath Sanction City (#19)
Jelek (#14)
turned by clerics of a sufficiently high Ring of Protection +1 Throd Three Random Magic Items Temple of
level. Turning is the most efficient way Potions: Catacombs (#11) Huerzyd (#17)
to deal with undead . No experience Ring of Protection +2 Temple of
Potion of Speed Throd Temple (#9) Duerghast (#7)
points are awarded for undead who are Potion of Extra Healing Throtl Temple (#5) Cloak of Displacement Temple of
Journal Entries: True or Falsel
turned . Undead destroyed outright by a Potion of Extra Healing Below is a list of all journal entries that
Southern Duerghast(17)
cleric do count for experience points . Outpost (#21) Shield +1 are true:
Throd (#9)
Potion of Invisibility Throtl Shield +2 Temple of
UNDEAD DRAQON 3, 4, 7, 9, 10, 12, 13(map), 16, 18, 19,
Catacombs (#6) Duerghast(#11)
L'~ren without a breath weapon, the Potion of Healing 22, 23(map), 24, 28, 29, 32, 35, 36,
Throtl(#9) Shield +1 Kernen Base (#8)
undead dragons in Sir Dargaard's Tomb Potion of Healing 37, 38, 42, 43, 45(map), 47, 48, 49,
Throtl Shield +1 Neraka Prison(#21)
are very dangerous. Don't let them con- Catacombs (#11) 50, 51, 52, 53, 56, 57, 59, 60, 61, 62,
centrate on one character, as the dam- 63(map), 64, 67, 69, 71, 72(map), 73,
age they can do will sometimes kill a Weapons: 74, 76, 77, 79, 81 (map), 82, 84,
character outright. Flail +1 86(map), 87, 88
Throtl Temple (#5)
Best Spells : Fireball, Ice Storm, Hoopak +2 Throtl
Catacombs (#6)
Lightning Bolt, and Magic Missile.
Longsword +1/+4
ZOMBIE vs . Reptiles Gargath Keep (#13)
Two-Handed Sword
Zombies are turned much like skele- (Cursed Berserker) Gargath Keep (#13)
tons, and are therefore not very danger- Longsword +2 Tomb of Sir
ous. However, they can do a lot of dam- Dargaard (#8)
age if they get to attack, so turn them Longsword
quickly. (Cursed Berserker) Tomb of Sir
Dargaard (#20)
Best Spells : Fireball, Ice Storm, Longsword +3 Temple of
Lightning Bolt, and Magic Missile. Duerghast (#11)
59 60

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