Advanced Dungeons & Dragons

           _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _|
           _|                                           _|
           _|      W A R   O F   T H E   L A N C E      _|
           _|                                           _|
           _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _|

                                 By
                    David Landrey & Chuck Kroegel

               (C) 1990 TSR, Inc., All Rights Reserved
                (C) 1990 Strategic Simulations, Inc.
                            Version 1.0
========================================================================
This FAQ (C) 2001 by Stephen L. Maxson, [email protected]

FAQ Version 1.0
December, 2001

DISCLAIMER: This FAQ is a derived work, and ownership of all names,
           ideas, references and game mechanics remain the property of
           TSR, Inc. and SSI, Inc.  Reproduction of this derived work,
           in part or whole, is expressly forbidden without the
           permission of this work's author.

CONTENTS
--------
 I.  Introduction

II.  Starting the Game
     A.  Setup Options
     B.  Game Control Selections

III.  Playing the Game
     A.  Objectives
     B.  Game Controls
     C.  Game Turns
     D.  Moving Troops
     E.  Making Attacks
     F.  Conquering Requirements

IV.  Understanding the Game
     A.  Troop Types
     B.  Champions
     C.  Subversion
     D.  Diplomacy
     E.  Items and Discoveries
     F.  Countries

 V.  Extras
     A.  Stratagies
     B.  Revision History
     C.  Credits

_| _| _| _| _| _| _|
_|   SECTION I.   _|
_| _| _| _| _| _| _|

INTRODUCTION
------------

 In the late eighties, Strategic Simulations Inc. (SSI) sought and
obtained a license to produce video games based on TSR's popular
"Advanced Dungeons and Dragons" (AD&D) product line.  This proved to be
SSI's most profitable move ever, eventually spawning dozens of AD&D
branded titles on several computer and game console platforms.

 One of the first titles produced was 1990's "War of the Lance," which
stood apart from the other games in the sense that it was a strategic
warfare game, rather than a dungeon crawler.  SSI originally made their
name in strategic war games, so it was only natural to try and produce
such a game in the AD&D product line.  The "DragonLance" millieu was
chosen, as the books that DragonLance are based on deal with an onging
war, and detail large troop movements and military invasions.

 War of the Lance found a very limited market, and no more strategy
war games of its particular type were released under the AD&D brand.
Still, the game is rather addicting, once you get the hang of the
gameplay, and I still find myself pulling it out of storage to play it
now and then, even after eleven years.

_| _| _| _| _| _| _|
_|  SECTION II.   _|
_| _| _| _| _| _| _|

STARTING THE GAME
-------- --- ----

A.  SETUP OPTIONS:
 The game originally came on two disks, either 5 1/4" or 3 1/2".
Number of files contained on each disk differed, depending on the size,
and you also had the option to copy all files into a single directory
on your hard drive.

 Upon starting the game (by logging to the appropriate drive/directory
and typing "START"), you are greeted with the line "(E)GA OR (C)GA
GRAPHICS."  Press "E" or "C" to continue.  Both graphic modes are 320 x
200.  EGA uses 16 colors, and CGA only 4.  I cannot reccomend CGA,
unless you're still using a vintage 1989 machine without an EGA (or
better) adaptor.

 Next, you'll see a screen for disk options.  Use the up and down
arrow keys to select whether you're playing the game on a hard drive,
3 1/2" floppy or 5 1/4" floppy, and then press the spacebar.

 SPECIAL NOTE:  The purple color is used as the highlight color for
choices.  Early on, I often made the mistake of assuming that the green
option was the currently selected one (particularly when only two
choices were offered).  This led to all sorts of hilarious hijinx, like
having my superior forces spontaneously give up key cities to attacking
troops, or boats holding vital troops would plunge into the Maelstrom,
suffering losses.  Yay.

 After making your selection, you'll be greeted by a less-than-
impressive splash screen.  Press space, and you'll see a screen where
you are given the options to start a new game, load a saved game, or
exit to DOS.  I won't cover loading and saving in this FAQ, as I'm sure
you can figure out those options for yourself.  Use the arrow keys to
highlight "NEW GAME," press space again, and you'll be taken to the
game options.

B.  GAME CONTROL SELECTIONS:
 The game options screen has eight choices, labeled A - H.  Use the up
and down keys to move between options.  Use the left and right keys to
change the options.

 The game control options are:

A) HIGHLORD
 The available options are "HUMAN" and "COMPUTER," with computer
control being default.  Selecting "HUMAN" will allow you to play a two-
player game, provided you have a friend sitting next to you (there was
no netplay in 1990).  There's no way to make the computer control the
Whitestone forces.

B) GAME SELECTION
 The available options are "SCENARIO" (the default) and "CAMPAIGN."
Campaign starts at the very beginning, with the Highlords only having
Neraka, and no countries siding with Whitestone.  Scenario starts
farther along, with both sides having a few countries, as well as a few
countries having been wiped out.  I suggest starting out by playing the
scenario game, as you'll have access to several troops right off the
bat, plus you'll get a feel for the game mechanics faster.  Of course,
it does plunge you immediately into a "losing battle" scenario, but the
frustration there is part of the thrill of the game.

C) LEVEL OF PLAY
 From 1 to 5, with 3 being the default.  The higher the number, the
faster champions will make discoveries, and the more effective troops
are when attacking.  That's true for both sides, so choose carefully.

D) STRENGTH HL
 From 1 to 5, with 3 being the default.  The higher this number, the
more effective the Highlords' troops are at attacking and defending.

E) STRENGTH WS
 From 1 to 5, with 3 being the default.  The higher this number, the
more effective the Whitestone troops are at attacking and defending.

F) REPLACEMENTS-HL
 From 1 to 5, with 3 being the default.  The higher this number, the
greater the amount of new troops joining the Highlords' side each
turn.

G) REPLACEMENTS-WS
 From 1 to 5, with 3 being the default.  The higher this number, the
greater the amount of new troops joining the Whitestone side each
turn.

H) ALLIANCE LEVEL
 From 1 to 5, with 3 being the default.  The higher this number, the
more inclined neutral countries will be to choose sides in the war.

 After setting the options to your liking, press space and the game
will begin.

_| _| _| _| _| _| _|
_|  SECTION III.  _|
_| _| _| _| _| _| _|

PLAYING THE GAME
------- --- ----

A.  OBJECTIVES:
 For the Whitestone forces, the objective is to conquer the Nerakan
capitol.  For the Highlords, the objective is to conquer Solanthus.
See section III. F., "Conquering Requirements" for conditions necessary
to conquer enemy countries.

 Neither of these goals is necessary to win the game; the game will
automatically end when the date reaches MAR/APR 354, and the side
with the highest score at that point will be declared the victor.  It
is also possible for the game to end in a stalemate at this point, if
both sides have very close scores.

B.  GAME CONTROLS:
 First off, the biggest favor you can do yourself in this game is to
activate the NumLock on your numeric keyboard.  Using the keypad rather
than the seperate arrow keys allows you to use the 1, 3, 7 and 9 keys
to make diagonal moves.  Also, pressing the 5 key will center the
current view on the cursor (useful for when your cursor is moving close
to the edge of the window, and you can't see what lies beyond).

 Besides the movement keys, the only other key you'll use in the game
is the spacebar.

 That's all for the controls.  Keyboard only.  Back in 1990, mice were
an extra rather then a necessity, and this game wouldn't lend itself
very well to joystick control.

C.  GAME TURNS:
 At the beginning of each round of gameplay, a screen will be displayed
containing the current date, a small picture, and some information
pertaining to current events in the game.  Often this information will
be useless, simply referring to events in the books, but occasionally
discoveries by either side's champions will be detailed here.

 At the beginning of each round, the Highlords take turns to look for
items, receive reinforcements, receive items, and ally with currently
neutral countries.  After that, the Whitestone player gets a chance to
do the same.  These are detailed below.

 During the "discovery" phase, champions will look for items and try to
make discoveries.  If a champion makes a discovery, it won't be
revealed until the beginning of the next round of gameplay.  Champions
can also be "discovered" by the opposing side, which increases their
chance of being captured and/or wounded on the next turn.  If captured,
you have the choices of escaping, rescuing, or remaining.  Although
rescuing has a better chance of working, it increases the chance of that
champion being "discovered."  Captured champions are unable to search,
and can slow down your discoveries.  The computer will always choose
"escape" for its champions.  If a champion is wounded, you have the
options to rest, seek aid, or rejoin.  If resting, the champion
continues to search, but at a reduced capacity.  If seeking aid, the
champion does not search that round, but has a higher chance of being
healed.  If you choose "rejoin," the champion will search as normal,
but no healing will occur.  A champion wounded twice in a row may die.
An unwounded champion can even be killed outright, if luck is against
you.  Dead champions are out for the remainder of the game.  The
computer will always choose "rest" for its wounded champions.

 Next is the "replacement" phase.  Each troop type which is eligible
will receive a few new members.  See section IV. A. for which troops
can receive replacements.

 Next, any items or discoveries are put into play.  If the item is
particular to a certain troop or country, those troops will receive the
item, otherwise the item will be given to a random troop in the army.
Note: This isn't entirely random, it appears to look for the first troop
in the army that currently has no item.  Unfortunately, this may not be
a troop you want the item with.  See section V. A. on how to deal with
such a situation.  Discoveries are not always items; they may be troops.
These troops will be placed at the first available place in the army,
typically in that side's capitol, or near it, or in another city owned
by that side.

 Next we have the "subversion" phase, where you can choose up to ten
units to place on subversion.  Only infantry and cavalry units may be
placed on subversion.  A few troops, such as the Clerist Tower units
may not be on subversion either.  See section IV. C. for more info.

 Next is the "alliance" phase.  Here, you are given a list of the still
neutral countries, each with the following statistics:
AG:  Alignment, a number from 1-9.  The lower the number, the closer
    aligned that country is with Whitestone.  Higher numbers are
    predisposed towards the Highlords.
AL:  Alliance Level, can be L (low), M (medium) or H (high).  The higher
    the Alliance Level, the more likely that country will make an
    alliance (as long as it is aligned towards that side already).
DR:  Diplomatic Rating, can be 0-25.  This shows the combined rating of
    all dimplomats you have (if any) in that country.

 The first menu has the following options:
COUNTRY:  Selecting this allows you to move the highlight to one of the
         listed countries.
ALLY:     Attempt to form an alliance with the currently highlighted
         country.  If successful, that country will join your side,
         and you will have more troops.
MAP:      Shows the map, centered on the country whose name is currently
         highlighted.
EXIT:     Continue to the next menu without attempting an alliance.

 Note:  The Highlords get an extra option here.  After attempting an
alliance, whether or not it's successful, the Highlords can choose to
declare war on a neutral country.  If that country was already aligned
toward the Highlords, there's a good chance they will side with the
Highlords to keep from being attacked.  If the Highlord player plays
his cards right, this can allow him to increase his army at a
frightening pace.  This can also backfire, giving free troops to the
Whitestone side.

 Next you will be shown the number of diplomats who currently are not
on a mission to neutral countries, and are given the following options:
COUNTRY:   Selecting this allows you to move the highlight to one of the
          listed countries.
DIPLOMAT:  This cycles through your available diplomats.  Each one is
          shown with their diplomatic rating, home country, and the
          country they are currently stationed in.
TRANSFER:  This moves the currently listed diplomat to the currently
          highlighted country.
MAP:       Shows the map, centered on the country whose name is
          currently highlighted.
EXIT:      Leave this menu and continue the game.

 Once this has been repeated for both the Highlords and Whitestone,
you'll be shown the country status screen, with a list of all countries
currently siding with Whitestone, those siding with the Highlords,
countries which have been conquered (i.e., wiped out) and all countries
that are still remaining neutral.  It is possible for some countries to
reamin neutral throughout the game.

 The next screen details the current score.  It shows all troops
remaining on both sides, along with their point values.  Factoring these
against each other (which apparently includes some hoodoo, as I can't
seem to make it add up) renders the current game score, which can vary
from -99,999 to 99,999.  In reality, you'll only see numbers around
-30,000 to 30,000 or so.

 The scores break down like this:
-99,999 to -5,001 - Decisive Highlord
-5,000 to -2,001 - Marginal Highlord
-2,000 to  2,000 - Stalemate
 2,001 to  5,000 - Marginal Whitestone
 5,001 to 99,999 - Decisive Whitestone

 Finally, pressing space will take you into the actual gameplay.  One
side is randomly chosen to go first, with the other side moving after.
Sometimes this means that one side (or both) may be able to take two
turns back to back.  This is where a lot of that frustration I mentioned
earlier comes in.

 At the beginning of each turn, the map will center on the current
player's capitol (Solanthus or Neraka).

D.  MOVING TROOPS:
 You are given a map view, with the following options at the bottom of
the screen:

CURSOR:  Selecting this allows you to move the cursor around on the map.
        the very bottom of the screen will show the terrain type that
        the cursor is currently over, and the country that owns that
        square (if any).
GET:     Allows you to select one of your troops at the current
        location.  If more than one unit occupies the square, you will
        be given a list of those units to choose one from.
RECON:   Gives you a quick count of troops in the current square.  If
        the square is occupied by your troops, you are given an
        accurate count.  Enemy troops will render an inaccurate count.
        You can recon as many times as you like, so don't be afraid to
        count enemy troops several times to try and get a good average.
LAST:    Moves the cursor to the last place it was before you moved it
        or took an action.
QUAD:    Quickly jump the cursor to an area of the map (shown as a 3 x 3
        grid).
MAP:     Toggle the map view between normal size and a reduced view.
        Although you can see more of the map in the reduced view, I
        don't recommend using it, since the detail level is terrible.
MENU:    Takes you to a second menu, with the following options:
        COMBAT:  End your turn, and begin combat (if any).
        SAVE:    Takes you to a screen where you can save your game, or
                 exit to DOS.
        MENU:    Returns to the previous menu.
        DELAY:   Set the game delay, from 1 (no delay) to 9 (slow).

 To move your troops around, move the cursor over a unit, press space,
and select "GET."  Select the troop, and you'll be shown that unit's
name, quality, fatigue, movement range (displayed as "OP") and current
fortification level (troops left outside a city or town will build up
fortification defenses if they are not moved).  Also displayed are
whether or not the unit is scheduled to make an attack, and any item the
unit is currently carrying.  Once the unit is selected, you will have
the following options:
MOVE:    Move the unit (see below).
EXIT:    Deselect the unit and return to the previous menu.
ATTACK:  Allows you to select an adjacent enemy unit to attack.  See
        section III. E., "Making Attacks."
NEXT:    Move selection to the next unit in the unit list (the number
        immediately to the right of the unit's name).
ITEM:    Give a carried item to a nearby allied unit.  Some units may
        not carry items.  Some items cannot be given away.  See section
        IV. E., "Items and Discoveries."

 By selecting "MOVE" you may move the currently seleted troop unit by
using the directional keys.  Some terrain types may require more
movement points than others, and some troop types are limited in the
types of terrain they can traverse.  See section IV. A. for details on
troop types.  Units cannot move into squares occupied by the enemy, or
into squares belonging to neutral countries.  Also, moving into a square
adjacent to an enemy unit requires several movement points.

 Some units are considered flying units, and can cross any terrain type
at the same movement cost, although they may be limited on what terrain
they can "land" (i.e., end their movement) on.  Ship units can only move
on water.

 Ships, and some flyers, can carry troops.  Ships can carry either one
infantry, one cavalry or one draconian unit, and any number of leaders
and wizards (up to a total of 11 units).  Griffons and Pegasi can carry
a single infantry unit and leader, but only from their home country.
Ship movement is unaffected by carrying, but encumbered flyers will use
two points per move instead of one.  Units being carried will not take
part in battles if their carriers are involved, but will still take
damage.  If the carrier unit is destroyed, any carried units are lost as
well.  It's a good idea to unload at the end of a move for this reason.
Carrier units have an option labeled "(UN)LOAD" in their movement menu.
Selecting this gives you the following options:
DISPLAY UNITS:  Lists all currently loaded units.
LOAD:           Load nearby allied troops.
UNLOAD:         Unload troops into a nearby square.
EXIT:           Return to the previous menu.

 With flyers, units can only be loaded/unloaded in the same square.
With ships, if LOAD or UNLOAD are selected, you are given a "NEXT"
option to skip to the next available square to load from/unload into.

 Ships have another extra option, "PATROL," which toggles on and off
their patrol status.  A ship which is on patrol will automatically move
to attack enemy ships which come inside a certain range of the ship.
Ships on patrol will build more fatigue when moving.

 Wizards are a special type.  They have no fatigue or movement points.
This means that they have unlimited movement, apparently showing that
wizards are able to teleport any where they wish.  See section V. A.,
"Stratagies" to see what wizards are actually good for.

 After moving a unit, you are given the following options:
EXIT:        End the selected unit's movement and return to the unit's
            action menu.
ABORT:       Cancel the movement, sending the unit back to where it
            started from.  This increases fatigue by one, to prevent
            you from overusing it, I guess.
ABORT 1 SQ:  Send the unit back one square, useful for when you
            accidentally move one square too far.
AUTO MOVE:   Highly useful, causes the next unit in the selected unit's
            starting place move to the same place.  Very useful when
            moving several units (like ships) over long distances.  It
            may not take the same path you used, however, in which case
            you may have to move the troops manually to get them to
            come out right, or just move in shorter steps.

 Each time a unit makes a move, its fatigue is increased.  Fatigue will
negatively impact a units attack and defense capability, and can lower
its movement (OP) as well.  Fatigue is also increased when attacking or
defending.  Fatigue is lowered for a unit that makes no move for a
round, unless it is adjacent to an enemy unit.  Units inside dwarven
forts, fortified cities, port cities and towers will have their fatigue
reduced at a quicker rate.

 Once you have completed all your movements and given your attack
orders (see section III. E., "Making Attacks"), select "MENU" from the
cursor menu, and then "COMBAT" to end your turn and begin the combat
phase.  Ocean battles are resolved first, after which you are given the
option to return to troop movement.  If there are no ocean battles, then
ground combat begins.

E:  MAKING ATTACKS:
 Any unit that is adjacent to an enemy unit has the option to make an
attack.  Select ATTACK, then move the cursor to select the unit to
attack.  You are then given the following options:
TARGET:      Only the currently selected unit will attack.
TARGET ALL:  All units in the current unit's square will join in the
            attack.  This does not mean to target all enemies in the
            targeted square; that's automatically assumed.
NO ATTACK:   Use this to cancel a previous attack order for the current
            unit.  Other units in this square may still attack.
EXIT:        Return to the unit's action menu.

 If several units are scheduled to attack the same square, they will
attack simultaneously.  Obviously, you'll want to surround the target
square with as many attacking units as you can.  If a defending unit is
completely surrounded, its strength is reduced by around 50%.  A unit is
considered surrounded if it is unable to make a legal move away from its
current position, whether from being physically surrounded, or backed up
against an impassable terrain type.  The computer sometimes doesn't
calculate this real well, so that troops are sometimes considered
surrounded even if they have escape routes available.

 Even if a unit is not considered surrounded, it may be unable to
retreat effectively, if stacking would prevent it.  Units which attempt
to retreat but are unable to (whether from being surrounded, or due to
stacking requirements) will receive an extra round of damage.  Leaders
and wizards caught in such a predicament are destroyed instantly.

 Ocean battles are handled differently from ground battles.  During
ocean battles, ships take turns pounding one another.  If a ships crew
is reduced far enough, the ship (and any unit it's currently hauling) is
destroyed.  Ocean battles last for three rounds, after which each side
is given the option to continue or withdraw.  If only one side chooses
to withdraw, the other side is given the option to pursue.  Pursuit will
fail if the pursuer has used up his movement points.  Unlike ground
troops, ships use up their movement points in battle.  At any time, fog
may roll in and end the battle automatically.  After ocean battles, you
are given the option to return to the troop movement phase, which can be
useful if you need to move your ships some more.

 Although ships and ground units may attack each other, it's pretty
pointless, as they can't do any real damage to each other.

 When ground combat begins, a screen is shown listing the troops on
each side.  The attacker is given the following options:
RETREAT:  Fight a retreating battle.  All involved troops will attempt
         to move away from the point of attack.  Useful if you've
         bitten off more than you can chew, and need to back up.
LIGHT:    Stage a light attack.  Casualties on both sides will be lower
         than a heavy attack, and less fatigue will be incurred.
         Useful for when you greatly outnumber the enemy, and don't
         need to put as much at risk to win, or when you're just
         trying to get an enemy to move away from you.
HEAVY:    An all-out attack.  Use this when you're more evenly matched,
         or when you're desperate.
ABORT:    Cancel the attack.  Use this when you've bitten off more than
         you can chew, but can't afford to retreat just yet.
MAP:      Shows the map, centered on the point of attack.  You'll be
         given the option to remove units, allowing you to see the
         terrain beneath them.

 If you choose LIGHT or HEAVY, you'll be asked if you want to advance.
If you choose to advance, then your troops will attempt to enter into
the target square if the enemy retreats.  Obviously, you'll want to
advance when attempting to conquer cities, and not advance when you're
defending them.  If you proceed, you'll next be given the option to view
the battle.  This shows a graphic representation of the battle.  Not
much to cheer about, and since it means longer game time, you'll
probably want to skip viewing battles altogether.

 The defender is given the following options:
RETREAT:        Fight a retreating battle.  All defending troops will
               attempt to move away from the point of attack.
STAND:          Make a stand.  If facing great odds, you may still be
               forced to retreat.
COUNTERATTACK:  Select this if your enemy has greatly underestimated
               you, or if you're certain you'll be destroyed and want
               to take as many of them with you as you can.
MAP:            Shows the map, centered on the point of attack.  You'll
               be given the option to remove units, allowing you to see
               the terrain beneath them.

 After a battle is resolved, whether ocean or ground, a screen will be
displayed showing the condition and losses of the attacking units,
followed by a screen showing the same for the defenders.  It then moves
on to any other battles which have been scheduled.  When all battles are
resolved for the first player, the second player's turn begins.  When
the second player's battles are resolved, the round is over, and the
next round begins, unless a victory condition exists.

 Units of stack type "T" and "I" (see section IV. A., "Troop Types")
may occasionally have their quality increased by one point following a
battle.

F:  CONQUERING REQUIREMENTS:
 In order to conquer an enemy country, certain conditons must be met.
The current round of battle must end with the invader having at least
one troop unit in the invaded country's capitol, as well as at least one
troop unit in all tower structures owned by the country (if any).  If
the invader has troops in the capitol, but there is at least one free
tower structure, the country is not considered conquered, but some of
the invaded countries troops will desert.  It seems to be about 25% of
each remaining normal troop type, but I've had entire units disappear,
probably because their numbers were already low.  Taking a country's
towers by themselves has no effect on the invaded country.

 This condition must be met at the end of the complete round, meaning
after both side's combat phase.  This means that if the player who goes
first in that round manages to take an opposing country's capitol, the
other player will have a chance in his round to retake the capitol.  If
the invaders are succesfully repelled from the capitol, the country will
not be considered conquered.  Repelling invaders from towers will also
forestall conquered status, although desertions will still occur, as
outlined above.

 If a country is successfully conquered, all of its units are
immediately removed from play, regardless of their current position.
Take care not to leave capitols too lightly guarded, or you could find
your front line troops vanishing when their countries fall.

_| _| _| _| _| _| _|
_|  SECTION IV.   _|
_| _| _| _| _| _| _|

UNDERSTANDING THE GAME
------------- --- ----

A:  TROOP TYPES:

KEY:
 Image:
   The picture shown to represent the unit.

 Stack Type:
   T:  General troop type.  Can stack two in same square, or three in
       fortified city or port city squares.  Can be loaded by carriers.
   F:  Flyer type.  Can stack two in same square.  Cannot be loaded by
       carriers.
   I:  Individual troop type.  Can stack any number in same square.
       Can be loaded by carriers.
   S:  Ship type.  Can stack any number in same square.  Cannot be
       loaded by carriers.
 Note:  No more than 11 total units may be stacked in any square.
        Different types may be stacked together.  For example, a port
        city can hold up to three "T" units, two "F" units, and any
        number of "I" and "S" units simultaneously.

 Move Type:
   G1:  Can cross bridge, dwarven fort, fortified city, glacier,
        grassland, port city, steppe, stream, tower, tunnel and tunnel
        entrance at a cost of one OP.  Can cross forest at a cost of
        two OP.
   G2:  Same as G1, but crosses forest at a cost of only one OP.
   G3:  Same as G1, but can also cross mountain at a cost of one OP.
   F1:  Can cross any terrain at a cost of one OP.  Must end movement
        on bridge, desert, dwarven fort, fortified city, glacier,
        grassland, marsh, mountain, port city, river, steppe, stream,
        tower, tunnel or tunnel entrance.
   F2:  Same as F1, but may end movement on any terrain.
   S1:  Can cross bridge, coast, port city, river or sea at a cost of
        one OP.  May enter maelstrom, but control of unit is lost and
        movement becomes random.

 Carrier Type:
   CS:  Can carry one "T" type and any number of "I" types.  Can load
        from/unload to any surrounding square.
   CF:  Can carry one "T" type and one "I" type, but only from its home
        country.  Movement cost is doubled while carrying.  Can only
        load from/unload to same square.
   CC:  Can carry three "T" types and any number of "I" types.  Can
        load from/unload to any surrounding square.
   No:  This unit cannot carry other units.

 Lead Attack:
   Y or N.  Units with a "N" may only attack if at least one unit with
   a "Y" is also involved in the attack. Any unit may defend.

 Hold Item:
   Y or N.  Units with a "Y" may hold items.

 Subversion:
   Y or N.  Units with a "Y" may be placed on subversion.

Cavalry
 Image:         Horse head
 Stack Type:    T
 Move Type:     G1
 Carrier Type:  No
 Lead Attack:   Y
 Hold Item:     Y
 Subversion:    Y


Citadel
 Image:         Castle atop a floating mountain
 Stack Type:    F
 Move Type:     F2
 Carrier Type:  CC
 Lead Attack:   N
 Hold Item:     N
 Subversion:    N


Draconian
 Image:         Draconian head
 Stack Type:    T
 Move Type:     G1
 Carrier Type:  No
 Lead Attack:   Y
 Hold Item:     Y
 Subversion:    Y


Dragon
 Image:         Dragon head
 Stack Type:    F
 Move Type:     F1
 Carrier Type:  No
 Lead Attack:   Y
 Hold Item:     N
 Subversion:    N
 Special Note:  When Dragon units attack, the are given the option of
                using either "DRAGON FEAR" or "ATTACK."  Dragon Fear
                is less effective than an actual attack, but allows the
                Dragon to cause light casualties without actually being
                placed at risk during the battle.

Fleet
 Image:         Ship with oars and sail
 Stack Type:    S
 Move Type:     S1
 Carrier Type:  CS
 Lead Attack:   Y
 Hold Item:     N
 Subversion:    N


Griffin
 Image:         Rampant Griffin
 Stack Type:    F
 Move Type:     F1
 Carrier Type:  CF
 Lead Attack:   N
 Hold Item:     N
 Subversion:    N


Infantry, Dwarven
 Image:         Axe head
 Stack Type:    T
 Move Type:     G3
 Carrier Type:  No
 Lead Attack:   Y
 Hold Item:     Y
 Subversion:    Y


Infantry, Elven
 Image:         Bow with nocked arrow
 Stack Type:    T
 Move Type:     G2
 Carrier Type:  No
 Lead Attack:   Y
 Hold Item:     Y
 Subversion:    Y


Infantry, Hobgoblin
 Image:         Two vertical spears
 Stack Type:    T
 Move Type:     G1
 Carrier Type:  No
 Lead Attack:   Y
 Hold Item:     Y
 Subversion:    Y


Infantry, Human
 Image:         Crossed sword and spear
 Stack Type:    T
 Move Type:     G1
 Carrier Type:  No
 Lead Attack:   Y
 Hold Item:     Y
 Subversion:    Y


Infantry, Kender
 Image:         Sling with stone (looks like a swan, actually)
 Stack Type:    T
 Move Type:     G2
 Carrier Type:  No
 Lead Attack:   Y
 Hold Item:     Y
 Subversion:    Y
 Special Note:  When defending, Kender units have a special automatic
                ability called "Kender Taunt."  If successful, enemy
                units will attack in smaller groups, rather then en
                masse.


Infantry, Minotaur
 Image:         Bull head
 Stack Type:    T
 Move Type:     G1
 Carrier Type:  No
 Lead Attack:   Y
 Hold Item:     Y
 Subversion:    Y


Infantry, Ogre
 Image:         Spiked club
 Stack Type:    T
 Move Type:     G3
 Carrier Type:  No
 Lead Attack:   Y
 Hold Item:     Y
 Subversion:    Y


Infantry, Soth
 Image:         Skull
 Stack Type:    T
 Move Type:     G1
 Carrier Type:  No
 Lead Attack:   Y
 Hold Item:     Y
 Subversion:    N


Leader, Dwarven or Ogre
 Image:         Battle flag
 Stack Type:    I
 Move Type:     G3
 Carrier Type:  No
 Lead Attack:   N
 Hold Item:     Y
 Subversion:    N
 Special Note:  Leaders increase the quality of any troop unit in the
                same square.


Leader, Elven or Kender
 Image:         Battle flag
 Stack Type:    I
 Move Type:     G2
 Carrier Type:  No
 Lead Attack:   N
 Hold Item:     Y
 Subversion:    N
 Special Note:  Leaders increase the quality of any troop unit in the
                same square.


Leader, Hobgoblin, Human, Minotaur or Soth
 Image:         Battle flag
 Stack Type:    I
 Move Type:     G1
 Carrier Type:  No
 Lead Attack:   N
 Hold Item:     Y
 Subversion:    N
 Special Note:  Leaders increase the quality of any troop unit in the
                same square.


Pagasus
 Image:         Galloping Pegasus
 Stack Type:    F
 Move Type:     F1
 Carrier Type:  CF
 Lead Attack:   N
 Hold Item:     N
 Subversion:    N


Wizard
 Image:         Wizard Hat
 Stack Type:    I
 Move Type:     F1
 Carrier Type:  No
 Lead Attack:   N
 Hold Item:     Y
 Subversion:    N

B:  CHAMPIONS:
 Champions are listed with their name, and a level.  Their level shows
how resilient they are to wounding, and how effective they are at
finding items/discoveries.  Although they are factored in with troops to
figure game score, they are not actual units, and cannot be manipulated
in any way.

 The names of the champions refer to characters in the DragonLance
novels.  If you are unfamiliar with the world this game is set in, but
would like to learn more about it, you should check out the original
trilogy (at the very least):  "Dragons of Autumn Twilight," "Dragons of
Winter Night," and "Dragons of Spring Dawning," known collectively as
the "DragonLance Chronicles."  Authors are Margaret Weis and Tracy
Hickman.  As of the time of this writing, the DragonLance books are
still being reprinted, and should be easy to find at any bookseller in
the "Science Fiction/Fantasy" section.

 I'll see you at the Inn of the Last Home, but for Paladine's sake,
don't bring the Gnomes this time.  I'm still pulling splinters out of my
forehead from their attempt at an assisted beverage consumption machine.

C:  SUBVERSION:
 Up to ten units may be placed on subversion.  These units are
otherwise unavailable for use, so take care not to beggar your forces
early on, when you need troop strength the most.  Units can be taken off
of subversion, but only if there is space to place them in their home
country's capitol, or in a tower owned by their home country.
 The point behind subversion is to slow down your opponent's champion's
search for items/discoveries.  Units with higher quality ratings will be
more effective at stymieing enemy champions.

D:  DIPLOMACY:
 Each country has two dimplomats.  Each diplomat has a rating, from one
to nine.  You may send any number of diplomats to a neutral country, as
long as their combined diplomatic rating does not exceed 25.  Once a
country chooses sides, whether for or against you, any diplomats you had
in that country are immediately considered "without assignment," and can
be reassigned to neutral countries on the next round.  It is not
necessary for all diplomats to have assignments; toward the end of the
game you will likely have several free diplomats.
 Countries' alliance level (AL, L, M or H} does not always mean they
definitely will or won't respond to an alliance request.  Their current
alignment (AG, 1-9) isn't always an absolute indicator, either.
Countries with an AG of 5 will not respond to alliance requests from
either side.
 When a country sides with you, whether from a successful alliance, or
from a Highlord war declaration, you will immediately be given the
opportunity to deploy that country's units.  Units may be placed in any
square owned by the country (as long as the terrain type is legal for
the individual unit).  Stacking rules apply.

E:  ITEMS AND DISCOVERIES:
 Below is list of all items and discoveries made by champions during
the game.  Depending on how long you play, and how well subversion units
do, you may not see all of them.

Highlord Items and Discoveries:

 Citadels:
   The Highlords will recieve up to three citadels.  Citadels are a
   troop type.  They appear late in the game.  As near as I can tell,
   citadels are indestructible.

 Dragon Orbs:
   The Highlords may discover a few Dragon Orbs through the course of
   the game.  Dragon Orbs will occasionally "turn" dragon units,
   rendering them unable to attack (whether through actual attack, or
   Dragon Fear).  Dragon Orbs may affect friendly Dragon units as well
   as enemy Dragon units.

 Dragonlord Armor:
   Improves the defense of the units who receive it.  Received by all
   Nerakan cavalry, draconian, infantry and leader units.  Dragonlord
   Armor cannot be given to other units.  Units with Dragonlord Armor
   may hold another item.  Dragonlord Armor appears early in the game,
   but will not appear at all if the Nerakan Leader "KITIARA" is
   killed prior.

 Minotaur Banners:
   All minotaur infantries and leaders siding with the Highlords will
   receive banners which improve their quality.  Minotaurs who have not
   chosen sides will still receive banners if they side with the
   Highlords eventually.  Minotaur Banners cannot be given to other
   units.  Units with Minotaur Banners may hold another item.

 Soth Units:
   Two Soth infantries and a Leader will appear late in the game.  The
   infantries have a quality of 7 and a OP of 10, and the leader has a
   quality of 3 and a OP of 15. Soth units appear late in the game.

 Wizards:
   The Highlords receive up to three wizard units.

Whitestone Items and Discoveries:

 Dragons:
   Seven Dragon units will be made available to Whitestone late in the
   game.

 Dragon Orbs:
   Whitestone forces may discover several Dragon Orbs through the
   course of the game.  Dragon Orbs will occasionally "turn" dragon
   units, rendering them unable to attack (whether through actual
   attack, or Dragon Fear).  Dragon Orbs may affect friendly dragon
   units as well as enemy dragon units.

 Dragon Orb and Lance:
   One of the Dragon Orbs will be discovered with a Dragonlance
   encased in ice.  This is a required discovery for forging
   Dragonlances.  You receive the orb, but not the lance (it's used as
   the pattern for new lances).

 Dragonlances:
   Several Dragonlances will be made available to Whitestone forces
   later in the game, if all required discoveries are made (Dragon Orb
   and Lance, Dragonmetal, Hammer of Kharas and Silver Arm of Ergoth).
   Dragonlances increase a unit's chances of killing dragons.

 Dragonmetal:
   This is only a discovery, not an item.  This is a required discovery
   for forging Dragonlances.

 Gnome Technology:
   When succesful, it increases the owning unit's quality in battle.
   It may fail, and reduce the unit's quality as well.

 Hammer of Kharas:
   This is only a discovery, not an item.  This is a required discovery
   for forging Dragonlances.

 Medallions:
   The medallions of Paladine increase the quality of the owning unit.
   Appears later in the game.

 Silver Arm of Ergoth:
   This is only a discovery, not an item.  This is a required discovery
   for forging Dragonlances.

 Solamnic Armor:
   Improves the defense of the units who receive it.  Received by all
   cavalry, infantry and leader units in Caergoth, Gunthar, N. Ergoth
   and Solanthus.  Solamnic Armor cannot be given to other units.
   Units with Solamnic Armor may hold another item.  Solamnic Armor
   appears early in the game.

 Wizards:
   Whitestone receives up to three wizard units.

F:  COUNTRIES:

 KEY:
   Capitol:
     C:  Fortified City.  Can stack three "T" types.
     D:  Dwarven Fort.  Can stack two "T" types.
     P:  Port City.  Can stack three "T" types.  Can be entered by
         fleet units.
     T:  Tower.  Can stack two "T" types.

   Towers:
     Number of towers owned by this country (if any).

   Units:
     Troop units owned by this country.  Quality rating and movement
     (OP) for each unit is given in parenthesis, in the form (Q/OP).
     Some units do not have a computed quality rating.  These will have
     their quality given as a question mark.

   Diplomats:
     Each country receives two diplomats (with the exception of Clerist
     Tower).  The quality ratings of the two diplomats is given here.

   Notes:
     Any special notes on this country.

Blode
 Capitol:    C
 Towers:     0
 Units:      7 Ogre Infantry (4/5)
             1 Leader (2/12)
 Diplomats:  3, 5

Caergoth
 Capitol:    C
 Towers:     0
 Units:      3 Elite Human Infantry (5/5)
             2 Elite Human Cavalry (5/8)
             1 Leader (2/10)
             1 "LAURANA" Leader (5/10)
 Diplomats:  5, 7
 Notes:      Solamnic Knight Country.

Clerist Tower
 Capitol:    T
 Towers:     0
 Units:      3 Human Infantry (4/5)
 Diplomats:  None
 Notes:      Solamnic Knight country.  Clerist Tower is not listed with
             the other countries; instead, it is gained automatically
             during Whitestone's reinforcement phase on the round after
             Whitestone gains its first Solamnic Knight Country.

Goodlund
 Capitol:    C
 Towers:     0
 Units:      4 Kender Infantry (2/3)
             1 Leader (1/8)
 Diplomats:  5, 6

Gunthar
 Capitol:    P
 Towers:     0
 Units:      3 Human Infantry (3/7)
             2 Elite Human Infantry (5/7)
             2 Elite Human Cavalry (5/12)
             2 Human Fleet (4/60)
             1 Leader (4/14)
 Diplomats:  6, 9
 Notes:      Solamnic Knight Country.

Hylo
 Capitol:    C
 Towers:     0
 Units:      6 Kender Infantry (2/3)
             1 Leader (2/9)
 Diplomats:  5, 7

Kaolyn
 Capitol:    D
 Towers:     0
 Units:      5 Dwarven Infantry (3/3)
             1 Leader (2/8)
 Diplomats:  6, 7

Kern
 Capitol:    C
 Towers:     0
 Units:      5 Ogre Infantry (4/5)
             1 Leader (2/12)
 Diplomats:  4, 6

Khur
 Capitol:    C
 Towers:     0
 Units:      5 Human Infantry (2/4)
             1 Human Cavalry (2/8)
             1 Leader (1/10)
 Diplomats:  3, 5

Kothas
 Capitol:    P
 Towers:     0
 Units:      4 Minotaur Infantry (7/6)
             4 Minotaur Fleet (5/43)
             1 Leader (3/12)
 Diplomats:  5, 7

Lemish
 Capitol:    C
 Towers:     0
 Units:      4 Human Infantry (2/5)
             2 Human Cavalry (2/10)
             1 Leader (2/12)
 Diplomats:  4, 6

Maelstrom
 Capitol:    None
 Towers:     0
 Units:      6 Human Fleet (4/56)
             1 Leader (2/12)
 Diplomats:  3, 6
 Notes:      The Blood Sea Maelstrom has no capitol, and therefore
             can't be conquered.  Due to a quirk in the game, the
             Leader unit is initially inaccessable if the Maelstrom
             sides with Whitestone.  To obtain it, you must load a unit
             onto the first fleet unit, at which point the Leader will
             appear on board.  Any fleet unit which enters the
             Maelstrom (even its own) has a chance of being trapped and
             forced into random movement.  Units trapped in the
             Maelstrom will take light damage for each turn they remain
             trapped, and will eventually break free (if they survive).

Mithas
 Capitol:    P
 Towers:     0
 Units:      4 Minotaur Infantry (6/6)
             4 Minotaur Fleet (5/43)
             1 Leader (3/12)
 Diplomats:  3, 5

Neraka
 Capitol:    C
 Towers:     1
 Units:      8 Mercenary Infantry (3/5)
             2 Mercenary Cavalry (3/10)
             9 Baaz Draconian (3/7)
             10 Kapak Draconian (4/7)
             1 "FEAL TH" Leader (1/12)
             1 "TOPUS" Leader (1/12)
             1 "MISIF" Leader (2/12)
             1 "SAL. KN" Leader (2/12)
             1 "ARIAKUS" Leader (4/12)
             1 "ASP TNG" Leader (2/12)
             1 "BAKARIS" Leader (2/12)
             1 "BOLAS" Leader (2/12)
             1 "KITIARA" Leader (4/12)
             1 "VERMINARD" Leader (3/12)
 Diplomats:  6, 9
 Notes:      Neraka is considered the main capitol for the Highlord
             side.  Draconian units are not immediately available;
             instead they are gained one per round, the nine Baaz
             first, then the Kapaks.  Neraka also has eight dragon
             units, but they are not considered owned by Neraka, and
             are not destroyed when Neraka is conquered (and are thus
             still figured into the final game score).

Nordmaar
 Capitol:    C
 Towers:     0
 Units:      4 Human Infantry (2/4)
             2 Human Cavalry (2/8)
             1 Leader (2/10)
 Diplomats:  3, 6

N. Ergoth
 Capitol:    P
 Towers:     0
 Units:      3 Elite Human Infantry (5/7)
             2 Elite Human Cavalry (5/12)
             2 Human Fleet (4/60)
             1 Leader (3/14)
 Diplomats:  4, 7
 Notes:      Solamnic Knight Country.  This is where the Whitestone
             dragon units usually appear.

Palanthus
 Capitol:    P
 Towers:     0
 Units:      5 Human Infantry (3/4)
             4 Human Fleet (5/40)
             1 Leader (2/10)
 Diplomats:  5, 8

Qualinesti
 Capitol:    C
 Towers:     0
 Units:      4 Elven Infantry (3/5)
             4 Pegasus (?/18)
             1 Leader (3/12)
 Diplomats:  4, 7

Sanction
 Capitol:    P
 Towers:     0
 Units:      3 Human Infantry (2/5)
             4 Human Fleet (4/50)
             1 Leader (1/12)
 Diplomats:  2, 7

Silvanesti
 Capitol:    C
 Towers:     3
 Units:      6 Elven Infantry (3/5)
             4 Griffon (?/18)
             4 Elven Fleet (3/50)
             1 Leader (3/12)
 Diplomats:  4, 7

Solanthus
 Capitol:    C
 Towers:     1
 Units:      3 Elite Human Infantry (5/5)
             2 Elite Human Cavalry (5/8)
             1 Leader (2/10)
 Diplomats:  7, 9
 Notes:      Solamnic Knight Country.  Solanthus is considered the main
             capitol for the Whitestone side.

Tarsis
 Capitol:    C
 Towers:     0
 Units:      3 Human Infantry (2/5)
             3 Human Cavalry (2/10)
             1 Leader (1/12)
 Diplomats:  2, 6

Thorbardin
 Capitol:    D
 Towers:     0
 Units:      4 Dwarven Infantry (3/3)
             1 Leader (3/8)
 Diplomats:  4, 6

Throtyl
 Capitol:    C
 Towers:     0
 Units:      7 Hobgoblin Infantry (2/3)
             1 Leader (1/9)
 Diplomats:  3, 5

Vingaard
 Capitol:    C
 Towers:     0
 Units:      3 Human Infantry (2/4)
             1 Human Cavalry (2/8)
             1 Leader (1/10)
 Diplomats:  4, 8

Zhakar
 Capitol:    D
 Towers:     0
 Units:      5 Dwarven Infantry (3/3)
             4 Griffon (?/18)
             1 Leader (2/10)
 Diplomats:  2, 6

_| _| _| _| _| _| _|</pre><pre id="faqspan-2">
_|   SECTION V.   _|
_| _| _| _| _| _| _|

EXTRAS
------

A.  STRATAGIES:
 Always keep one wizard in reserve, away from battle.  Since wizards
have unlimited movement, and can carry items, you can use your spare
wizard as a packmule, to quickly ferry items between units.  This is
particularly useful when items are first discovered, and may appear with
units far away from the front lines.

 Never miss an opportunity to take out your opponents fleet units.
Without ships, the units from Gunthar, Hylo, Kothas, Mithas and N.
Ergoth are no threat.

 Don't waste time (and units) going after countries far away from the
enemy capitol.  Don't bother trying to recruit Thorbardin; the Dwarven
infantries move too slow to get anywhere before the game ends.  Hylo
would be low on the list, too, unless you have fleets in the area.

 Consider using units in countries far away from the capitols for
subversion.  Easier than spending time moving them.

 Throtyl, the Hobgoblin kingdom, blocks the only direct route between
Neraka and Solanthus.  As long as it remains neutral, neither side has
to worry about a direct assault.

 When Neraka comes under assault, the computer will often send a single
dragon unit to sit in front of Caergoth.  Using two ground units and
five ships, you can cut off this dragon unit's retreat, and then take
your time destroying it.

 For the Whitestone player, Zhakar can be your best ally in the game.
having several mountain-crossing units appear right next to Neraka when
you're ready for your final assualt can be quite helpful.

 Never leave items in the hands of leaders or wizards, or troop units
with few members left.  If the unit is destroyed, the item is lost.

B.  REVISION HISTORY:

 December, 2001:  Version 1.0 (initial) of this FAQ.

C.  CREDITS:
 Kudos to:  Strategic Simulations, Inc. (SSI) for making this game.

            Margaret Weis and Tracy Hickman, for writing the books on
            which this game was based.

            TSR, Inc. for creating Dungeons & Dragons, the game
            framework on which the books were based.

            Gary Gygax, for creating TSR, Inc.

 I should also thank Wizards of the Coast, seeing as they've bought out
TSR, and continue to publish D&D materials, including the aforementioned
DragonLance books.  Bring back Spellfire, you mooks.

 Lastly, I started playing this game with no freaking clue, and had to
puzzle out its workings all by my lonesome.  So, a big "Huzzah!" to me
for writing this FAQ, and a big raspberry to everyone else, who didn't.

 Seriously, I hope this helps someone, somewhere.  If you find an
error, or notice an omission, contact me at the email address listed at
the beginning of this FAQ.

###