Champions of Krynn 
PLATFORM: PC

INTRODUCTION:

CHAMPIONS OF KRYNN begins after the war of the lance.  The evil armies have
been shattered and most of the forces of good have returned to their
homelands, leaving only outposts to safeguard the recovered lands. Your goal
is to assemble a party of adventures to save in these border outposts.
The newly created party appears at an outpost south of the former hobgoblin
capital of Throtl with orders to scour the area for any sign of lingering
evil. After outfitting your characters with weapons and armor, the party is
ready to begin adventuring.

*NOTE: I have also included the Journal ENTRIES and the Definition of some
spells!

BEGINNING to PLAY:
To begin playing the game you must load a saved game or generate characters
and band them together into a party.  This first menu gives you the intial
options:
CREATE NEW CHARACTER
ADD CHARACTER TO PARTY
LOAD SAVED GAME
EXIT TO DOS

CREATE NEW CHARACTER is used to build a character. This command displays the
following menus to define the character. Detailed information about
characters,races,classes and son is available in the Journal.
*PICK RACE lists seven races a player-character can be on the world of Krynn.
*PICK GENDER lists the sex the character can be.  Gender affects the
character's maximum strength.
*PICK CLASS lists the class or classes the character is qualified for based
on his race.
*CHOOSE GOD (Clerics only) lists all the gods available. Each deity will
confer special powers to clerics.  The god chosen will be available to a
cleric.
*PICK ALIGNMENT lists all the possible alignments for the character bases
on character class.

ADVENTURING:
After setting up your party and reading the background info in the adventure's
journal, it is time to head for adventure, fame and glory. During your
adventuring the party will engage in fierce battles, find treasure and
sometimes have to stop to recuperate and memorize spells for future use.
Champions of Krynn uses four different points of view:3-D, area, overland,
and combat.
3-D appears in towns, underground and so on. This view appears at the top,
left of your screen and shows the surrounding area from the party's
perspective.  Rotate the party's facing and move ising the directional
controls.  Their direction controls for your computer are described on the
data card.
Area provides an overhead view of the party's surroundings, replacing the
3-d view. Choose the area command from the adventure menu to see the position
of major obstructions such as walls, trees, and water.  A cursor shows the
party's position.  The area view can only be accessed while in 3-D view, on
others the view is only there to help you get your bearings.
Overland displays a map of the area of the world Krynn where this game takes
place.  This view appears while the party is moving outside of the outpost
or towns.  A cursor shows the party's current locations.  To move on the
overland map, move the cursor with the directional controls along the path
the party is to follow.  A map in the journal shows the same map with the
major locations named.

ADVENTURE MENU:
AREA toggles between the area and the 3-D view.  If the party is lost or
unfamiliar territory is found this command will not work.
CAST displays the cast menu so the active character can throw a magic spell.
See the section of magic in the hournal for a descriptions on how some spells
work.
VIEW displays the character screen and the view menu.
SEARCH toggles searching on/off. A party moving with search off is moving at
a normal rate and takes 1 minute per move. With it on the party takes 10 mins
this would be helpfull when searching for doors, and traps, treasure and
other things one might encounter in a dungeon.
LOOK is used to search an individual square.  Executing a look command acts
if the party moved into the current square with search on.

ENCAMP:
This is where you can SAVE, VIEW, MAGIC MEMORIZE, And REST up your character.
Remember before casting spells you have to rest and memorize them first!

MAGIC:
To get magic menu options, the active character must be able to cast spells.
Spell casters can get a list of their memorized spells from the CAST option
of the magic menu.  They can get a list of their spells on scrolls from the
scribe option of the magic menu.
MAGIC MENU:
CAST displays the cast menu and the characters list of memorized spells.
Select the spell to cast and then indicate the target of the spell.  Once a
spell is cast it is gone from memory and must be memorized again in order to
use it.  Some spells only have effect when in combat and others may only be
cast while encamped.
MEMORIZE displays the Memorize menu, character's grimoire of spells or
clerical spell list, and how many spells can be memorized from the level of
the spell castor.  When you want to memorize them, hit REST and you will
actually take time to memorize them.
SCRIBE lists all the spells on the scroll, the spells must be identified in
a shop or in a mages hut.  Scribing a spell takes about the same to memorize
one.  REST again if hit will continue this process taking time out of the
game to do your command.

Civilization:
Civilazation provides many valuable services for the adventurer.  Generally
only outposts will have inns, armouries, halls, temples and Bars, but some
may be found in towns and elsewhere.  When you are in an outpost a menu like
the following may appear, allowing you to select where you want to go:
PLACE OPTIONS (Hall, Temple, etc.) will take you to the selected
establishment and give you all appropriate options.  There is a description
of these places following this menu.
NEXT, PREV display other place options.
LEAVE will take the party out of the outpost, into the overland map.
INNS provide a safe place to rest using the Encamp menu. While the characters
rest they can memorize spells and regain hit points.
ARMOURIES provide a play to buy and sell equipment using the Armoury menu:
*SELL causes the character screen with the SELL and ID commands available
in the items menu.
*ID is used to identify an item.  The armoury charges 100 steel pieces for
service.
TAKE is used to pick up coins from the party's money pool. Indicate the type
and amount of coins, gems, or jewelry to take.
POOL places all the party money in one characters account
SHARE picks up everything from the pool and distributes it evenly between
the party's members
APPRAISE is use by the amoury to examine gems and other fine jewelry, and
even has a SELL feature to it.  SO this inables to you peddle off your booty.
HALLS are where character can advance levels and modify the party using the
PArty/creation/hall menu. Halls are also where knight characters may petition
for admission into a higher order.
Temples can cast healing spells an perform other clerical services.

ENCOUNTERS:
COMBAT allows the party to attack the monsters. Fighting is explained in the
combat section.
WAIT allows the monsters to decide what to do.  They amy attack, wait, flee
or advance.
FLEE causes the party to run away, if the monsters try to attack and are
faster then the part, combat will occur.
ADVANCE reduces the range to the monsters.  When the monsters are adjacent
to the party the ADVANCE command is replaces by the PARLAY command.
PARLAY allows the party to speak with monsters. Select the active character
and then choose a conversation tactic from the parlay menu.
MENU:
*HAUGHTY means that the speaker is trying to demonstrate his superiority
over the monsters.
*SLY menas that the speaker is trying to get info out of the monsters
without them realizing it
*MEEK menas that the speaker is trying to convince the monsters that the
party is not worth attacking.
*NICE means that the speaker is trying to be nice to the monsters.
*ABUSIVE means that the speaker is trying to browbeat or threaten information
of of the monsters.
*SPEED changes the game speed and is described under the Alter menu in ENCAMP.
 The proper party composition is important to winning KRYNN. The following
is a good combination for a beginner:

 2 knights
 2 fighter/mages
 1 cleric of Majere
 1 cleric/thief of Mishakal

 One of the mages should be a White (Good) mage, and the other should be a
Red (Neutral) mage. There are two reasons for having Red and White mages.
Certain spells are only available to Red mages, while others are only
available to White mages. The phases of the Red and White moons are
different and affect the mages' abilities. You have a better chance of at
least one mage having a rising moon helping him out if you have a mage of
each color. Pure mages will have a hard time in this game. They cannot wear
armor and there are few non-armor protection such as Rings of Protection for
them to wear. Fighter/mages can wear any armor and use any weapon a fighter
can use. Elves make good fighter/mages and should be equipped with bows and
stationed in the rear ranks where they can use the bows and cast spells with
minimal hindrance.

 You need at least one knight, as there is a mission that can only be done
if you have a knight in your party. You can substitute a regular fighter or
ranger for the second knight, but there is an advantage to having two
knights (as will be shown later). The knights start out in the Order of the
Crown and should petition for transfer to the Order of the Sword when they
have enough experience points to become 6th level Knights of the Sword. The
reason is the cleric spells they can then cast. You can never have too many
Cure Light Wounds spellcasters in your party.

 A cleric of Majere is very useful in this game, as you will encounter many
Undead. A cleric of Mishakal is very useful for the bonus spells, but the
second cleric can be of any other god.

 You only need one thief. Since the situations where thieving skills are
needed are few, you only need a part-time thief. Full-time thieves also have
a difficulty in this game as there is no magical leather armor. Thieves are
almost as hard as mages to protect because of the restricted range of armor
they can wear.

 A kender is useful because his Yell gives you the effect of always having a
Prayer spell ready. However, kenders don't make good fighters because of
their small size and low strength. This also makes them very vulnerable to
spellcasters who will cast their spells at the kender if they are affected
by his yell. It is best, if you decide to have a kender in your party, to
make him one of the clerics. The cleric/thief would be very appropriate.
Kenders are also the only race which has no penalty for being female. The
SSI implementation of AD&D is very biased in favor of male-only parties.
Human clerics and mages are the only other female characters that do not
suffer a strength penalty compared to males.

 Dwarves, elves, and kenders are useful as characters because of their magic
resistance. You will face a large number of enemy spellcasters, and you will
not always be able to stop them from casting their spells.

 When Creating your characters, the only variable that counts is the number
of steel coins they initially have. All the other attributes can be Modified
before starting the game. It is very worthwhile to modify your characters'
attributes for the game. All characters should have their Strength,
Dexterity, Constitution, and Hitpoints changed to the maximum possible.
Clerics should have their Wisdom changed to the maximum possible. Mages
should have their Intelligence changed to the maximum possible. At least one
character should have his Charisma changed to the maximum possible. There is
one situation in which that is needed. The knights should have their
Intelligence changed to at least 10 and Wisdom to at least 13. Otherwise you
can leave the attributes at whatever value they had at creation.

 Except for the mages, the alignment of your character is not relevant in
this game.

 Your knights come with plate mail, shield, and a long sword, but everyone
else needs to be equipped at the Armory. Initially, you will not have enough
money to properly equip everyone in your party. Buy a second long sword for
the knights. Buy shields for everyone without one. Buy ring mail, a mace,
and a staff sling for your clerics. The cleric thief can use a long sword
instead of a mace, but a mace is cheaper. Equip any kender you have with a
hoopak. Your fighter/mages should be equipped with bows and arrows and maybe
a long sword (if you have the money). Buy as many arrows as possible. You
will find very few arrows as loot. Each archer should have somewhere between
100 and 200 arrows. Otherwise, there is a good chance you will run out of
arrows at a most inopportune time.

 As soon as you can, upgrade everyone's armor. Looting the enemy dead is the
best way to do this, and is the only way to get magical armor and weapons.
The thief is the only character whose armor has to be carefully chosen.
Thieves cannot wear heavy armor and retain their thieving functions.
Fighter/thieves have no such restriction. One way around this restriction is
to have a pure thief wear Bracers and Rings of Protection. However, if you
have a pure mage, reserve the bracers for him. Eventually, everyone should
have at least two melee weapons and some sort of missile weapon. The
front-line fighters should have three melee weapons. The reason is obvious
when you fight the Baaz.

 The Adventurers' Journal has a good summary chart of the weapons and armor,
but it does not explain everything you need to know. There are no long bows,
but there are composite long bows. The difference between the short and long
bow is range (logically, the long bow has a longer range). Non-armor
protection that is not listed in the Journal exits. Bracers are magical
items that act like heavy armor, but weigh only as much as leather armor.
Bracers have an AC associated with them. For example, Bracers AC 6 provide
the same protection as scale armor, which is also AC 6. Rings of Protection
decrease the AC of any bracer or _non-magical_ armor your character is
wearing. (In AD&D, the lower the AC the better the protection.) For example,
a Ring of Protection +1 will change Plate armor from AC 3 to AC 2 when it is
Ready. (Confusing, isn't it?) A Cloak of Displacement reduces the AC by 2.

 Various magical weapons are available. They act just like regular weapons,
but you are more likely to score a hit with them than with regular weapons.
Magical weapons have a plus number such as Long Sword +1. The higher the
plus number, the better the weapon. Some magical weapons are plus only
against specific targets. One such weapon is the Long Sword +4 VS Reptiles.
This means the sword is a Long Sword +1 except against reptiles (draconians
and dragons), where they act like a Long Sword +4.

 Bows need Ready arrows, but slings, staff slings, and hoopaks have
unlimited ammunition. They throw rocks, and the presumption is your
characters can always find rocks anywhere. Rocks thrown by a magical sling,
staff sling, or hoopak are magical. This is of little importance, but some
monsters can only be hit with magical weapons. Magical arrows are also
available. Magical arrows are differentiated from each other by their
source. So, if you have two bundles of Arrows +1 and they will not Join
together into one bundle, they are from two sources.

 The important thing to remember about missile weapons is your character
cannot use them if there is an enemy next to the character. That's the main
reason your archers and slingers should always be in the rear ranks -- to
minimize the chance that an enemy will end up next to them. No
computer-controlled character will ever walk past a live enemy. This is
because the enemy gets a free hit at the character. However, you can move a
character past a live enemy. One reason is to get into the back ranks to
attack enemy spellcasters. Sometimes this is worth the hit.

 The order of your characters in the party is important. In combat, the
first three characters are always placed in the first rank and the rest in
last rank. If there are seven or eight members in the party (which is
possible if you have Non-Player Characters in the party), the first four go
in the first rank. Keep your best fighters in the front rank, as they will
take the brunt of the attack. Make sure they have the best armor. However,
given the party composition above, you normally only have two full-time
fighters. You want your fighter/mages in the rear so they can cast spells.
This means putting the cleric or cleric/thief in the front.

 Here are some general tactical tips:

 Quickly learn what the enemy spellcasters look like. Concentrate on killing
them first. Above all, prevent them from casting a spell. Combat is done in
rounds. Spells can be cast once per round. If you wound a spellcaster before
he can cast a spell, he cannot cast one until the next round. If you wound
him again in the next round and the next and so on until he is killed, you
can prevent him from casting anything. Magic spells are the key to winning
the battles, and you want to cast all you can while preventing the enemy
from casting any. Casting certain spells takes time, and you can interrupt
the casting by wounding the caster during that time period. In this game,
you are told someone is casting; you can see who by targeting the
spellcasters.

 Certain spells can make your enemy "invisible." You can actually see them,
but you cannot Target them. The key is to Move into their square. The
presumption is you have targeted them by feel. This does require that you
attack them with a contact (or melee) weapon such as a sword.

 There are many spells, but some are more useful than others.

 Sleep works quite well, but anyone who is level 5 or higher is immune from
this spell. It is a very useful spell early in the game, but is useless
later. The spell affects everyone in and next to the target square.

 Another very useful spell is Stinking Cloud. It affects everyone except the
Undead, although high-level characters have some immunity to it. The spell
creates a 2 square by 2 square stinking cloud. You target the upper left
corner of this square.

 Charm Person can turn an enemy into an ally. It works only on humans and
elves. The other side can cast Charm Person on your characters as well.

 Hold Person is the best cleric combat spell, but it is only effective on
humans and elves.

 Charm Person and Hold Person are favorite spells of evil spellcasters.
Dispel Magic will uncharm your characters and release them from a Hold
Person spell. It is a good idea to have at least two Dispel Magic spells
ready at all times. You can also Charm back someone who has been charmed,
but your character will fight as an NPC for the duration of the battle.
There is another way to uncharm your characters: Kill them and then Bandage
them _before_ the battle ends. Continue the battle if you have to. They
become automatically uncharmed at the end of the battle. You can then heal
them back to full strength.

 Silence 15' Radius is a good cleric defensive spell. It prevents
spellcasters from casting a spell as they cannot chant the necessary words.
It also affects any other spellcaster next to the target. This spell can
take out all the spellcasters on the other side (under the right
circumstances). This is also a bonus spell for a cleric of Majere, and is
another reason for having one in your party.

 Bless, Prayer, and Protection from Evil 10' Radius are also good defensive
spells. Bless is best cast _before_ going into battle, as everyone is
Blessed then. If cast in combat, only the target character is Blessed and
only if he is not in contact with an enemy. All these protection spells
should be cast before combat as casting a spell uses a turn in combat that
could be used for something more useful like killing monsters. Protection
from Evil only protects the target, while Protection from Evil 10' Radius
protects the target and anyone next to him. So, it is better to use the 10'
version.

 Magic Missile is a good combat spell whose power increases with the level
of the caster.

 Fireball is _the_ offensive spell, and is the whole reason for having
mages. They burn _everyone_ within a three-square radius of the target
square. The best way to target it is find the closest square to your party,
count off three squares, and target that one. You can turn your enemies into
crispy critters without singeing a hair on your characters.

 Ice storm is the cold version of Fireball, and is only a two-square radius
spell. It is useful indoors when you cannot target a square far enough to
avoid burning your own characters with a Fireball spell.

 Lighting Bolt is of limited usefulness, although when the conditions are
right, it can be very devastating.

 Detect Magic is a useful spell to have ready at all times. It is how you
find magical items. When you are in the Loot menu, the command Detect
appears if the highlighted character has a Detect Magic ready. Hitting D for
Detect casts the spell, and any magical item is marked with an asterisk. If
you do not have a Detect Magic spell ready, but suspect there are magical
items, pick up everything you can. Memorize and cast Detect Magic later to
find the magical items. Detect Magic affects all magical items carried by
all members of the party. Detect Magic will _not_ tell you if a magical item
is cursed. There is one cursed item in the game. It also cannot tell exactly
what the magical item is. For that you have to go to an Armory or Magic Shop
and have the item ID'ed for 100 steel coins. There are very few magical
items in this game, so it is very important to find the few that exist. In
general, combat with ordinary soldiers will not yield magical items, but
high commanders often have magical items. Treasure troves often have magical
items.

Wands have a limited number of charges and disappear when they are used up.
There is no way to determine the charges in a wand.

 Beware of Auraks. They are powerful spellcasters with an invisibility spell
on at all times. They also take several turns to die when killed and will
attack during their death frenzy. They can also rise from the dead once. The
best way to handle them is to kill everyone else and have your characters
run away until the Aurak finally dies.

 In the previous games, the only way to gain experience points was to kill
monsters and find treasures. In KRYNN, you can also gain experience points
by doing the right thing at the right time. Listening to the enemy before
attacking to learn their plans, rescuing good dragon eggs, etc. will all
earn experience points. The amount is never indicated. You can only find out
how many experience points your characters got by checking their experience
points before and afterwards. In many cases, the points are very
substantial.

 In the beginning, check your characters' experience points frequently.
Promotions come fast in the beginning, and you will need all the Hitpoints
and increased THAC0's that come with higher levels. Most of the time, you
can leave an area to go to a training hall and resume where you left off.
The game is event-driven, so you can take all the time you need to complete
most missions.

 Finding places to Rest is very important, as that is how you heal your
characters and memorize more spells. The program will explicitly tell you if
a place is safe to rest. However, some places are only relatively safe. Read
the messages carefully. There are also hints as to whether the place is
truly or only relatively safe. Fortunately, most of the time you can rest
for brief periods just about anywhere. If you get interrupted, try again.
You will usually succeed the second time. There are several places where you
cannot rest at all. The only thing you can do in such a place is move on.

 You're often given a choice of action. In many cases, some of the choices
are obviously bad choices. You can take them and then discover the choices
are as bad as they seem. The game gives you many opportunities to fall on
your own sword as a result of a bad judgment.

Go out on the first patrol, and you come across a bunch of draconians.
Kill them, and after the other draconian teleports away, and you return to
the outpost, to find that the Draconians have been creating false reports. 

Throtl Keep 

You are then sent to Throtl Keep, supposedly unguarded, to look for
Caramon Majere. As soon as you enter the outpost you get attacked. There is
a Treasure room at (14,13) but it is guarded, and Scrolls can be found at
(3,8) and (5,8). Going to (8,13), Information can be discovered about "The
Plan". On the way to rescue Caramon, there is an arrow trap at (5,1) and a
soldier who offers to join you at (4,0). Howvere, if you accept him, when
you get to (2,6) he will call a group of monsters to attack you. It's
better to kill him on the spot. There are two other NPC's, a kender and a
Knight. Unlike the soldier, they are friendly and will help you until you
find Caramon.
At (3,9) draconians, human warrior and a mage will ambush you. Then, after
the battle, Caramon can be found in the room to the south, at (6,11). After
finding Caramon, It's time to pay the cleric a visit, go to (2,15) and kill
him to get the Temple keys. The secret entrance to the Temple (only
available after getting the key and finding Caramon) is at (12,9) 

Throtl Temple 

When Inside the Temple, make your way into the Main Temple in the center,
where the clerics are trying to transform dragon eggs into draconians.
Anyway, they can't be very good clerics, because they manage to make the
eggs explode instead of making them into draconians (heh-heh.) Then one of
the surviving clerics puts the blame on your party, and attack. (There is a
Flail+1 in the treasure) After the combat, draconians flee with some of the
remaining eggs. Chase them to the North-West, killing a cleric along the
way. However, they manage to escape into the Catacombs, and you must follow
them down. If any party members can train, leave Throtl to train then
return to face the Catacombs. 

Catacombs 

When you enter the Catacombs, a band of fighters and Black Robes ambush
you. Continue down the hall and you come to a Cleric who is burning papers.
Further down the corridor (which is almost all one-way) you catch up to
some of the egg-carrying draconians and some humans. Then there is a nice
treasuse of a Hoopak+2, Bracers AC6 and a wand of Ice Storm. Further down
the corridor, there is a door to the south, and a door to thr north. Ignore
both and continue down the hall. At the end of the hall is a small room,
that opens into another room. Search this room and you will find
Chainmail+1. Further down is an ambush, cloaked by an illusion of lights.
After the ambush, there is another long hall, which has more monsters at
the end of it. Try not to let any of them escape the combat, because if
they do then they will call for reinforcemants to hinder your
progress....unless you want some extra experience points of course.
Eventually you will come to a room with broken eggshells, and you see enemy
troops running south. Follow them, and catch up to them. Part of their
force breaks away and engages you, and the rest runs for the exit. Rush to
the exit and you get attacked by White dragons. The Wand of Ice Storm is
quite useful here. 

Gargath(Town) 

You are then dispatched to a new outpost, and sent to Gargath keep to find
a Dragonlance. At the gate, a group of guards will stop you. Kill them, and
enter the keep. Meet the resistance leader and follow his instructions.
There is a group of Draconians guarding an "empty" wall (the entrance to
the keep). To the east of them is a building containing several human
officers with a treasure of Plate mail+1 and Gauntlets of Ogre Power. Enter
the keep, using several secret doors. (From the eastern entrance to the
keep, go N, N, E, E, E, N, N, N, W, W, N, W, W, N, W, W, W, W. 

Gargath(Keep) 

In level one, go north into a hall, then if you want, go east to the end
of the hall and into the room to fight several fighters, and claim some
money. Then go west down the hall and up the stairs. On level 2, exit the
small room, enter the large room to the north and ascend the stairs. On
level 3, go east until you cannot go east anymore, then go north, and up
the stairs at the end of the hall. On the 4th and 5th levels just go
straight up (stairs right next to where you start) On level 6, walk through
the wall to the west of the door and find the dragonlance room! Only, the
wretched draconians have taken it! Still, there is a nice magic longsword,
and...... a not so nice cursed 2-handed sword left. Bash the door open, and
chase the draconian with the lance up the stairs, killing his followers on
the way up. Finally you reach the top.... and he gets away. Oh well. Kill
the three black dragons and walk sadly down again and back to the outpost. 

Sir Dargaard's Tomb 

This area requires a Knight to complete it. 

When you enter the tomb, go north to the Test of Honor and enter. You are
asked to help the downtrodden, offering either Money, Items, Life or all
three. Choose money if you have only one person who can perform healing,
life if you have more (life doesn't kill someone if you heal them
instantly.) next, a spectre asks you to take one of his two swords. Take
the one he indicates. (GREAT! it's +5!) Continue on. Now they show you
images of someone needing a weapon, and you can offer it to him. Do so.
(Damn. What a waste of a good sword.) And, if you don't, they take it from
you and attack. (*SIGH*) After that, you pass the Test of Honor. Return to
the stairs, and now head east to the teat of fear. Get a knight to step
through all the fire rings, he/she will be healed at the last ring. Then,
return to the stairs and go west, take the second door. This is the most
dangerous test, the test of Battle. A roof will fall on the party, then
skeletons will approach. You MUST attack them. Continue on untill the
second wave of monsters, in a small room further down are defeated, then
rest, and heal your whole party, cast prepatory spells, etc. Then you have
to fight FOUR undead dragons. (Hmm. That Dragonlance would have been
useful.) After the battle, return to the stairs, and go south, enter the
tomb. Get your knight to answer all the questions. You then reach the Tomb.
Inside is a Longsword+2, Girdle of Giant Strength and 6 sets of Solamnic
Plate (Knights only). Draconians will attack on the way out, but they
shouldn't cause too much trouble. Leave the Tomb and return to the outpost. 

Jelek 

Sir Karl sends you here to explore the town, and to find him a silver
rose. When you enter, a "guide" Skyla will join the party. You can't get
rid of him, and like the soldier in Throtl, he isn't helping you. Go
straight to the graveyard in the North-East section of the city, where
Skyla's followers attack, and enlist the aid of Mysellia, a friendly Thief,
after the fight. Head for the North-Eastern section of the graveyard, and
get the silver rose from in front of the building. Then, three black
dragons will attack you. Enter the building. Inside are several undead
minions, and a lot of nice treasure. 

Ogre Base 

As soon as you enter the Ogre base, walk into any nearby building. Then,
enter the main complex form the South, and go to the South-East area of the
complex. Careful searching will uncover 8,000 steel pieces, and evidence of
an assassination plot. Then enter the building in the center of the
complex, and help Gravnak defeat Morog, the traitor. Next, the draconian
assassins rush in, and you will have to fight them as well. After the
battle, go with Gravnak to forge the alliance. 

Southern Outpost 

This outpost has been taken over by a green dragon, and several
draconians.
When you first enter, you are taken to the "Commandant", who is a Sivak
draconian. Go to the inn, and talk to the guard. Now, walk around to the
back of the Commandant's house, and enter the secret door (second wall from
the south) Talk to the prisoners. Now, walk between the inn and the tavern,
and kill the guards. Continue north, and free the children. Now return to
the jail, and the gurads will start attacking the draconian forces. Open
the north jail door, and kill the "Commandant". Then when you are ready,
open the north door of the Commandant's quarters and kill "Jadefang", the
green dragon. After doing so, you fin two scrolls and a potion. 

Neraka 

When you return to the Second Outpost, you discover that Sir Karl has been
kidnapped. Go with Maya to Neraka, and when you get there, take the first
door to the south, where Draconians will attack you, and Maya reveals
herself as a Silver Dragon. Walk around inside the area until you find the
staircase to the prison. Sir Karl is at the stairs, and dies as you reach
the stairs, asking you to rescue the slaves down in the prison. 

Neraka Prison 

Walk down the hall, and take the second door to the east.Kill the
draconian guards, and meet Tanis Half-elven, who is freeing slaves. Go to
the southern cells and free the slaves, ignoring the Northern cell closest
to the door, which contains draconians waiting in ambush. After freeing all
the slaves, leave the slave cells ,and head south. Enter the first door you
see, and kill the Prison Lord, who has a Longsword+2 and Shield+1. Exit the
room by the south door, and head west. Green dragons will attack, and if
the Prison Lord wasn't killed, he will help them fight. Finish the dragons,
and exit the Prison by the Western stairs, then leave Neraka. 

Sanction 

When you return from Neraka, you will be told by the outpost commander to
go to Sanction. At Sanction, find and interrogate three thieves on your way
south and enter the Inn. The Innkeeper tells you not to enter the room at
the north end of the hall. So what do you do? You bash in the door! An
elvish mage is inside the room, recruiting soldiers for the evil armies. So
you kill him. Leave the inn, and go to the Thieves Guild, directly West of
the inn. Kill the fighters, and enter the small room in the guild for
Bracers AC4 and a Necklace of Missiles. Head North-West, until you see
Minotaurs carrying a woman into a warehouse. Follow them in and defeat all
the minotaurs, rescuing the woman. She asks you to meet her on the southern
dock, so you do. She gives you an amulet, to get into the Temple of
Huerzyd. Go to the building directly South ot the Warehouse and enter the
Temple, using the secret entrance. 

Temple of Huerzyd 

From the entrance, enter the Third door on the left, go forwards and
search for some scrolls. Follow the hall East, then South, enter the door
on the right, and then enter the main temple using the Southern doors.
Search the whole area for some magical items. Leave the main temple, and
walk to the end of the southern hall. Enter the room, and search for more
items. Exit the room and follow the hall East, enter the last room at the
hall. There are many draconians in the room, and after you defeat them, a
Shadowperson will show you the secret tunnels at the end of the hall. 

Tunnels 

The Tunnels are all one-way, apart from a small room and a room you can
rest in. The Ancient Revered One gives you 3 magic items. From the Tunnels
the party can enter the Temple of Duerghast. 

Temple of Duerghast 

You emerge from the tunnels in a small cell. Exit it, and follow the hall
South. Now, remember that guy in Jelek, Skyla? Well, some of his fighters
are here, and if you let them go they will tell him of your presence. So
kill them. Continue down the hall, and into a room with many doors. Take
the door immediately to the left, and follow the passage. You will come to
a door,(if you can't bash it in use Knock.) When the door is opened,
draconians attack you. After the battle, you find the Dragonlance, along
with a magical Ring and Cloak! Leave the passage, and take the southern
door. Follow the new passage to the end, turn left, and walk into the
stairs at the end of the passage. 

You find yourselves in another small room. Exit the three rooms into a
"courtyard" of sorts. Enter the first door on the left. "Hello Skyla!" Kill
him, then enter the room behind him. There are magic weapons and armour
here, and you can rest for as long as you like as well. When finished, exit
Skyla's room, and walk through the door in the south wall. Walk towards the
arch on the west wall, kill the Blue Dragons, and recover the eggs. Head
North, open ONE set of doors, then turn either East or West and go up the
stairs. Meet Sir Lebaum, the Death Knight. Defeat him and recieve a magic
2-handed sword and Two Wands. Head south, and you are attacked by a dragon,
then a group of Draconians. Gold Dragons then attack the Red Dragons, and
transport you to a flying citadel. Tasslehoff Burrfoot joins you on the
way. 

Citadel One 

At the Citidel, run for the North Tower, and up the stairs. Don't even
bother with the North Door, unless you feel like fighting Infinite
Draconians! Go to the top of the tower, defeat the guards, and get a Mage
to read the scroll. You now get some time to rest, then another group of
Warriors try to reclaim the Tower. Tas then CRASHES the flying Citadel into
another Citadel, hurling the Party into the other citadel, which is rapidly
heading for the ground! 

Citadel Two. 

Okay, okay, no need to panic......You have this, don't you? From the
courtyard, which is covered in rubble, use the stairs. From there, turn
South, go south, then turn Right as soon as possible and take the stairs
down. Exit the square room, and follow the corridor down to the basement.
Follow the corridor, attack the guards and take their uniforms. At the end
of the passage, Red Dragons are transporting people down, and since you are
disguised, they take you down as well. (*PHEW*) But right in the middle of
the enemy occupied city of Kernen.(Uh-oh.) 

Kernen City 

Rocks are tumbling down all over the City. From the starting point, head
North and enter the second and fourth buildings to your right. Get the
crown, and encourage the Humans to rebel, which weakenes the gate guards.
Go to the West side of the city, and go north. Enter the second building.
If you made the ogre alliance, Gravnak is here, and promises Ogre aid. Go
back south, and enter the two buildings near the gate. Give the Crown to
the Dragon, who tries to break into the castle, further weakening the
guards. In the building next to the dragon, have a drink with the
Draconians, then burn the barracks. Going south, you find a Training hall.
The building directly to the East of it is also a barracks. Burn it down as
well. Now attack the gates. If you have Ogre aid, they will defend you
while you rest before entering the keep. 

Kernen Keep 

As soon as you enter, draconians attack. Then there is another Draconian
guard post, behind the next door. After you go through, there are three
doors, North, West and East. North is a Treasure room where you can rest,
but the Ogres will desert. Search the four rooms in the East to find a key,
a locked book, and an alchemist lab. Make the salve, and apply it to the
party. Now go West, and take the North door. Myrtani, the Aurak Draconian
leader, attacks you with lots of help. After the battle, Tas heals the
party with potions, and you must rush through the West door for the final
battle with Three Huge Red Dragons. (Well, here's a use for the
Dragonlance, a Haste spell,the Scroll of Protection from Dragon Breath and
a high level Fighter/Knight.)