
                              THE BARD'S TALE
                              ---------------


STUFF ADDED/CHANGED IN THIS VERSION:
------------------------------------
- cracked, packed/repacked, linked
- HD compatibility
- MegaSTE/Falcon030/TT/CT60 compatibility
- Mint/MagiC/Geneva compatibility
- compatibility with all TOS versions
- 8/16 MHz switchable on MegaSTE and Falcon030
- CPU caches switchable on Falcon030 and TT
- fixed a crash on exit on machines with 4MB or more
- fixed music speed at 60Hz screen refresh
- added memory snapshot option
- added in-game trainer options


SOURCE:
-------
Pasti images from original disks


EXTRA KEYS IN THIS VERSION:
---------------------------
Control D        - quit to desktop
Control 1 - 9    - save memory snapshot #1 - #9
Control F1 - F9  - load memory snapshot #1 - #9

Hidden keys on the Klaz intro text screen:
H - toggle 50/60Hz (on Mega/ST/E)
L - toggle internal speaker on/off (on Falcon/TT)

Please see below for original game controls and trainer keys.


LOADING YOUR OLD CHARACTER DISK:
--------------------------------
- If you still have your old character disk, you can use it in this new
  version if you want. To do so, copy the 3 files on your character disk
  (named ITEMS, NMATT and NMLST) to the game directory of the new version.
  The program will search for your old save files on startup and copy them
  to the BARDTALE.KLP file. Note that the old save files will automatically
  be deleted from the game directory again after they have been copied.

- If you don't use your old characters the game will start with the
  standard characters as supplied originally with the game.


SAVING YOUR PROGRESS IN THE GAME:
---------------------------------
- The original version is very restrictive on saving your progress to disk.
  The only place you can save your party and all items/experience you have
  acquired while playing is the Adventurer's Guild. You will have to click
  on "Leave game" for your game progress to be saved. You cannot save the
  game while wandering around!
  This new version will behave the same way as the original did. If you
  want to save your game while being in any other place than the Guild you
  may of course use the snapshot option to do that.

- It may still be a good idea to make backup copies of your game progress
  by copying the file BARDTALE.KLP to another directory or by copying and
  renaming it. This file is where all your progress in the game is saved
  to. Alternatively you may of course use the snapshot files as your party
  backup.


NOTES:
------
- The file OS.DAT is actually a modified TOS 1.04. Some future patches of
  AES games will use the same file, so to save on diskspace you may also
  put this file in a directory "C:\KLAZ". You may delete OS.DAT from the
  game directory then.


TRAINER OPTIONS:
----------------
The in-game keys trainer will give you a few options to beef up your party
while playing.
Press
- G to add 10,000 gold to all members in your party
- X to add 10,000 experience points to all members in your party
- H to heal and/or resurrect all members in your party
  The healing option will also work for 'special' members that may be
  present in your party, like summoned creatures. It will also set the
  spell points of a magic user to his current maximum.
The trainer keys will work
- while wandering around in the city or in the dungeons
- during a battle, but only at the point when the program asks you if you
  want to fight or run.


MEMORY SNAPSHOTS:
-----------------
Memory snapshots can be saved/loaded any time once the program has loaded
to the Adventurer's Guild.



Klaz, April 2012


--------------------------------------------------------------------------
--------------------------------------------------------------------------



Here's the original manual, taken from "The Adventurer's Guild" website
with thanks. There was lots of editing required in this case, as the
original ST and Amiga manuals have lots of inaccuracies as regards the user
interface. The user interface passages largely seem to have been copied
over from the 8-bit versions.

See http://www.bardstale.de/ for tons of more information about this game,
including maps, item lists and other useful stuff!



THE BARD'S TALE - MANUAL
========================



ABOUT FANTASY ROLE PLAYING GAMES
--------------------------------

The Bard's Tale is a fantasy role-playing game. First in a series of Tales
of the unknown, this one is set in the city of Skara Brae.

Like other fantasy role-playing games, there are three objectives you will
be trying to accomplish. How you do this is up to you...

Your most important goal is to complete the quest built into the game. In
The Bard's Tale the city of Skara Brae is threatened by an evil mage called
Mangar. You must find Mangar and "persuade" him to release the once-
harmonious city from his evil control.

But Mangar is protected by layers of obstacles, mazes and evil henchmen.
Your second goal is to develop characters capable of surviving these
barriers. These characters are your alter ego in The Bard's Tale. They act
according to your commands, but over the course of the game they change,
much as real people do over a lifetime. They improve their skills in magic,
combat, stealth, etc. They amass wealth and treasured objects. And they
worry about dying too soon.

Your third goal is to explore the entire world of The Bard's Tale. There
are numerous goodies, puzzles and special places in Skara Brae. Part of the
fun is finding them, and discovering the layout of this fantasy world. How
do you get into the walled off towers? What's in the castle? Where are the
legendary catacombs of Skara Brae?



TABLE OF CONTENTS
-----------------

A Quick Overview
Characters
Places
The Combat System
The Magic System
Conjurer Spells
Magician Spells
Sorcerer Spells
Wizard Spells
Spell Key Glossary
Bard Songs
Tips from the Underground
Items
Key Summary

So turn the page and get started. Skara Brae awaits.



A QUICK OVERVIEW
----------------

An orientation for beginners, a quick start guide for experts.

How to Use This Manual:
This manual has three parts. This Overview is designed to give first-time
adventure gamers a quick sense of the overall gameplay and give experienced
fantasy role-players all they need to know to start quickly

The rest of the manual is reference material about how various parts of The
Bard's Tale operate, including character building and development, places
and mapping, the combat system and the magic system. There is also a
listing and description of all the magic spells and the beginning items
available in The Bard's Tale. Finally, there are hints and clues
interspersed throughout the manual.


1. Control Summary
Please scroll down this document for a summary of all key commands in the
game. Almost all commands can be triggered with the mouse button as well.


2. Adventurer's Guild
The ADVENTURER'S GUILD is where you start each. This is the ONLY spot a
party can be formed, characters created or characters saved to disk.


3. Use the Pre-Built Party
For your convenience, you will find a pre-built party already waiting for
you when you enter the Guild for the first time.
The party is called *A Team. They are even outfitted with weapons and armor
affordable to characters of their humble stations.


4. Use the City Map
On the inside of your album cover is a map of Skara Brae. You'll need it.
Notice:
- 2 walled-off towers (wonder what's in there?).
- A castle protected by Guardian Statues.
- Temples for healing, Equipment Shop for purchasing more weapons, Taverns
for drink and gossip, Roscoe's for more spell energy.
- You'll have to find the Review Board (where levels are awarded and magic
is taught) on your own.
NOTE BY KLAZ: This city map can be found at:
http://bardstale.brotherhood.de/talefiles/1/maps/bt1-skara_brae.jpg

Mapping the dungeons and mazes is up to you. You even have to figure out
how to get into the mazes on your own. One clue: each of the 16 mazes is
set up on a 22 by 22 grid. North is to the top of the screen, East is to
the right. Be sure to go to every square; there are lots of specials.

For more about the City of Skara Brae see "Places"


5. Combat
Only your first 3 characters and the first 2 rows of monsters can attack in
hand-to-hand combat.

There are several new combat commands, including Party Attack, for fighting
between party members; Bard Song, for making magic by playing music; Hide
in Shadows, to avoid combat.

For more information see "The Combat System"


6. Magic
There are 4 classes of Magic Users, each with unique magical capabilities:

Conjurers can create objects and heal adventurers;
Magicians can bestow magical effects on common items;
Sorcerers can create illusions and heighten awareness;
Wizards can summon and control supernatural creatures.

Sorcerer and Wizard classes are not available to first level adventurers.
To create one of these, you must change class of a Magic User who has
achieved 3rd level magic spells in one (for Sorcerer) or two (for Wizard)
other magical arts. Class change takes place in the Review Board. A Magic
User who successfully learns all 7 levels of spells for each of the 4 Magic
Classes is an Archmage, one of the most powerful characters in The Bard's
Tale. Once a Magic User leaves a class, he can never return to it.

Magic Users qualify to learn next level spells based on their experience
levels, but it takes gold to actually learn the new spells.

Casting spells uses spell points in different amount depending on the
spell. Spell points are regenerated automatically when a Magic User is in
the city in the daytime, and may also be regenerated in Roscoe's Energy
Emporium, or special Regen squares in some dungeons.

For more information see "The Magic System"


7. The Bard
The Bard makes magic by playing music. He needs an instrument, of course.
He can play in combat or during exploration, with different effect. Only
one tune at a time. And one tune for every experience level. Then he needs
to get a drink from any nearby tavern.

You can listen to his music or not. See the Key Summary for details.

By the way, the Bard is not too shabby as a fighter.


8. Time
Time waits for no one. Even without keystrokes, time passes, from day to
night and back again.

Nighttime is especially nasty. The really evil monsters hit the streets at
night, looking for characters just like you. And, what's worse, you use up
spell points faster, because spell points only regenerate in daylight.


Now you know enough to get started if you are an experienced adventurer.
By the way, the tavern on Rakhir street is the only tavern that serves
wine. And that wine "goes down" easily. You may wish to drop by to wet the
whistle of your Bard. Good luck!



CHARACTERS
----------

RACES
Humans are not the only race in the world of The Bard's Tale. Others are
more magically inclined, stronger and smarter. Part of the fun of a fantasy
role-playing game is getting to know these different races, and forming
your party accordingly. The races and their descriptions are:

HUMAN: While possibly being of hardier stock, this character is nonetheless
like you or me.

ELF: Patterned after the Tolkien elf, the elf is slight of build,
frequently taller than a human, and very inclined to magic.

DWARF: The Dwarven people are short and stout, extremely strong and
healthy, but not amazingly intelligent (i.e., excellent fighters).

HOBBIT: Hobbits are slightly smaller than Dwarves but are nimble and
dexterous. Just the right make-up for a rogue.

HALF-ELF: These crossbreeds are usually blond and fair-skinned, like elves,
and get some added size and strength from their human ancestry.

HALF-ORC: An orc is a large, goblin-like creature often found working for
evil wizards. The Half-orc, being half human, is not quite as despicable as
his orc parent, but you wouldn't want to date one.

GNOME: Gnomes closely resemble dwarves, but have less hair and even shorter
tempers. They are also more magically inclined, as a rule.


CHARACTER CLASSES

In fantasy role-playing games, characters choose different "Classes" or
professions. There is no single best class; each has its own strengths.
Your characters must use teamwork to succeed.

Class selection is the most important aspect of creating a character in The
Bard's Tale. There are ten different classes of characters, but only 8 can
be selected for a newly generated character. Class types carry with them
different abilities and limitations, as are roughly covered below.

WARRIOR: the base fighter-type in The Bard's Tale, warriors can use nearly
every weapon there is. For every 4 levels of experience after the 1st,
Warriors get an extra attack ability in combat.

PALADIN: Paladins are fighters who have sworn to abstain from all evil and
to uphold honor and purity in all places. They can use most weapons and
some that no other fighters can. They get multiple attacks at higher
levels. They also have a greatly increased resistance to evil magic.

ROGUE: a professional thief with so-so combat ability, the rogue can hide
in shadows, search for traps and disarm them. Without a rogue your party
will pay very dearly for the booty it wins.

BARD: The Bard is a wandering minstrel. You'll see him with a tankard of
ale in front of him in the less reputable taverns -- the rowdier the
better.

Bards were once warriors, and can still use most warrior weapons. But they
turned to music instead and now play songs with an almost magical effect on
other characters. Bards don't get the warrior's advantage of extra attacks
in combat anymore -- but their magic is so unique, it is almost impossible
to survive Skara Brae without one.

Any true Bard has six songs on his lips, though to play them he must have
an instrument equipped. A song played as the party is exploring is long-
lasting and continues even after the party returns from combat mode, even
if other songs were played during combat. Any songs played during combat
are abbreviated and so create different magical effects than the full non-
combat versions. The shorter combat versions don't endure as long either,
only one round of fighting.

Only one Bard tune can be played at a time. If a second one is played while
the first is still playing (by the same or a different Bard), the first
will end. A Bard can play as many tunes as experience levels before his
throat gets dry. Then it's off to a tavern for a drink to rejuvenate his
voice. Tough duty, but someone has to do it.

Bard songs vary according to the difficulty of the dungeon. When the going
gets tough, the Bard goes drinking.

HUNTER: an assassin, a mercenary, a ninja. The hunter can use most weapons,
and has the ability (which grows with experience) to do critical hits in
combat (i.e., to attack a nerve center or other vital area and instantly
kill an opponent). A good skill.

MONK: a martial artist, an almost inhuman fighting machine trained to fight
without weapons or armor. The monk can use them, but, at higher levels
particularly, often does better without.

CONJURER: one of the 4 classes of Magic Users, Conjurers deal in the
physical creation and manifestation of real things (like fire, light,
healing).

MAGICIAN: another of the 4 classes of Magic Users, Magicians deal with
magic as it affects physical objects (i.e., enchanting a sword, making
armor stronger, making a dungeon wall disappear).

SORCERER: Sorcerers are Magic Users who deal with the creation and
manipulation of illusion. Due to the power of sorcerer spells, this class
is not available to newly created characters.

WIZARD: Wizards are Magic Users who are dedicated to the summoning and
binding of various supernatural creatures. These creatures are not friendly
to humankind and trying to control them is extremely hazardous. The Wizard-
class is not available to new characters either.


CHARACTER ATTRIBUTES

Each character you create has five basic attributes which define his
physical and mental prowess. When you create a character each attribute is
assigned a value from 1 to 18, with the higher number reflecting higher
capability.

STRENGTH (Shown as "ST" on the screen): Strength is physical power and
chiefly affects the amount of damage a character can do to an opponent in
hand-to-hand combat. Make sure your fighting characters are strong.

INTELLIGENCE ("IQ"): Intelligence is mental power. A high intelligence will
enable your Magic Users to get bonus spell points.

DEXTERITY ("DX"): Measures agility & nimbleness. A high score makes your
characters harder to hit and helps them strike the first blow in combat.

CONSTITUTION ("CN"): Measures healthiness. It takes more damage to kill a
character with a high constitution score. This is reflected in bonus "hit
points," the character's life span.

LUCK ("LK"): Luck is an ambiguous attribute, as it has a number of unseen
effects on gameplay. For example, lucky characters are more likely to
resist evil magic and avoid nasty traps.


OTHER CHARACTER STATISTICS

ARMOR CLASS ("AC"): This statistic reflects the level of protection a
character has from physical attack. In classic fantasy role-playing style,
the armor class starts at 10 for a totally unprotected, unarmored character
with low dexterity, and goes down to -10 (called LO) as his protection
improves by armor, spells, or other means.

HIT POINTS ("Hit"): Hit Points measure the damage a character can take
before he is killed. The "Hits" statistic shows his potential at fullest
health, rather than current status.

CONDITION ("Cnd"): Condition shows the character's present number of hit
points. For example, if a character with 10 Hit Points is wounded for 7 hit
points, his Condition will drop to 3. Another wound of 3 or more hit points
will kill him. If he is fully healed, his Condition will return to the full
10 again. (Even though his Condition score changes, his Hit Points stay at
10.)

SPELL POINTS ("SpPt"): This shows current spell point status. Points are
used up with each cast of a magic spell. If a Conjurer has 20 spell points
and casts a Mage Flame spell at a cost of 2 spell points, his new total
would be 18. A character's maximum spell points are listed in his view-
character mode.

EXPERIENCE POINTS ("Exper"): This measures abilities gained by experience,
the higher the number, the better the character. Characters get experience
points for successful combat, according to the difficulty of the fight and
the number of characters who survive. The amount is indicated after every
successful combat. A character's running total of experience points is
indicated in view-mode.

GOLD: Gold is the unit of currency in this world. Your characters start
with just barely enough gold to buy the armor and weapons they need to
survive. There are two ways to get rich enough to buy better equipment:
taking gold from the monsters you defeat in combat or selling items you
find in dungeons. The first way is more fun.

LEVEL ("Lvl"): Level is a general measure of achievement within a
character's class. Level 1 is a novice, Level 13, for example, is required
to become a Master of a Magic User class.

The Review Board will promote a character to higher levels based on his
experience points, but only upon the character's in-person request. An
advance in level is very important because it generally means an increase
in attribute scores, hit points, spell points and other abilities.

SPELL LEVELS (e.g., "Magi: 1"): This shows the highest group of magic
spells a character can use in any of the 4 classes of Magic Users. There
are 7 groups of magic spells for each different class.

To learn a new group of magic spells (a "spell level"), a Magic User must
advance two experience levels. (NOTE: spell levels and experience levels
are not the same thing!) For any of the four magic classes, a Magic User
advances as follows:

Experience Level        Spell Level
----------------        -----------
1                       1
2                       1
3                       2
5                       3
7                       4
9                       5
11                      6
13                      7
14 and up               7 maximum

To change class to Sorcerer, a Magic User must first have learned Spell
Level 3 (or higher) in at least one magical art. To change to Wizard, a
Magic User must first have learned Spell Level 3 (or higher) in two other
magical arts.

ITEMS: Items fall into 10 categories: weapons, shields, armor, helms,
gloves, musical instruments, figurines, rings, wands, and miscellaneous.
Only one item of each type can be equipped for use at any one time. For
example, two different shields cannot be used at once to protect a
character, though the spare shield could be toted around.

Some items can only be used by specific characters. For example, only Bards
can use musical instruments. An item which can never be used by a character
is marked with a @ when he examines it in his view mode or in the Equipment
Shoppe. An item which has been equipped is marked with a *.

A character may carry up to 8 different items.

How To Create a Character
1. While in the Adventurer's Guild, click on "Create a member".
2. Select a race.
3. Character attribute numbers displayed are a combination
   of genes and luck. For each different race there is a lowest
   possible number for each attribute (the "genes"). The computer
   then adds a random number (the "luck") to each attribute.
4. If you are satisfied with the "roll of the dice", choose a
   character class, then name this character. If you aren't
   satisfied "reroll the dice."
5. After being named, the character will be saved to disk,
   ready to adventure.



PLACES
------

THE CITY MAP
There is a map of Skara Brae on the inside of the album cover your program
disk came in. Notice that there are several important looking places that
are blocked off. Like the castle, and the two towers protected by locked
gates. There must be a way to get in there, wouldn't you think?

Use your map to guide you in Skara Brae. If you ever get lost just press
the "?" key (or click the right mouse button and click on "Where") and the
program will tell you where you are and what time of day it is.

NOTE BY KLAZ: The city map can be found at:
http://bardstale.brotherhood.de/talefiles/1/maps/bt1-skara_brae.jpg


UNMARKED BUILDINGS
Most buildings in Skara Brae are unmarked. But some of them are inhabited
by the corrupt creatures who have skulked into Skara Brae. So kick in a few
doors and find them. Remember that fighting is good for you; it's the only
way to build up enough experience to challenge Mangar. You should be
disappointed when you kick in a door, screaming a battle cry, and find it
empty. No fun.

When you exit a building and enter the street, the building will be behind
you, and you will be facing the building or landmark across the street.


THE ADVENTURER'S GUILD
The Guild is like a union hall where adventurers "hang out" hoping to join
a party. This is where you form a party, and where all adventures begin.

Note: The Save party command in the Adventurer's Guild menu does only one
thing: it saves a roster of the currently loaded characters under a party
name. To write the current status of all loaded characters to disk, use the
Leave game command in the main Adventurer's Guild menu. If you turn off the
power without using the Leave command, all currently loaded characters will
lose all their gold and experience, regardless of when they acquired it.


GARTH'S EQUIPMENT SHOPPE
Garth is one of yesterday's almost forgotten heroes, now retired from
active adventuring to supply tomorrow's would-be greats. At Garth's Shoppe
characters can buy armor and weapons, sell items, have items identified, or
pool all the party's gold for buying expensive items. Due to a deal with
the city blacksmith, Garth has an infinite supply of basic armor and
supplies. But unique items found in labyrinths, even if sold to Garth,
remain in his inventory only until they are sold.

Occasionally an item won in combat will remain unidentified. This means
that its general type might be apparent (e.g., shield, ring), but not which
exact type (e.g., Dragon shield, Ring of Power). Garth can identify this
item for you... for a price.


THE REVIEW BOARD
The Review Board is a group of high level representatives from all ten
different classes. Upon your request in person, the Board will determine
whether a character has accumulated enough experience points for
advancement to higher levels. The Board teaches new spells to Magic Users
who qualify for higher spell levels, too, but charges for this training. It
pays the rent.

You may have to do a bit of exploring to locate the Review Board. And it's
closed at night.


TAVERNS
Taverns are the Bard's favorite places for gossip and refreshment. There's
even a tavern named after him. Watch him carefully though; the Bard has a
tendency to overtip the bartender.


DUNGEON DELVING
The term "dungeon" refers to any indoor labyrinth, designed for mapping,
combat and puzzle interaction. They take a variety of forms, from towers to
catacombs, and have a varied number of levels for each. You can go up or
down to levels higher and lower than the one you're on via stairways,
portal and teleportation.

Stairways are not visible from a distance. But when you move onto one you
will be asked if you wish to ascend or descend.

Portals are holes in the floors and ceilings, and are visible from a
distance. You will not go through a portal merely by standing on it; you
must first command your character to do so. If he jumps down through a
portal, he will be damaged from the fall unless he is using a levitation
spell. The only way to go up through a portal is by levitation.

The locations of dungeon entrances are well-kept secrets, but there are
plenty of hints in Skara Brae.


ROSCOE'S ENERGY EMPORIUM
If your spell points aren't recharging fast enough, go see Roscoe. But be
prepared for electrifyingly high fees.


TEMPLES
Temples are divine places of resurrection and complete healing. In fact,
this is the only place to cure characters who have been withered or turned
to stone. A resurrected character retains all the items, gold and
experience points he had before dying, but he comes to life with only 1 hit
point. When he finds out how much it costs to be resurrected, he may turn
over in his grave.


TIPS FROM THE UNDERGROUND: PLACES
1. Your first three dungeons should be the sewers, the catacombs and the
castle (in that order). Each is progressively tougher. Don't attempt the
catacombs without a party of level 9 or higher characters.

2. Explore and map every square in every maze. There are "Magic Mouths"
that give hints. There are 1-of-a-kind magic items and spell regeneration
zones. Good maps will show you the logical spots for secret doors and
secret rooms, too.

3. Avoid traps. Higher level rogues are excellent at opening chests, but
when in doubt use the "Trapzap" spell. TRZP is guaranteed to work with no
harm to the party, unless, of course, the trap is protected by even more
powerful magic. In fact, you can use TRZP to disarm any traps you
encounter. Gas Cloud traps have doomed many brave but foolish adventurers.
If you set off a trap and nothing happens, you were lucky not good. You
could have been killed.

4. Be sure that your party is fully healed before entering a new dungeon.

5. When you are finding your bearings in a maze, remember that each
succeeding level goes UP in a tower or castle and DOWN in a dungeon.



THE COMBAT SYSTEM
-----------------

The Bard's Tale is a game of fighting. It's the only way to build
experience. Fortunately, Mangar and his gruesome creatures are very evil,
so don't worry about their feelings. Kill them, if you can.

Combat with "monsters" (the generic term for all opponents) occur both
randomly and at set locations. You can also initiate intra-party combat at
almost any time, in case one of your members is turned to the dark side. At
the outset of combat a list of foes will be given, broken down into the
number of foes in each group. The maximum is 99 monsters per group, with up
to four groups.

Combat is divided into a series of "rounds," like a boxing match. At the
start of each round, each of your characters must decide what action he
will undertake in the upcoming melee, unless, of course, your party decides
to run away. A menu of possible selections will appear for each character.
These options are as follows.

Attack foes: To physically assault foes in the first or second group of
monsters.

Party attack: To assault another member of the party, including special
members.

Defend: Do not interact this round -- reduces chance of being hit.

Use an item: Make use of a magical item held in the character's inventory
and currently equipped. This may require specifying a target for the
effect.

Bard Song: Bards can play a short tune to affect the party or the foremost
group of monsters in some fashion

Cast a spell: Cast a spell at the party or a group of foes. Click on the
spell name and a identify the target.

Hide in Shadows: A rogue can try to avoid combat altogether by hiding and,
if successful, will be skipped as a target of attack in the upcoming combat
round.

The first three characters in your party can be attacked physically by
monsters, and can attack back. The last three characters can only be struck
by magical attacks, and can only attack back with magic. This simulates
your first three characters being up on the front line of attack, with the
last three characters acting as backup in case one of the first three is
killed. The first two groups of monsters are in a similar position; they
are the only monsters who can attack or be attacked physically.

Once all the choices for your characters have been entered, the round
begins. The most dexterous characters or monsters usually make the first
strike, but luck, character level and character class also affect this. In
evenly matched fights, the outcome often depends on which side gets in the
first blow.

The rate of scrolling of the combat messages can be speeded or slowed. See
the summary list of keystrokes for details.

At the end of a combat round, dead monsters will be removed from the ranks
of your foes, and dead characters will be shuffled back to the end of your
party. A fresh group of monsters may also advance into the first two ranks
to give their fellow members a breather.

At the end of combat, treasure and experience points will be split among
the battle's survivors.


SPECIAL MEMBERS
The special slot (marked "S") is for monsters who can become part of your
party. They can join by:
1) Being summoned or created as an illusion, or some other artifice related
to a cast spell, or
2) Introducing themselves to the party and offering their services as a
comrade.

Specials cannot be controlled in battle; they choose their own attack mode
and generally go after the primary group of monsters the party is facing.
Specials are cleared out of the S slot when killed. Illusionary specials
(created by a sorcerer) are cleared out if any foes disbelieve them.

If a non-illusionary special is attacked by another member of the party for
any reason, it will turn immediately hostile and fight until defeated.


TIPS FROM THE UNDERGROUND: COMBAT
1. Usually the highest dexterity character attacks first. For particularly
nasty monsters (like blue dragons) attack with your highest dexterity
characters first. Your less dexterous characters may not survive long
enough to get in a first strike.

2. Use your spells and Bard songs to lower the armor class of your entire
party. The lower the better.

3. If you are attacked by more than 2 groups of monsters, concentrate on
Magic Users first. If you cannot kill off all the magic-using monsters, you
may want to cast anti-magic spells to protect you against illusions,
possessions and other spells.

4. You can minimize damage by killing off all but one monster in either of
the first two attacking groups. As a general rule, attack groups with only
one member last, unless it is a deadly monster.

5. Many of the undead monsters are capable of draining experience levels,
turning characters old and gray or even turning characters to stone. Treat
the undead with respect. In other words, kill them quickly.

6. Be prepared to die a lot with level 1 and 2 characters. Especially at
night. Especially when you don't have any weapons and are just walking to
Garth's Shoppe. It might even be a good idea to stay close to a Temple at
night, so you can quickly heal any wounds.

7. Fill the special slot quickly. Conjure or summon a monster or create an
illusion, if necessary. The special member will take a lot of heat off your
fighters. Monsters tend to attack special members first.

8. Monsters are smart. They usually attack your most vulnerable characters
first, unless one of your members represents a significant threat.



THE MAGIC SYSTEM
----------------

Magic is power. It can make the difference between success and failure in
The Bard's Tale.

It is not always necessary or wise to rely on magic, though, because magic
is by no means foolproof. There are some places where magic never
functions, and some monsters who are highly resistant to spells. Sometimes
you just have to wade in with fists flying and get dirty.

The best way to tell that your party has wandered into an anti-magic zone
is that all residual spells except light spells are canceled.

Residual spells are magic spells that keep working for more than just an
instant. Light spells, trap detection, secret door detection and magical
armor are some examples. Most residual spells cause a graphic symbol to
appear in the central blank strip on the screen, to keep the player aware
that the duration hasn't yet expired.

All spells have a point cost. In other words, all spells cost the mage
casting them a bit of his internal energy. This energy is returned
automatically in direct sun light, and may be regenerated at Roscoe's
Energy Emporium or in special regeneration zones you have to discover.

There are magical items hidden in the dungeons and carried by the monsters
of The Bard's Tale. Magical weapons do extra protection. Other magical
items radiate special energies. There are even magic keys and talismans
necessary to get into certain important parts of the game. The most
powerful magic items are secreted in the most challenging dungeons and are
guarded by ferocious monsters. When you win one, you should be very proud
and very happy. They can be the key to success against the wickedest
opponents.

To cast a spell, you just click on a spell name in the list on your screen.

All Magic Users, even Level 1 novices, start the game with knowledge of all
level 1 spells in their magical art. Rather than learning one spell at a
time, Magic Users always learn whole groups ("spell levels") of spells at
once. It's the closest thing to mass production in Skara Brae. Here is a
description of the four magical arts.


CONJURING

Conjuring deals with the instantaneous creation of objects and effects
through the channeling of a mage's power. Conjurer spells are potent, but
not unlimited in effect, since the exercise of creation takes a large
amount of energy to produce even a moderate effect.

A conjurer can also produce effects that distort non-solid things to
produce new effects, like the distortion of space and time required to
teleport human bodies to a new location.


MAGIC

Magic (meaning the art practiced by a magician) deals with bestowing
magical effects on common objects. The items do not become magical, but
radiate fields of power for the duration of a spell (which is usually the
length of combat).

The gist of Magic is that it can increase an item's capability, give it a
totally new capability, or change its form to something totally different.

Some examples: making a sword do greater damage, making dungeon walls glow
with a magical light, or causing a wall to totally vanish for 1 move.


SORCERY

The byword of sorcery is, "seeing is believing." Sorcery does not deal with
a physical manifestation, but rather a creation of illusion and a tapping
into a heightened sense of awareness.

An illusion is an image envisioned by the spell caster, which he then lays
over the retinas of all who watch augmenting this with appropriate
stimulation of nerve endings to fool the other four senses. The human mind,
believing an illusionary creation to be real, can be hurt or even killed by
it, unless it is somehow disbelieved.

A sorcerer, with the aid of his art, can also perceive certain special
things hidden from view.


WIZARDRY

Wizardry deals with the summoning and control of supernatural creatures.
The wizard has fewer spells than the other three classes, but his are by
far the most potent.

The creatures he can summon come from another plane of existence, called
the Negative plane. They join the special slot in the party, and will fight
until defeated.

The wizard has some ability to trap and control normal monsters, as well.


Mages who have learned at least 3 spell levels in an art may elect to
change to another mage class at any time. Thus, a level 5 conjurer could
choose to become a level 1 magician. His experience points would be reset
to 0, but he would retain his previous attributes, hit points, spell
points, and all knowledge of his conjurer spells, however; once a mage
leaves a magic art, he cannot return to it.

A mage can become a conjurer, magician, or sorcerer as a second class. A
mage can become a conjurer, magician, sorcerer, or wizard as a third class.
A mage who has knowledge of all 7 levels of spells in all 4 classes is
called an Archmage, and is one of the most powerful personages in the world
of The Bard's Tale.



CONJURER SPELLS
---------------

CODE, Pt. Cost, Range, Duration
SPELL NAME Description


Level 1

MAFL, 2, View, Medium
MAGE FLAME a small, mobile "torch" will appear, and float
above the spell caster as he travels.

ARFI, 3, 1 Foe, ---
ARC FIRE A fan of blue flames will shoot from the caster's
fingers, doing hits of damage to a select opponent, times caster's
level.

SOSH, 3, Self, Combat
SORCERER SHIELD The mage is protected by an invisible "shield"
of magic, that turns aside many blows that would otherwise hit
him.

TRZP, 2, 30 feet, ---
TRAP ZAP This spell will disarm any trap within 30 feet, in the
direction the party is facing. It will also disarm traps on chests.


Level 2

FRFO, 3, Group, Combat
FREEZE FOES This spell binds your enemies with magical force,
slowing there movements and making them easier to hit.

MACO, 3, ---, Medium
KIEL'S MAGIC COMPASS a compass of shimmering magelight appears
above the party, telling the direction they face.

BASK, 4, Character, Combat
BATTLESKILL This spell increases one of your party member's
skill with weapons, increasing the accuracy and ferocity of his
attacks.

WOHL, 4, Character, ---
WORD OF HEALING With the utterance of a single word the spell
caster can cure a party member of minor wounds, healing 2-8
points of damage.


Level 3

MAST, 5, Group, ---
ARCYNE'S MAGESTAR A bright flare will ignite in front of a
group of your enemies, temporarily blinding them and causing
them to miss the next combat round.

LERE, 5, View, Long
LESSER REVELATION This is an extended "Mage Flame" spell which
also reveals secret doors.

LEVI, 4, Party, Short
LEVITATION Partially negates the effect of gravity on the
party, causing them to float over traps or up through portals.

WAST, 5, Group, ---
WARSTRIKE Causes a spray of energy to spring from the caster's
extended finger, sizzling a group of opponents for 4-16 hits damage.


Level 4

INWO, 6, Special, ---
ELIK'S INSTANT WOLF With this spell the caster can make a real
wolf appear and join the party, fighting in its defense.

FLRE, 6, Character, ---
FLESH RESTORE This powerful healing spell will restore 6-24 hit
points to a party member and cure poisoning and insanity.

POST, 6, Foe, ---
POISON STRIKE This spell hurls porcupine-sharp needles from the
mage's finger into a selected monster, poisoning it.


Level 5

GRRE, 7, View, Long
GREATER REVELATION This spell functions like "Lesser
Revelation" spell, only it illuminates a wider area.

WROV, 7, Character, Combat
WRATH OF VALHALLA Makes a member of your party fight with the
strength and accuracy of ancient Norse heroes for the entire
combat.

SHSP, 7, Group, ---
SHOCK SPHERE a large globe of intense electrical energy
envelops a group of enemies, doing 8-32 hits of damage.


Level 6

INOG, 9, Special, ---
ELIK'S INSTANT OGRE This incantation will cause a real ogre to
appear and join the party.

MALE, 8, Party, Indefinite
MAJOR LEVITATION This will make the party levitate as does the
level 3 spell, but its effects will last until dispelled.


Level 7

FLAN, 12, Party, ---
FLESH ANEW This spell behaves like the "Flesh Restore" spell,
except that it will affect every member of the party.

APAR, 15, Party, --
APPORT ARCANE Allows the party to teleport anywhere within a
dungeon, except for places protected by teleportation shields.



MAGICIAN SPELLS
---------------

KEY
CODE, Pt. Cost, Range, Duration
SPELL NAME Description


Level 1

VOPL, 3, Character, Combat
VORPAL PLATING This spell causes the weapon (or hands) of a
party member to be covered with a magical field, which causes
him to do an additional 2-8 points of damage.

AIAR, 3, Self, Combat
AIR ARMOR This spell will make the air around the spell caster
to bind itself into a weightless suit of "armor."

STLI, 2, View, Short
SABHAR'S STEELIGHT SPELL Causes all metal near the party to
glow with magical light, illuminating the surrounding area.

SCSI, 2, Party, ---
SCRY SITE The walls themselves will speak, under direction of
this spell, revealing to the spell caster his location in the
labyrinth.


Level 2

HOWA, 4, 1 Foe, ---
HOLY WATER A spray of water will emanate from the mage's
fingers, doing 6-24 points of damage to any undead foe (e.g.
skeleton, zombie, vampire)

WIST, 5, 1 Foe, ---
WITHER STRIKE Any foe at whom this spell is cast is likely to
be turned old, thus reducing his ability to attack and defend
in combat.

MAGA, 5, Character, Combat
MAGE GAUNTLETS Makes a party member's hands (or weapons) more
deadly, adding 4-16 points of damage to every wound he inflicts.

AREN, 5, 30 Feet, Short
AREA ENCHANT This spell will cause the dungeon walls within 30
feet of a stairway to call out, if the party is traveling
toward it.


Level 3

MYSH, 6, Party, Medium
YBARRA'S MYSTIC SHIELD The air in front of the party will bind
itself into metallic hardness and will accompany the party when
it moves, as a sort of invisible "shield."

OGST, 6, Character, Combat
OSCON'S OGRESTRENGTH Allows a member of your party to damage
monsters as if he were as incredibly strong as an ogre.

MIMI, 7, Party, Combat
MITHRIL MIGHT Increases the armor protection of each party
member by enhancing their armor's natural strength by magic.

STFL, 6, Group, ---
STARFLARE The air surrounding a group of your enemies will
instantly ignite, causing them to be burnt for 6 to 24 damage
points.


Level 4

SPTO, 8, 1 Foe, ---
SPECTRE TOUCH This spell will drain a single enemy of 12 to 48
points of damage, as if touched by a spectre.

DRBR, 7, Group, ---
DRAGON BREATH Allows the mage to breathe fire at a group of
foes, doing 8 to 32 points of damage to each.

STSI, 7, View, Medium
SABHAR'S STONELIGHT SPELL Makes all stone and earth within
range of the party glow with magical light, revealing even
secret doors.


Level 5

ANMA, 8, Party, Combat
ANTI-MAGIC Causes the ground to absorb a portion of the magical
energies cast at the party, frequently allowing the members to
escape all damage. Also aids in disbelieving illusions and in
turning back magical fire, like a dragon's breath.

ANSW, 8, Special, Combat
AKER'S ANIMATED SWORD A magical sword will appear and fight
like a summoned monster in defense of the party.

STTO, 8, 1 Foe
STONE TOUCH This spell will often turn an enemy to stone, or a
stone monster from living stone to dead stone. But it doesn't
always work.


Level 6

PHDO, 9, 1 Wall, 1 Move
PHASE DOOR This incantation will alter the structure of almost
any wall directly in front of the party, turning it to air for
exactly 1 move.

YMCA, 10, Party, Indefinite
YBARRA'S MYSTICAL COAT OF ARMOR causes an effect like "Air
Armor" to cover every member of the party, lasting indefinitely.


Level 7

REST, 12, Party, ---
RESTORATION Makes all wounds disappear as your entire party is
reforged into unflawed bodies. Also cures poisoning and insanity.

DEST, 14, 1 Foe, ---
DEATHSTRIKE This incantation is very likely to kill one
selected enemy, big or small.



SORCERER SPELLS
---------------

KEY
CODE, Pt. Cost, Range, Duration
SPELL NAME Description


Level 1

MIJA, 3, 1 Foe, ---
MANGAR'S MIND JAB The mage casts a concentrated blast of
psychic energy at one opponent doing 2-8 hits of damage for
each experience level of the mage.

PHBL, 2, Party, Combat
PHASE BLUR The entire party will seem to waver and blur in the
sight of the monsters, making the party very difficult to
strike.

LOTR, 2, 30 Feet, Short
LOCATE TRAPS In a state of magically-heightened awareness, the
spell caster will be able to sense a trap within 30 feet, if he
faces it.

HYIM, 3, Group, ---
HYPNOTIC IMAGE If successfully cast, this spell will make a
group of your enemies miss the following attack round.


Level 2

DISB, 4, Party, ---
DISBELIEVE This spell will reveal the true of any illusion
attacking the party, causing it to instantly vanish.

TADU, 4, Special, Combat
TARGET-DUMMY A magical illusion appears in the party's special
slot. Unable too attack, it will serve to draw enemy attacks to
himself.

MIFI, 4, 1 Foe, ---
MANGAR'S MIND FIST A higher power "Mind Jab," does 3-12 hits of
damage to one foe, times the experience level of the mage.

FEAR, 4, Group, Combat
WORD OF FEAR This incantation will make a group of your enemies
shake in fear, reducing their ability to attack and do damage.


Level 3

WIWO, 5, Special, ---
WIND WOLF This spell creates an illusionary wolf to join the
party. This and other illusions are only effective as long as
an enemy "believes" them. Depending on power and location, the
monster may see through the illusion, and cause it to vanish.

VANI, 6, Self, Combat
KYLEARAN'S VANISHING SPELL The mage casting this spell will
turn nearly invisible in the eyes of his enemies, who will have
great difficulty in striking him.

SESI, 6, 30 Feet, Medium
SECOND SIGHT The mage will experience heightened awareness and
be able to sense stairways, special encounters, spell negation
zones, and other unusual occurrences.

CURS, 5, Group, Combat
CURSE Causes a group of your enemies to fear you greatly,
lessening their morale and their ability to hit and damage you.


Level 4

CAEY, 7, View, Indefinite
CAT EYES The member's of the mage's party will all receive
perfect night-vision, which will last indefinitely.

WIWA, 6, Special, ---
WIND WARRIOR This spell will create the illusion of a
battle-ready warrior that joins your party.

INVI, 7, Party, Combat
KYLEARAN'S INVISIBILITY SPELL This invocation will perform a
Vanishing Spell on the entire party.


Level 5

WIOG, 7, Party, ---
WIND OGRE This spell will create the illusion of an ogre, which
will accompany and fight with your party.

DIIL, 8, Party, Combat
DISRUPT ILLUSION This spell will destroy any illusion fighting
the party, and any new illusions created later in the combat.
It will also point out any dopplegangers in the party.

MIBL, 8, All Foes, ---
MANGAR'S MIND BLADE A sharp explosion of psychic energy that
inflicts 10-40 hits to each and every enemy you face


Level 6

WIDR, 10, Special, ---
WIND DRAGON This incantation will create an illusionary red
dragon to fight with your party.

MIWP, 9, Character, ---
MIND WARP This spell will make a member of your party go
totally insane. Useful for possessions.


Level 7

WIGI, 12, Special, ---
WIND GIANT This spell will create an illusionary storm giant,
to join with, and fight for, your party.

SOSI, 11, 30 Feet, Indefinite
SORCERER SIGHT This spell functions the same as the "second
sight", but it will last indefinitely.


WIZARD SPELLS

KEY
CODE, Pt. Cost, Range, Duration
SPELL NAME Description


Level 1

SUDE, 6, Special, ---
SUMMON DEAD This will gate into our universe a zombie or
skeleton to fight for the party.

REDE, 4, Group, ---
REPEL DEAD This spell will do 16 to 80 points of damage to a
group of undead creatures.


Level 2

LESU, 8, Special, ---
LESSER SUMMONING This spell will gate into our universe a lower
power elemental or demon, who will (under protest) join the
party.

DEBA, 8, 1 Foe, ---
DEMON BANE This spell will do 32 to 128 points of damage to a
single demon. The power to summon is the power to destroy.


Level 3

SUPH, 10, Special, ---
SUMMON PHANTOM This spell will bring a medium level undead
creature into the party.

DISP, 10, Character, ---
DISPOSSESS This spell will make any possessed party member to
his normal state.


Level 4

PRSU, 12, Special, ---
PRIME SUMMONING This spell gates in a medium level elemental or
demon, to fight with the party.

ANDE, 11, Character, ---
ANIMATE DEAD Gives a dead character undead strength, making him
attack your enemies as though he were truly alive.


Level 5

SPBI, 14, 1 Foe, ---
BAYLOR'S SPELL BIND This spell if successful possesses the mind
of any enemy, forcing him to join your party and fight in its
defense.

DMST, 14, Group, ---
DEMON STRIKE This spell works like Demon Bane, but it will
affect an entire group of demons.


Level 6

SPSP, 15, Special, ---
SPELL SPIRIT This spell will gate in a higher-level undead
creature to fight for the party.

BEDE, 18, Character, ---
BEYOND DEATH This spell will restore life and one hit point to
a character.


Level 7

GRSU, 22, Special, ---
GREATER SUMMONING This spell will gate a greater demon into our
universe and bind him to the party.



SPELL KEY GLOSSARY
------------------

Range Terms
View        spell affects line of sight
1 Foe       spell affects a single monster, regardless of how many
            you face.
Group       spell affects 1 of 4 monster groups
Self        spell affects spellcaster only
30 Feet     3 squares in the direction you face
Character   one of 6 party members or special
Party       spell affects all 6 party members
Special     spell affects "S" slot only; summoned creature enters
            combat next round

Duration Terms
Combat       spell lasts until all monsters or all party members are
             killed, or until party runs away.
Short        spell lasts only a few minutes
Medium       spell lasts a little longer
Long         spell lasts twice as long as "Short"
Indefinite   spell lasts until party enters the Adventurer's Guild or
             an anti-magic zone



BARD SONGS
----------

1. FALKENTYNE'S FURY
This tune increases the damage your party will do in combat, by
driving them into a berserker rag.

2. THE SEEKER'S BALLAD
This song will produce light when exploring, and during combat
it will increase the party's chance of hitting a foe with a
weapon.

3. WAYLAND'S WATCH
This song will soothe your savage foes, making them do less
damage in combat.

4. BADH'R KILNFEST
This is an ancient Elven melody, which will heal the Bard's
wounds during traveling, and heal the party's wounds during
combat.

5. THE TRAVELLER'S TUNE
This melody makes the members of your party more dexterous and
agile, and thus more difficult to hit.

6. LUCKLARAN
This song sets up a partial "anti-magic" field, which gives
party members some increased protection against spell casting.



TIPS FROM THE UNDERGROUND
-------------------------

Characters

1. Don't be concerned about losing a Level 1 character. Just make another
one. But when your characters reach the 3rd level, back them up regularly.

2. If your favorite character gets killed, there are several things you can
do. You can resurrect him by magic or in a temple by spending spell points
or gold. You can turn off the computer and reboot (or hit CTRL-D in this
new version), and your entire party will be restored, but without the
experience, gold and magic items they have won since the last time you
saved game.
NOTE: you can only restore a character by rebooting if you have previously
saved your party by exiting the game when in the Adventurer's Guild.
ANOTHER NOTE: for a 'true' save function use memory snapshots!

3. In "rolling" a character's attribute numbers, 17s and 18s can often make
a big difference, as follows: Intelligence gives Magic Users bonus spell
points; Dexterity gives fighters (but not Bards) bonus armor protection and
first strike capability; Strength allows fighters to do extra damage in
combat; Luck allows Rogues to survive even if they accidentally set off a
trap; and Constitution gives all characters bonus hit points.

4. Most character races have at least one attribute they are particularly
high in. Pay close attention to starting attributes when designing your
party.

5. Develop a Sorcerer fast. They are very useful in dungeons. Wizards are
extremely important in advanced levels; they can summon demons, extremely
powerful specials. Develop an Archmage, too. You'll need one; you'll want
more.

6. Your pre-built party, excellent for beginning levels, may not be the
best group for advanced levels. You may want to experiment with a hunter,
because his "critical hit" capability can vanquish superior monsters, and
the monk, who is perhaps the best fighter of all after he reaches the 6th
level.

7. Warriors and other fighters often play less of a role against higher
level, magic-using monsters. But without the protection of their armor and
strong arms, your Magic Users would not survive long enough to learn the
higher level magic spells.

8. Beware the Doppelganger monster. It enters your party and looks just
like one of your members.


Magic

1. Don't venture too far into any dungeon without your maximum spell
points. A good rule is to leave a dungeon when you are down to one quarter
of your maximum spell points.

2. Manage your spell points carefully. Don't waste a spell if you can
accomplish the same thing without magic. Torches, for example, often work
as well as magic light spells. On the other hand, don't be shy about using
magic in combat. When in doubt, blast 'em with magic.

3. Locate traps, second sight and sorcerer sight spells all identify traps
within 30 feet. Trapzap spell disarms all traps within 30 feet.

4. Cast a long-lasting Bard spell right before entering a tavern. It's like
getting a free spell.



ITEMS
-----

These are the basic items found in Garth's Equipment Shoppe in
unlimited quantity:

Torch           for light in dungeons
Lamp            longer duration than a torch
Broadsword      most damaging non-magic sword, only usable by fighters
Short Sword     a lighter sword, usable by all but mages
Dagger          usable by all, not too effective
War Axe         a heavy, damaging weapon, not usable by bards, rogues,
                or magic users
Halbard         a combination battle axe and pike, the most damaging
                non-magical weapon
Mace            the most powerful weapon a rogue can use; an armor crusher
Staff           a simple, non-magical cudgel
Buckler         a small round shield
Tower Shield    a larger shield
Leather Armor   the lightest armor, wearable by all but magicians and
                conjurers
Chain Mail      light metal mesh armor, best against light weapons
Scale Armor     better still, difficult to pierce
Plate Armor     strongest non-magical armor
Robes           will dull old knives, but that's it
Helm            covers the head and saves the adventurer's good looks.
Leather Gloves  some protection for the hands
Gauntlets       metal gloves
Mandolin, Harp, Flute   musical instruments for use by Bards


ITEM ABBREVIATIONS

FGN is an abbreviation for Figurine, a magical statuette which
can come to life.
MTHR is an abbreviation for Mithril, an elven metal with
magical qualities.
ADMT is an abbreviation for Adamant, another magical metal.
DMND is an abbreviation for Diamond, one of the hardest
substances known to man or monster.


TIPS FROM THE UNDERGROUND: ITEMS

1. Generally, the more expensive the item is, the better it works.
Almost like real life.

2. There are no cursed or bad items, unlike real life.

3. Don't be stingy. Equip your fighters with the best armor, weapon,
shield, helmet and gauntlets money can buy. After all, he can't take it
with him.

4. Experiment with all items you find to determine their capabilities.
Magical items are key to success. Remember that an item may only be magical
for certain characters and classes, so trade items around if you have to.

5. Make sure some of your characters carry less than 8 items, or else the
party will never be able to pick up new magical items in the dungeons.

6. Whenever your party captures an especially interesting or powerful magic
item, save the party as soon as possible. That way, even if disaster
strikes, you will never lose that powerful armor, weapon, talisman or
whatever.

7. This manual is not protected by magic shields or air armor. Don't let
your dog eat it.



KEY SUMMARY
-----------

GENERAL KEYS

You can choose from any menu on the screen by either using the left mouse
button or by typing the first letter of any option string. For example,
when you're in the Guild, press "L" for the "Leave game" option, press "Y"
for "Yes", etc.

1 - 6   show status screen for characters 1 - 6 in your party
V       turn music on/off


IN THE CITY OR IN DUNGEONS

Cursor up      move forward
Cursor left    turn left
Cursor right   turn right
Cursor down    turn 180 degrees

C      cast a spell
P      intra party attack
B      play a Bard tune
A      ascend
D      descend
?      show the name of the street the party is on and the time of day
N      to establish a new order for the party members
U      use an item
T      pause

The above commands are also available in the Control Bar. To get to the
Control Bar, press the right mouse button. You may also adjust the text
scroll speed there.



NOTICE
------

SOFTWARE (C) 1985 INTERPLAY PRODUCTIONS.

MANUAL BY MICHAEL CRANFORD AND BING GORDON, (C) 1985 ELECTRONIC ARTS.

Michael Cranford wishes to acknowledge:

the great illustrator David Lowery, for fantastic monster pictures, city
buildings and dungeon walls; my buddy Lawrence Holland, for such great
music; the devious Brian Fargo, for the treacherous design of Harkyn's
Castle and Mangar's worst two levels; Bill Heineman, for data compression
routines that allowed me to pack so much graphics and animation; and the
following play-testers who helped this program be its very best: Caren
Edelstein, Jay Patel, Philip Ybarra, Ayman Adham, Carl Ybarra, Mike
Easting.


                           ELECTRONIC ARTS (TM)
          2755 CAMPUS DRIVE  SAN MATEO, CA 94403  (415) 571-7171


--------------------------------------------------------------------------


