THE BARD'S TALE II: The Destiny Knight Table of Contents GREETINGS HERO!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 QUICK OVERVIEW. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Objective . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Beginning and Experienced Players . . . . . . . . . . . . . . . 2 Command Summary Card . . . . . . . . . . . . . . . . . . . . . 3 Adventurers' Guild . . . . . . . . . . . . . . . . . . . . . . 4 Pre-Built Parties . . . . . . . . . . . . . . . . . . . . . . . 4 The Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 The Bard . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 The Sage . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Special Members . . . . . . . . . . . . . . . . . . . . . . . . 6 Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 CHARACTER TYPES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Special Members . . . . . . . . . . . . . . . . . . . . . . . . 9 View Character Attributes . . . . . . . . . . . . . . . . . . . 9 Character Acquisitions . . . . . . . . . . . . . . . . . . . . 10 Onscreen Statistics . . . . . . . . . . . . . . . . . . . . . . 11 Creating a Character . . . . . . . . . . . . . . . . . . . . . 12 Tips from the Adventurers' Guild: Characters . . . . . . . . . 12 PLACES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Unmarked Buildings . . . . . . . . . . . . . . . . . . . . . . 13 Adventurers' Guild . . . . . . . . . . . . . . . . . . . . . . 13 Garth's Equipment Shoppe . . . . . . . . . . . . . . . . . . . 14 Review Board . . . . . . . . . . . . . . . . . . . . . . . . . 14 Casinos . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Bedder's Bank for the Bold . . . . . . . . . . . . . . . . . . 14 Taverns . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Dungeons . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Roscoe's Energy Emporium . . . . . . . . . . . . . . . . . . . 15 Temples . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Tips from the Adventurers' Guild: Places . . . . . . . . . . . 15 COMBAT SYSTEM. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Combat Actions . . . . . . . . . . . . . . . . . . . . . . . . 16 Tips from the Adventurers' Guild: Combat . . . . . . . . . . . 17 MAGIC SYSTEM. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Residual Spells . . . . . . . . . . . . . . . . . . . . . . . . 17 Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Casting Spells . . . . . . . . . . . . . . . . . . . . . . . . 18 Magic Users . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Moving Up in Rank . . . . . . . . . . . . . . . . . . . . . . . 19 THE BOOK OF SPELLS. . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Conjurer Spells . . . . . . . . . . . . . . . . . . . . . . . . 20 Magician Spells . . . . . . . . . . . . . . . . . . . . . . . . 22 Sorcerer Spells . . . . . . . . . . . . . . . . . . . . . . . . 24 Wizard Spells . . . . . . . . . . . . . . . . . . . . . . . . . 25 Archmage Spells . . . . . . . . . . . . . . . . . . . . . . . . 26 Bard Songs . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Tips from the Adventurers' Guild: Magic . . . . . . . . . . . 28 ITEMS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Item Abbreviations . . . . . . . . . . . . . . . . . . . . . . 29 Tips from the Adventurers' Guild: Items . . . . . . . . . . . 29 -- Page 1 -- GREETINGS HERO! My name is Saradon, a wizard of some fame and little fortune. Though you know me not, and we have never met, I feel that I have known you all my life. For the story of your deeds, your entanglement with Mangar and his evil horde in Skara Brae, flows from the lips of every Bard throughout the Realm. For this reason, for your courage and experience, I have contacted you above all others. For now we face an evil much greater than Mangar's. An evil that threatens not the safety and tranquility of but one city, nae...an evil that threatens the existence of the entire Realm and all the cities and citizens within! Recall now the lessons of your childhood. The story of Turin, the archmage who forged the Destiny Wand in the molten depths of the holy mountain Krontor. The Destiny Wand, the uniting force which has rallied armies to the aid of the Realm, and has maintained peace and prosperity for the last 700 years. But look around you now, where has the power of the Destiny Wand gone? Lawless mercenaries from the neighboring kingdom of Lestradae have invaded the Realm and now run rampant through the streets. Even in Tangramayne, our capital! It is they who have taken the Destiny Wand, with the guidance of an evil Archmage known as Lagoth Zanta. Although Lagoth has thwarted each of my attempts to gain knowledge of his powers and location, I [have] been able to discover that the Destiny Wand lies broken in seven pieces, at seven different locations. Lagoth has placed each fragment of the scepter within a Snare of Death - a puzzle room that will require all the wisdom and cunning at your disposal in order for you to survive. Do you believe in ledgends? Legend states that, "Unimaginable power is bestowed upon the one who reforges the Destiny Wand..." Regardless of whether or not you hold faith in the stuff of ledgend, you [must] defeat Lagoth Zanta, regain the seven fragments, and reforge the Destiny Wand - it is the [only] way to save the Realm. Now I must hurry, for in my attempts to glean knowledge of Lagoth, he has discovered my prying magic and even now his mercenaries approach. I care not for my own safety, but I pray that my magic is still strong enough to deliver this letter and the accompanying booklet into your hands. The booklet contains powerful quest knowledge which I have gathered using magic and other, more physical, methods. Use it to help you during your quest. My only regret is that I cannot personally be there to counsel you during your quest. May fate smile upon you...and upon me. Saradon -- Page 2 -- OBJECTIVE AND OVERVIEW This section contains a description of your objective while playing [The Destiny Knight], and an overview of the game for players who want to get started quickly. The rest of the manual contains reference information on various game aspects such as building and developing characters, finding and mapping the many different locations within the game, and using the combat and magic systems. Objective As [The Destiny Knight], you must assemble a band of adventurers, track down the seven pieces of the Destiny Wand, and defeat the evil Archmage, Lagoth Zanta. Once you have defeated the evil Archmage and have managed to collect all seven framgents of the Destiny Wand, you must reforge the scepter into a unified whole, thus reunifying the Realm (and winning the game). [ Beginners ] The adventure starts at the Adventurers' Guild in the Realm's capital city, Tangramayne (see illustration below). If you are using first level characters (as new players probably will) proceed immediately to the starter dungeon. The starter dungeon gives your characters some initial experience points and helps them prepare for the more perilous adventures that lie outside Tangramayne's walls. It's very important for beginning players to get to the starter dungeon as quickly as possible, because characters lower than level 14 aren't likely to survive for very long anywhere else in the game. -- Page 3 -- ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ | | | | | | | | | | | | | | | | | | | | | | | | | I | | | | | | | | | |___|___|___|___|___|___|___|___|___|___|___|___|___|___|___|___| | | | | | T | | | |___| ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ |___| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | T | | | |___| |___|___|___|___|___| |___|___|___|___|___|___| |___| | | | | | | | | | | | | | | | | |___| |___| ___ ___ ___ ___ ___ ___ |___| |___| | | | | | | | | | | | | | | | | | | | | | | | | B | | | | | | | | | | |___| |___| |___|___|___| |___|___| |___| |___| |___| | | | | | | | | | | | | | | | | | | | | | | | | | | | | |___| |___| |___| ___ ___ |___| |___| |___| |___| | | | | | | | | | | | | | | | | | | | | | | | | | | | E | | | | | | | |___| |___| |___| |___|___| |___| |___| |___| |___| | | | | | | | | | | | | | | | | G | | | | | | | | | I | | | | 1 | ___ |___| |___| |___|___| |___| |___| |___| |___| | | | | | | | | | | | | | | | | | | | | | | | | | C | | | | | | | | | |___| |___| |___| |___|___| |___| |___| |___| |___| | | | | | | | | | | | | | | | | | | | | S | | | | | | | | | | | | | | |___| |___| |___| |___|___| |___| |___| |___| |___| | | | | | | | | | | | | | | | | | | | | | | | | | | | | |___| |___| |___|___ ___ ___|___| |___| |___| |___| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | R | | | | C | |___| |___| |___|___|___| |___|___| |___| |___| |___| | | | | | | | | | | | | | | | | |___| |___|___ ___ ___ ___ ___ ___ ___ ___ ___|___| |___| | | | | | | | | | | | | | | | | | | | | | | | | T | | | | | | | | | | |___| |___|___|___|___|___| |___|___|___|___|___|___| |___| | | | | | | | | |___|___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___|___| | | | | | | | | | | | | | | | | | | | | | | | | | | I | | | | | | | | |___|___|___|___|___|___|___|___|___|___|___|___|___|___|___|___| Tangramayne Map Legend: =========== 1 = Starter Dungeon B = Bank C = Casino E = Energy Emporium G = Adventurers' Guild I = Inn or Tavern R = Review Board S = Shoppe T = Temple [ Veterans ] If you're an experienced player with a band of strong adventurers (higher than level 14) transferred from [Bard's Tale], [Wizardry tm*], or [Ultima III tm], you can set out in search of the Destiny Wand immediately. The first step for any player, however, is to start the game using the instructions on the Command Summary Card. Once you have entered the game and have left Tangramayne, locate the Sage in the wilderness and ask him about [the Tombs]. (See "The Sage" below for more information.) -- Page 4 -- Adventurers' Guild This is where you start each time you begin a new game; i.e., the first time you play or after all the characters in your party have "expired." The Adventurers' Guild is the only place in town where you can create characters, form a party, and save characters to disk. {Pre-Built Parties} When you enter the Adventurers' Guild the first time, you'll find an assembled band of Adventurers already waiting and ready to go. This is the *ATEAM. They're all first level characters and are equipped with only the bare essentials in the way of armor and weapons, but they're quite adequate for getting your feet wet in the "starter" dungeon. Use the instructions on the Command Summary Card to help you get the *ATEAM moving, and see the "Character Types" section for more information about characters and party selection. In addition to using the *ATEAM, advanced players can also transfer parties that have already been assembled in [Bard's Tale], [Ultima III tm], or [Wizardry tm*]. Many of the party's attributes, such as experience points, weapons, and so on, are transferred to [The Destiny Knight]. See the Command Summary Card for step-by-step instructions for transferring characters on your computer system. {The Map} The map that's included with [The Destiny Knight] will help you become familiar with the Realm and the important locations within, but you're on your own inside forests, buildings, and dungeons. It's a good idea to keep plenty of graph paper handy while playing so you can create maps of the places you explore. This is especially important in the puzzle rooms because you may have to return to these over and over, making a little more progress each time before you make it all the way through. Keeping a detailed map of your wanderings makes this process easier. Here's a clue: the mazes are setup on a 22 by 22 grid. North is to the top of the screen, east is to the right, and so on. Some of the more important locations are: * {Cities} -- there are six cities in the Realm: Tangramayne, Ephesus, Philippi, Colosse, Corinth, and Thessalonica. * {Castles} -- there are a number of castles you'll need to visit, including: Fanskar's Castle, Dargoth's Tower, and Oscon's Fortress. * {Forests} -- the forests of the Realm hide a variety of interesting buildings, huts, and strongholds (as well as a host of evildoers). Crypts can also be found in the wilderness. The Grey Crypt dungeon is one, in particular, that you won't want to miss. * {Temples} -- for healing wounded party members. * {Taverns} -- for food, drink, and more importantly, information. * {Roscoe's} -- for more spell energy. * {Casinos} -- for gambling types. Be careful, the dealers have been reported to cheat... * {Bedder's Bank} -- for storing your gold for indefinite periods. Bedder doesn't pay interest, but his banks are never robbed or go bankrupt. You can make withdrawals at any branch. * Apple versions [only]. -(Page 5)- * {The Review Board} -- for increasing the level of your characters and learning new magic. This one's not on the map, you must find it on your own. For more about mapping and locations in the Realm, see the "Places" section below. {Combat} Only the first four characters and monsters within melee range can engage in hand-to-hand combat. [The Destiny Knight] uses the same combat modes as [Bard's Tale], such as Pary Attack, Bard Song, and Hide in Shadows, but [distance] now has an effect on combat. Enemies appear within a range of 10 to 90 feet from your party. Enemies 10 feet away are in [melee range] and can attack or be attacked with hand-held weapons. Melee range always begins at 10' unless you have any type of elongated weapon. Weapons that are thrown or shot, such as axes, spears, and arrows, are known as [missile weapons] and have a range in which they are effective. These weapons are usually nonrecoverable; they can be used only once. There are, of course, exceptions to this rule. Some magical missile weapons (such as the Zen arrow) can be reused, and at least one nonmagical missile weapon (the boomerang) can be reused because it returns to the one who threw it. To throw or shoot a weapon, select the "Use" function during combat. And naturally, to use arrows you must have a bow... See the "Combat System" section for descriptions of more weapons and ranges. Spells (including Dragon Breath) also have effectivity ranges. Shorter ranges will usually have normal effectiveness, while longer ranges will have decreased effectiveness; e.g. if a spell range is listed as 30' and you use it at 60', the spell will not be as effective at the longer range. See the "Magic System" section for descriptions of all spells and ranges. {Magic} There are five levels of magic user which are described below. {Conjurers:} Can create objects such as fireballs or magic compasses out of thin air, as well as heal wounded party members. {Magicians:} Can bestow magical effects on common items. They can make metal glow, or make the air around an adventurer as strong as a suit of armor. {Sorcerers:} Can create illusions, such as additional party members. Or they can heighten the party's awareness by giving the party members such abilities as better night vision. {Wizards:} Can summon and control supernatural forces, such as summoning elementals or reanimating the dead. {Archmage:} These magic users have learned at least three levels for each of the previous four magic user classes. The Archmage is one of the most powerful and important characters in [The Destiny Knight] because an Archmage can do almost anything. Remember, Lagoth Zanta is an Archmage...fight fire with fire. The Conjurer and Magician levels are interchangeable; you start as either one. Sorcerer and Wizard classes aren't available to first level adventurers. To achieve these classes, a magic user must have achieved third level magic spells in the previous magic user class. This means that a Magician who can use third level Magician spells is eligible to become a Sorcerer. A Sorcerer who is using third level Sorcerer spells is eligible to become a Wizard. But remember, if you skip a magic user class (e.g., starting at Sorcerer instead of Magician), you cannot go back and master the lower level. And if you are striving for Archmagedom, remember that a character can become an -(Page 6)- Archmage only by mastering [at least three spell levels] for [each] of the magic user classes, and a true Archmage has mastered all seven spell levels for each class -- Lagoth Zanta did. {The Bard} The Bard's music is his magic. With the proper instrument he can play while exploring or fighting (with different effects). The Bard has seven tunes to choose from, and can play as many songs as he or she possesses in experience levels. But the Bard can play only one tune at a time. Because the Bard makes a special kind of magic, he or she can often help when normal magic is ineffective. For instance, if all your light spells are out and you're in complete darkness because your party is in an anti-magic zone, try Bard song number seven, "The Watchwood Melody." {The Sage} The Sage lives alone in the wilderness and is a treasure trove of useful information. You should return to see the Sage after completing every dungeon, for he provides the clues that will guide you in each step of finding the fragments of the Destiny Wand and defeating Lagoth Zanta. But you'll find that the Sage's knowledge isn't given freely. In fact, it's not even [cheap]. To begin your first adventure, ask the Sage about [The Tombs] {Special Members} In addition to the regular characters you create and add to your party, there are also characters who you will meet, conjure, or summon, and who will join your party during the game. Some of these characters are beneficial to your party (they will help during combat, or while solving a puzzle), others are hostile to your party (they will join your party in order to start intra- party combat). It is essential that you always have one or two empty character slots in your party so you can add special members. While this leaves the door wide open for creatures such as the Doppleganger monster to infiltrate your ranks, it also gives you the ability to enlist the aid of special characters who may bring you closer to winning the game (or just save your party from a horrendous death). See the "Character Types" section for more information on special characters. {Time} Time is definitely not on your side here. It moves inexorably onward whether or not you touch the computer. And nighttime is [not] the right time to be caught outside. Especially since you'll use up spell points faster at night -- they only regenerate in daylight. The Adventurers' Guild is a nice place to spend your first night in the Realm...it's always daytime when you leave the Guild. Other places where time becomes an especially important factor are in the Snare of Death puzzle rooms. Once you enter a puzzle room, the game converts to real-time, not game-time. Each puzzle room has its own amount of time in which you must solve the puzzle and get out alive. And remember, your party cannot leave a puzzle room until the puzzle is solved. See the "Places" section for more information about puzzle rooms. -(Page 7)- {CHARACTER TYPES} Humans are only one of many races that can be found in the Realm of the Bard. Half the fun of exploring the Realm is learning about and getting to know the non-human inhabitants. In this chapter we'll take a look at the different races, classes, and abilities. {Races} Including humans, there are a total of seven races that inhabit the Realm of the Bard. Each of the races that inhabit the Realm are described briefly in the following sections. {Human:} The people of this race are known for their inventiveness, hardiness, agressiveness, and downright stubbornness in the face of adversity. A perfect set of traits for survival in the Realm of the Bard. {Elf:} These fair-haired, fair-skinned people closely resemble humans but are usually taller, faster, and more agile. The Elven people are highly skilled in the arts -- especially magic and war. {Dwarf:} These short, stout people are amazingly strong and healthy, but not always very bright. All very good reasons to make sure you have the dwarves on [your] side in a fight. {Hobbit:} These small people are wise, nimble, and usually very patient. It is said that, if need be, a hobbit can steal the gold-purse from a shadow. {Half-Elf:} These people are living proof of the compatability between humans and elves. They are fair-haired and light-skinned like elves, but gain some bulk and strength through their human ancestry. {Half-Orcs:} Orcs are large, semi-intelligent, pig-like creatures that can usually be found in the employ of evil wizards. Half-orcs, because they are 50% human, aren't quite as despicable as full orcs -- but they're sometimes just as dangerous. {Gnome:} These people resemble dwarves, but usually have less hair, shorter tempers, and are [always] better at using magic. {Classes} Each of the characters in your party of adventurers must belong to a particular class, or profession. There isn't a single class that's the best, your characters must depend on each other and use teamwork to succeed on their quest. Class selection is the most important aspect of creating a character in the Realm of the Bard. There are ten different classes, but only eight to choose from with a newly generated character. A character's class is shown in View Character mode, and onscreen at all times by an abbreviation in the CL (Class) column. Each class has its own set of strengths and limitations which are described briefly in the following sections. {Warrior (displayed onscreen as WA):} Warriors can use nearly every weapon they come across. For every four levels of experience after the first, warriors get an extra attack capability during combat. -(Page 8)- {Paladin (PA):} Paladins are fighters who have sworn to fight all evil and uphold honor and purity in all places and situations. Paladins can use most weapons including many that other fighters can't. Paladins get multiple attacks at higher levels and also have greater resistance to evil magic. {Rogue (RO):} Rogues are professional thieves with mediocre combat skills. However, rogues are experts at skulking in the shadows, as well as searching for traps and disarming them. Without a rogue in your ranks, your party's booty will come at an unusually high price. {Bard (BA):} Bards are colorful characters. Most Bards are warriors who have given up the art of war for the art of magical music. This doesn't mean, however, that they've forgotten how to handle warrior weapons. But because they're not true warriors, Bards don't have the advantage of extra attacks during combat. Because of their unique form of musical magic, it's nearly impossible to survive in the Realm without a Bard in your party. Most Bards always have a repertoire of seven songs, but must also have an instrument in order to perform. A Bard song played while exploring is long lasting and will resume after combat; even if other tunes were played during the fight. Songs performed during combat are brief -- lasting only one round -- and their effects differ from the noncombat versions. Only one Bard tune can play at a time, and the tunes vary according to the difficulty of the dungeon. If a second tune is started by the same or a different Bard, the first song will end. A Bard can play as many tunes as he has experience levels before his throat dries; e.g., if your Bard has four experience levels, he'll be able to play four tunes from his repertoire. The only cure for a Bard's dry throat is a large tankard of ale from the nearest tavern. This is the source of one of the Realm's popular sayings, "When the going gets tough, the Bard goes drinking..." {Hunter (HU):} Hunters are often known by other titles; assassin, mercenary, ninja. Hunters can use most weapons and can often instantly kill an opponent by striking a nerve center or other vital area during an attack (a handy skill that increases in accuracy as the hunter accrues experience points). {Monk (MO):} Monks are inhuman fighting machines trained in all aspects of the martial arts. Monks can use traditional weapons, but usually (especially at the higher experience levels) are more effective using their bare hands. {Conjurer (CO):} Conjurers are the first of the five levels of magic users. They can heal the wounded and create physical phenomena such as fire and light. {Magician (MA):} Magicians are the second level of magic users and use their magic to change the properties of physical objects; i.e., enchanting a sword, making armor stronger, or making a dungeon wall disappear. {Sorcerer (SO):} Sorcerers are the third level and deal in the creation and manipulation of illusions. The level is very powerful and isn't available to new characters. {Wizard (WI):} Wizards are the fourth level and can summon and bind supernatural creatures. These creatures don't like our plane of existence and aren't very friendly. Trying to control these creatures is extremely hazardous and therefore the Wizard level isn't available to newly created characters. -(Page 9)- {Archmage (AR):} Archmages have mastered [at least three levels] of magic spells for the previous four magic user classes. Needless to say an Archmage can pretty much do as he pleases, and new characters cannot immediately proceed to the Archmage level. If you have an Archmage in your party, you probably don't need to read any further. For more information on the magic classes and using magic, see the "Magic System" section later in this manual. {Special Members (MN or IL)} Special members (generically called "monsters") are characters who meet and join your party during its travels. Special members can be either monster (MN) or illusion (IL). There are two ways for special members to join your party: 1. By being summoned, created as illusion, or using some other magical artifice. 2. By introducing themselves to the party and offering their services as a comrade in arms. Your party can have up to six special members. They can even be renamed and saved to disk when you return to the Adventurers' Guild. However, you can't control special members during combat. Special members pick their own forms of attack and usually go after the first group of monsters your party is facing. Likewise, special members can carry items for your party, but cannot find or use items -- only characters you create can use the items they find or purchase in the game. Illusionary members disappear from the party ranks when they are killed. An illusionary special member is killed if a foe disbelieves in its existence. Any items that an illusionary special member is carrying (such as [gold]) are lost if the illusionary character is killed. If a nonillusionary special member is attacked by another party member for any reason, the special member immediately turns hostile and fights until defeated. Dead special members can be resurrected and healed just like your regular [Destiny Knight] characters. You can remove special members from your party with the "Drop Character" command (see your Command Summary Card). {View Character Attributes} Each character possesses six attributes that define the physical and mental abilities for the character, as well as the character's race, class, and possessions. Each of the character's attributes is randomly assigned a value from 1 to 18 -- the higher the number, the greater the capability. The following five attributes are found in the View Character mode. (See the Command Summary Card for the key sequence that enters View Character mode.) {Strength (displayed in View Character as ST):} Pure, physical power that determines the amount of damage a character can inflict on an opponet in hand-to-hand combat. Make sure your fighting characters are strong. {Intelligence (IQ):} Mental power. A magic user gets bonus spell points for a high intelligence score. {Dexterity (DX):} Agility and nimbleness. A high score in this area makes your characters harder to hit and helps them land the first blow during combat. {Constitution (CN):} Healthiness and survivability. It takes more damage to kill characters with strong constitution. Strong constitution is usually reflected with bonus hit points (see "Hit Points" below). -(Page 10)- {Luck (LK):} As always, luck is ambiguous, unpredictable, and has a number of unforeseen effects on your characters' lives. Lucky characters are more likely to resist evil magic and avoid traps. {Spell Levels (SORC, MAGI, CONJ, WIZD):} These four attributes in View Character mode show the spell level for the character. This rating determines the highest group of spells a magic user can use in their class. For instance, a Conjurer with a rating of 3 can only use Conjurer spells up to the third level -- higher levels can't be accessed without a higher rating. There are seven spell levels per magic user class. Like other attributes, the ability to learn new spells increases with experience points (but you must pay to learn new spells). The table below lists the progression. Experience Level Spell Level 1 1 2 1 3 2 4 2 5 3 6 3 7 4 8 4 9 5 10 5 11 6 12 6 13+ 7 {Character Acquisitions} Also found in the View Character mode are skills or items that your characters acquire during the course of the adventure. There are four categories altogether. {Experience Points (EXPER):} Measures the character's abilities that have been gained by experience. The higher the experience points, the greater the character's abilities. Characters earn experience after every battle, relative to the success or failure of the battle (success or failure being determined by the number of survivors in your party). {Gold:} Gold is as precious in the Realm of the Bard as it is in your own world. Your characters start out with just enough gold to buy them the bare essentials in armor and weapons to start the quest. You party can earn more gold from the monsters they defeat in battle, or by selling the things they find in dungeons -- the overall strength and armament of your party should determine which method you use in the beginning. {Level (LVL):} Reflects the level of achievement within a character's class. For example, Level 1 is a Novice, while Level 13 is needed to become a Master of a magic user class. -(Page 11)- Based on experience points, the Review Board promotes characters to higher levels within their class -- but only if the character requests promotion in-person; i.e., [you must find the Review Board]. Advancing levels is important because it usually means increases in attribute scores such as hit points, spell points, and so on. {Items (1-8):} Up to eight items can be carried at one time. Items fall into ten categories; weapons, shields, armor, helms, gloves, musical instruments, figurines, rings, wands, and miscellaneous. You must [Equip] the character with the item in order to use it (see your Command Summary Card for the Equip command). Only one item from each type can be equipped at one time. This means that your character can't use two shields at once, even though there may be two shown in the inventory. Certain items can be used only by specific characters. For example, only Bards can use musical instruments. An item that can't be used by a character is marked with a 0 in View Character mode or the Equipment Shoppe. An item that has been equipped (so the character can [use] it) is marked with a * symbol. {Onscreen Statistics} In addition to the ten basic attributes shown in View Character mode, there are an additional five characteristics that determine your characters' attributes in other areas such as health, experience, armor class, and so on. The next five attributes are listed in onscreen columns at all times. {Armor Class (AC):} Reflects the level of protection' a character has against physical attack. Armor class starts at 10 for a totally unprotected character with low dexterity. As the character's protection improves through armor, spells, and other means, the armor class drops to -10, and eventually all the way to L+ (the equivalent of a -21 armor class). Once your character's armor class reaches L+, the display doesn't change even though the armor class may continue to go lower than -21. {Hit Points (HIT PTS):} The two columns that show hit points reflect the amount of damage a character can take before dying and the character's current condition. The HIT column shows the character's total number of hit points, or the character's potential at full health. The PTS column shows the actual current [condition] of the character. For example, if a character has a HIT column that contains 20 and a PTS column that contains 20, the character is at full health. If the character takes 3 points of damage during battle, however, the HIT column remains at 20 while the PTS column drops to 17; thus showing you the character's total [potential] hit points, and the current [actual] status. {Spell Points (SPL PTS):} These two columns show the total possible and current actual spell point status. Spell points are used with each spell the character casts. The amount of spell points used is determined by the spell itself. For instance, if a Conjurer's SPL and PTS columns both contain 18, he is at full power. If the Conjurer casts a Mage Flame spell that costs 2 spell points, the PTS column value drops to 16. The character's [maximum] spell points are listed in the SPL column, while the spell points [remaining] are shown in the PTS column. {Class (CL):} Shows the character's class in abbreviated form. See "Classes" to learn the onscreen abbreviation for each class. -(Page 12)- {Creating a Character} If you decide that you want to create your own characters for your quest party, you can use the Create Character mode. Create Character mode only works in the Adventurers' Guild. Use the command shown on your Command Summary Card to enter Create Character mode, then use the following procedures to build your characters one-by-one: 1. Select a race for the character. 2. Next the computer displays a set of attribute values for the character which are like a combination of genes and luck. There is a lowest possible value for each attribute of each race -- these are the genes. The computer then "rolls the dice" and adds the random number to each of the attributes -- this is the luck. The sum of the gene and luck values are then displayed as the attribute values for the character. 3. If you're satisfied with the computer's "dice roll," choose a character class, then name the character. If you want to try for a better set of attributes, use the command listed on the Command Summary Card to make the computer "re-roll the dice." 4. After the character's name is assigned, the character is saved to your character disk. 5. To use the character, you must [add] him or her to your party with the Add command shown on the Command Summary Card. {Tips from the Adventurers' Guild: Characters} 1. Don't be to concerned about losing a level 1 character; just make another. When your characters reach level 3, however, backup your character disk regularly with your favorite disk copy utility. 2. You have several options if your favorite character is killed. You can spend spell points to resurrect the character with magic, or gold to resurrect the character in a temple. You can turn off the computer, reboot, and reload your party from the point where you last saved them to disk (meaning all the characters lose all the gold and experience points they may have earned since the last time they were saved). Or you can delete the dead character from your main character disk, and replace the character from your backup disk. 3. 16's, 17's, and 18's can often make a big difference when "rolling" for a character's attributes. For example, Dexterity gives everyone bonus armor protection and first strike capabilities; Strength enables you to do extra damage in combat; Luck often allows you to survive even if you accidentally spring a trap; and Constitution provides all characters with extra hit points. Although it makes no difference in the first allotment, magic users with high intelligence ratings get bonus spell points in later turns. 4. Many races have a specific attribute they excel in. Pay close attention to the starting attributes when designing your party. 5. Develop a Sorcerer fast -- they're quite useful in dungeons. Wizards are very important at advanced levels because they can summon extremely powerful special members. Work toward Archmagedom. You'll need at least one, and wish you had many more. 6. The *ATEAM, while excellent for the starter dungeon, may not last long at the advanced levels. Experiment with a hunter: because of their "critical hit" capability, a hunter can often vanquish superior monsters. And don't overlook monks -- after the sixth level they are probably the best fighters of all. 7. Warriors and other fighters are often less effective against the higher level, magic-using monsters, but without their protection your magic users won't survive long enough to learn the higher level magic spells. -(Page 13)- 8. Keep a slot open for special members. There will be times when you need to temporarily enlist the services of a special member to help your party through certain portions of the game. If all the member slots in your party are filled, you won't be able to add a special member. 9. You can save special members with your party, but you must either rename the party, or save the special members seperately. 10. Beware of the Doppleganger monster. It enters your party and looks just like one of your characters. Dealing with one Doppleganger isn't so bad, but if you have a number of empty member slots and multiple Dopplegangers enter your party, things can get pretty confusing. 11. The first character in your party is the group leader. Having a high level, high luck character in that slot can help you avoid a lot of trouble. A Paladin is the most effective group leader. 12. Pay close attention to character statistics while exploring. If you see that your character's spell or hit points are draining for no apparent reason, you may be in a special square -- move immediately. There are many special squares in [The Destiny Knight] that can affect your party in various (and lethal) ways -- watch out for them. 13. Always leave open slots for new items in your inventory. Some puzzles require you to take or possess a certain item in order to solve the puzzle. Having no room in your inventory prevents you from solving these types of puzzles. -(Page 13)- {PLACES} With six cities, 25 dungeon levels, and wilderness that you can fully explore, there are a lot of places you can visit in your travels through the Realm. Even characters with really high intelligence attributes are bound to get lost without some diligence on your part. {Maps} A map of the Realm, that shows the main routes and general locations, is included with [The Destiny Knight]. Use this map to help find your way aroundthe Realm, but beware, the Realm is a big place and not all places have been explored and mapped. If you find that your party is going where no man, or elf, has gone before, make a map. Also, if you ever become lost, press "?" and [The Destiny Knight] displays your location and the time of day. {Unmarked Buildings} Most of the buildings in the Realm are unmarked and can be entered by moving the party Forward (see the Command Summary Card for the Forward command) through the building's door. Often, however, an unmarked building will be inhabited by a group of the vicious invaders and your party will have to fight for their lives. Other times, an unmarked building may house the entrance to a dungeon. If you suspect that a building houses the enemy, a dungeon entrance, or if you're just out looking for a good fight, use the Kick command (see the Command Summary Card) to kick in the door and get the drop on the cretins. Remember: Fighting is good for your party -- it builds experience points. {Adventurers' Guild} The Adventurers' Guild is the "union hall" where unemployed characters hang out, hoping to join a quest party. The Adventurers' Guild is the only place you can create and add new characters to your party. There is an Adventurers' Guild in every city. -(Page 14)- {Garth's Equipment Shoppe} Garth is a retired hero whose deeds are recalled in many a Bard Song, so his knowledge of weaponry and other artifacts is vast. You can buy, sell, or identify armor, weapons, and other items at Garth's chain of equipment shoppes in almost every city throughout the Realm. You can also pool all of the party's gold for purchasing those special (but expensive) items. Garth's success as a hero and businessman are known throughout the Realm and the blacksmiths of the Realm gladly provide his shoppes with an endless supply of basic armor and weapons. Unique items brought back from the dungeons can be sold to Garth, but they won't be resupplied if they're sold to other adventurers (other residents of the Realm [do] purchase equipment from Garth's shoppes). Occasionally you may find an object that you suspect is special. Although you may be able to identify the object's general purpose (i.e., ring, shield, sword), you may not be able to identify its specific type (i.e., Ring of Power, Dragon Shield, Sword of Zar). Garth can probably identify these objects for you, but Garth doesn't work cheap. {Review Board} The Review Board is composed of representatives for the ten different classes from all over the Realm. Based upon your accumulated experience points, the Review Board will consider your in-person request for advancement to higher levels. The Review Board also teaches new spells (for a nominal fee) to magic users who qualify for advancement. There is a Review Board in almost every city of the Realm, but you'll need to do a bit of searching in order to find them -- and it's important that you find them. Your success in the Realm depends upon the ability to progress to higher character levels. By the way, the Review Board is closed at night and on all government proclaimed holidays. {Casinos} Casino gambling is a favorite way to relax after a hard day of battling orcs, and casinos are found in almost all of the Realm's cities. The casinos play a game whose closest equivalent is blackjack, and it's reported (but not substantiated) that many of the dealers cheat through their teeth when they're stiffed for a tip. {Bedder's Bank for the Bold} Bedder -- an old half-elf who reportedly sold his mother to a band of lonely orcs in order to finance his first branch -- will deposit your gold for safekeeping at any of his bank's branches throughout the Realm. Although stingy old Bedder doesn't pay interest on your deposits, his bank is never robbed and you can withdraw your gold at any time, at any branch. When you withdraw your gold, you must withdraw the entire amount. You can, however, make partial deposits. Another nice feature of Bedder's Bank is that the gold you deposited will still be there if you quit and restart the game (even if you're using a new set of characters). {Taverns} Taverns are favorite places to obtain refreshment and gossip. Watch out for your Bard in taverns -- he has a tendency to overtip the bartender and [tip over] the barmaid. {Dungeons} Dungeons take a variety of forms such as towers, catacombs, or tombs and each can have a varied number of levels. You can go up to higher or down to lower levels by using stairways, portals, or teleportation; whichever is more convenient or readily available. -(Page 15)- Stairways are not visible from afar, but you're asked whether you want to ascend or descend when your party steps onto one. Dungeons also contain plenty of special squares that may affect your party in varied, and sometimes deadly, ways. If you suddenly see that your characters' spell or hit points are draining away, you may be in a special square. Move your party to safety as quickly as possible. Portals appear as holes in the floor or ceiling and are only visible from a distance. Your character won't go through a portal simply by standing on it, you must give the command to do so (see the Command Summary Card). If a character jumps down a portal, the character will be damaged by the fall unless a levitation spell is used. A levitation spell is the [only] way to travel [up] through a portal. The location of dungeon entrances are well-kept secrets, but there are plenty of clues throughout the Realm -- if you look hard enough. {Roscoe's Energy Emporium} Roscoe's a cagey old mage who opened his chain of Energy Emporiums hoping to cash in on the sorceral energy crisis of '27. Even after the evil archdemon was destroyed and the sorceral energy continuum was restored, Roscoe found that his Energy Emporiums could still turn a healthy profit. They're still around today, serving the energy needs of all magic users. Spell points aren't recharging fast enough? Go see Roscoe...but be sure to bring [plenty] of gold. {Temples} As divine institutions of resurrection and complete healing, temples are the only places that can cure characters who have been withered or turned to stone. A resurrected character still has the same items, gold, and experience points, but is resurrected with only one hit point. Although a dead character can be brought back to life, he may have to sell his soul in order to do it. {Tips from the Adventurers' Guild: Places} 1. Your first adventure should be in the starter dungeon in Tangramayne. The starter dungeon is at the opposite end of town from the Adventurers' Guild. Instructions and details about this dungeon are presented when your party enters. Any party is allowed in the starter dungeon, but only characters less than level 12 receive the maximum reward for completing the starter dungeon. 2. Explore and map every square in every maze. There are "Magic Mouths" that give hints. Mazes also contain one-of-a-kind magic items and spell regeneration zones. In addition to keeping you alive, carefully drawn maps will show the logical places for secret doors and rooms. 3. Avoid potential traps. High level rogues can easily open chests, but use the "Trapzap" spell when in doubt. TRZP is guaranteed to protect the party from harm. TRZP will disarm any trap you encounter, including the innocuous Gas Cloud traps -- which have doomed many brave (but foolish) heroes. 4. Make sure all members of your party are fully healed before entering a new dungeon. 5. When finding your bearings in a labyrinth, remember that each successive level goes [up] in a tower or castle, and [down] in a dungeon or tomb. 6. The segments of the Destiny Wand are hidden within real-time puzzle rooms known as Snares of Death. The game will alert you when your party has entered one. Once inside, you have a limited amount of time to complete the various tasks, puzzles, and riddles within the room and retrieve the segment. In some rooms the tasks must be -(Page 16)- completed in a specific order, in other rooms the order isn't important. In any case, if you take too long in a puzzle room, your entire party will instantly perish. There is a Snare of Death in every dungeon with the exception of the starter. -(Page 16)- {COMBAT SYSTEM} You're going to have to fight to become [The Destiny Knight]. There's no avoiding it (except temporarily); it's the only way to build experience points and win the game. But don't worry, most of the monsters you'll meet during the game will give you plenty of incentive to fight -- and you won't [always] be able to run. Combating "monsters" (a generic term for all opponents) occurs randomly and at set locations. You can also use intra-party combat should one of your characters turn to the dark side. A list of foes (broken down by the number of foes in each group) is given at the beginning of the battle. The maximum number of foes is up to four groups of monsters. Any group of monsters within 10' of your party is within melee range and can physically attack your party. Some monsters, however, begin attacking far away and may throw illusionary or summoned foes into your path to keep your party from advancing. This tactic is difficult to defeat, but with the right combination of magic and missile weapons, your party can fight back. {Combat Actions} Like a boxing match, combat is divided into a series of rounds. You must decide what action each of your characters will take in the upcoming melee at the beginning of each round -- unless you decide you want your party to run away or advance. A menu of battle options appears for each member of your party at the beginning of the round. Each menu option is described below. {(A)ttack Foes:} Tells the character to physically assault members of any group of monsters within 10'. {(P)arty Attack:} Tells the character to physically assault another member of the party, including special members. (See "Special Members" in the "Character Types" section above.) {(D)efend:} Tells the character to simply defend during the round, thus reducing the chance of being hit. {(U)se an Item:} Tells the character to use a magic item or missile weapon from the inventory that's currently equipped for use. You may be required to specify a target for the effect. {(B)ard Song:} Tells the Bard to play a short tune that will affect the party in some fashion. {(C)ast a Spell:} Tells a magic user to cast a spell at the party or a group of foes. You must enter the spell code and specify a target. {(H)ide in Shadows:} Tells a rogue to try and avoid combat by hiding in the shadows. If successful, the rogue is skipped as a target when the combat round begins. Your first four party members (0-3) can be physically attacked by monsters and can also retaliate. The last three characters can be attacked with magic only, and can retaliate with magic only. Using this method puts your first four characters on the front line of attack, and holds the others in reserve in case the front four don't fare too well. Monsters within melee range operate similarly; they're the only groups that can attack or be attacked physically. When the battle commands for all your party members have been entered, the round begins. The most dexterous and powerful characters and monsters usually strike first, but luck, character level, and character class also play a role in the combat. The outcome of evenly matched battles, however, often depends on getting in the first blow. -(Page 17)- The scrolling speed of the combat messages can be increased or decreased according to your taste. See the Command Summary Card for details on this option. Dead monsters are removed from the ranks of your foes, and dead characters (including nonillusionary special members) are moved to the end of your party list at the end of every combat round. When combat ends -- when either your party or the monsters are destroyed -- treasure and experience points are distributed among the survivors. {Tips from the Adventurers' Guild: Combat} 1. The character with the highest dexterity rating and level number usually attacks first. Use the character with the highest dexterity rating to attack especially fearsome creatures such as Dragons. Less dexterous characters might not survive long enough to get in the first strike. 2. Use spells and Bard songs to lower the armor class of your entire party. Remember, the lower the armor class rating the better. 3. If attacked by more than two groups of monsters, concentrate your efforts on the magic users first. If you can't kill all the magic-using monsters, cast magic-repellent spells to protect your party from illusions, possessions, and other spells. 4. As a general rule, attack groups containing only one monster last, unless it contains a particularly deadly monster, then attack it while your party is strong. 5. Many [undead] monsters (monsters who have returned from the dead; i.e., zombies) can drain experience levels, rapidly age characters, critically hit, or even turn characters to stone. Treat the undead with respect -- kill them quickly. 6. Be prepared to lose a lot of level one and two characters; especially at night and when you're walking unarmed to Garth's Equipment Shoppe. In fact, it's a good idea to stay close to temples at night so you can heal wounds quickly. 7. Remember that you cannot physically attack a group of monsters that are more than 20' away. You can't advance up to them either, if there is another group already within melee range. For this reason, keep a well-stocked supply of missile weapons (i.e., arrows, spears, axes, etc.) -- they will allow you to attack monsters who hide behind others. -(Page 17)- {MAGIC SYSTEM} Magic is power. But although magic often means the difference between success and failure in the Realm of the Bard, it isn't always necessary or wise to rely on magic. There are places in the Realm where magic doesn't work, and certain monsters who are highly resistant to magic. Sometimes your characters will just have to work up a sweat using good old brute force. {Residual Spells} The best way to tell if your party is in an anti-magic zone is to watch your [residual spells]. Residual spells are magic spells that work for long periods of time, such as light spells, trap detection, secret door detection, and magical armor. Most residual spells display a symbol above the main message box onscreen to tell you that the spell is still active. If one symbol disappears, the spell has expired. If all but a magic light spell disappears, you are probably in an anti-magic zone. All spells except magic light are cancelled in anti-magic zones. -(Page 18)- Spells have a point cost. Each spell costs the casting mage a small amount of sorceral energy. A mage can recharge his sorceral energy in three ways: 1. Enter direct sunlight. Sorceral energy recharges automatically in direct sunlight. 2. Regenerate at Roscoe's Energy Emporium. Roscoe has prices that would make OPEC blush. 3. Find one of the special regeneration zones scattered throughout the Realm. Regeneration zones can be anywhere in dungeons. {Magic Items} Inanimate objects can possess magical powers also. Magical weapons, for instance, inflict extra damage, while magical armor provides extra protection. Other magical items radiate special energy that is beneficial to your party. You may even need to find magic keys or talismans that will give you access to secret or protected areas in the Realm. Magical items are often hidden in dungeons or carried by monsters. The general rule is: the more powerful the item, the harder it is to obtain. The most powerful magic items are usually found in the most challenging dungeons, guarded by the fiercest monsters. When you obtain one of these important items, be sure to guard it well -- it may be the key to becoming [The Destiny Knight]. {Casting Spells} You cast spells by typing a four-letter abbreviation of the spell name when the computer prompts you to do so. The entire list of spells, codes, and spell points required for each begins in the "Conjurer Spells" section later in the manual. {Magic Users} Magic users begin the game with the knowledge of all the spells for their magic user class and level. Magic users learn new spells by level (in groups), rather than one spell at a time. Each level can contain from 2 to 4 spells. For instance, a first level Conjurer will automatically know all the Conjurer spells for the first level (a total of 3 spells). A third level Conjurer will know the first, second, and third level Conjurer spells (a total of 9 spells.) {Conjuring:} Conjurers perform the instantaneous creation of objects and effects by channeling their sorceral energy. Conjurer spells are potent, but not omnipotent because of the enormous amount of energy required to create even a moderate effect. Conjurers can also affect natural phenomena to produce new effects. One example would be distorting the space-time continuum in order to teleport living creatures to new locations. {Magic:} Magicians can bestow magical effects on common objects. This is not to say that the item becomes magical, it doesn't. But it does radiate magical energy [for the duration of the spell]. Spells usually last as long as the combat continues. The main purposes of the magic practiced by Magicians are to increase an item's capabilities, give the item new capabilities, or to transform the item into something completely different. For example, a magician might cast a spell that makes a sword inflict more damage, makes dungeon walls glow, or causes a wall to totally vanish for one move. -(Page 19)- {Sorcery:} Sorcerers can cast illusions and possess a heightened sense of awareness. The Sorcerer's motto is, "Seeing is believing." Sorcerers create illusions by first envisioning an image, then magically projecting that vision onto the retinas of all who watch. When supplemented with the appropriate stimulus to the victim's other senses, the illusion is so real it can hurt, even kill, the victim. Naturally, the illusions are only effective as long as the victim [believes] them to be real. As soon as the victim stops believing in the illusion, the spell is broken. Because of their heightened senses and precise control of the mind, Sorcerers can often see things that aren't readily apparent. {Wizardry:} Wizards can summon and control supernatural creatures and energies. The Wizard has fewer spells to choose from than the other classes, but Wizard spells are by far the most powerful. The creatures a Wizard summons come from the [Negative Plane]. As a special member controlled by your Wizard, these otherworldly creatures will stay in your party and fight until defeated. In addition to summoning Negative Plane creatures, the Wizard can often trap and control normal monsters, and can harness incredible energy sources as well. {Archmagedom:} Archmages are the [wise ones] who have progressed through at least three spell levels for each of the four mage classes. This gives the Archmage the ability to pick and choose from up to 75 of the known spells. The Archmage is one of the most powerful and well-respected characters in the Realm of the Bard. {Moving Up in Rank} Mages who know at least three spell levels in an art (a magic user class), can move up to a new mage class with the blessing of the Review Board. This means a level 5 Conjurer can become a level 1 Magician. Moving to the new class resets the character's experience points to 0, but leaves the other attributes such as hit points, spell points, and gold as they were. The character also retains knowledge, and can use all the Conjurer spells -- [but only through spell level 3]. Once a character moves to a new magic user class, he or she cannot go back and learn the skipped spell levels. -(Page 19)- {THE BOOK OF SPELLS} The following sections list and describe all of the spells known to Realm magic for each of the four mage classes. The sections are organized as follows: {Mage Class} {Level #:} {CODE} {PT. COST} {RANGE} {DURATION} {Spell Name} -- a brief description of the spell's effect and any special instructions for use. -(Page 20)- The range of effectiveness is measured in number of game squares, with each square equivalent to 10 feet (10'). The range terms are defined below: {View} affects line of sight. {1 Foe} affects a single monster regardless of the number your party faces. {1 Wall} affects a wall in the direction the spellcaster faces. {All Foes} affects all the monsters your party faces. {Group} affects 1 of up to 4 monster groups. {Self} affects spellcaster only. {##'} affects anything in the direction the spellcaster is facing for the number of feet specified with ##. {Char} affects the party member you designate. {Special} affects the special member you designate. {oo} signifies a spell that hits with full effectiveness up to the listed range, and at reduced effectiveness when it hits at double the listed range. For instance, if you use a spell with a listed range of 30' against a foe who is 60' away, the spell will hit your foe with reduced effectiveness. {N/A} provides information, knowledge, or some other effect that renders a range measurement Not Applicable. In addition to a range, spells also have a duration or lifetime. The duration terms are defined below: {Combat} lasts until combat ends through party victory, monster victory, or running away. {1 Move} lasts for exactly one move. {1 Round} lasts for the entire round of combat. {Short} lasts a few minutes only. {Medium} lasts several minutes. {Long} lasts twice as long as Short spells. {Indef} lasts until the party enters the Adventurers' Guild or an anti-magic zone. {Misc} has multiple or variable ranges. {N/A} is so short, assigning a duration is Not Applicable. The result of the spell is immediate. {Conjurer Spells} {Level 1:} {MAFL} {2} {VIEW} {MEDIUM} {MAGE FLAME} -- a small self-propelled "torch" appears and floats above the spellcaster as he travels. {ARFI} {3} {1 FOE (10')} {N/A} {ARC FIRE} -- a fan of blue flame jets from the spellcaster's fingers, inflicting 1 to 4 hits of damage, which are multiplied by the spellcaster's level, on the selected opponent. {TRZP} {2} {30'} {N/A} {TRAP ZAP} -- disarms any trap within 30 feet (3 squares), in the direction the spellcaster is facing. TRZP also works on chests, but still costs the same amount of spell points. {Level 2:} {FRFO} {3} {GROUP} {COMBAT} {FREEZE FOES} -- binds your enemies in magical force, slowing them down and making them easier to hit. -(Page 21)- {MACO} {3} {N/A} {MEDIUM} {KIEL'S MAGIC COMPASS} -- a compass of shimmering magelight appears above the party and shows the direction they face. {WOHL} {4} {CHAR} {N/A} {WORD OF HEALING} -- lets the spellcaster heal a party member who suffers from 4 to 16 points of damage by uttering a single word. {Level 3:} {LERE} {5} {VIEW} {LONG} {LESSER REVELATION} -- an extended MAGE FLAME spell that also reveals secret doors. {LEVI} {4} {PARTY} {SHORT} {LEVITATION} -- partially nullifies gravity causing the party to float over traps, or up or down through portals. {WAST} {5} {GROUP (20')} {N/A} {WARSTRIKE} -- an energy stream shot from the spellcaster's finger that sizzles a group of foes for 5 to 20 hits of damage. {Level 4:} {INWO} {6} {PARTY} {N/A} {ELIK'S INSTANT WOLF} -- summons a giant, extremely fierce wolf to join your party. {FLRE} {6} {CHAR} {N/A} {FLESH RESTORE} -- a powerful healing spell that restores 10 to 40 hit points to a party member, including those stricken with insanity or poisoning. {Level 5:} {GRRE} {7} {VIEW} {LONG} {GREATER REVELATION} -- operates like LESSER REVELATION, but illuminates a wider area for a longer period of time. {SHSP} {7} {GROUP (30') oo} {N/A} {SHOCK-SPHERE} -- creates a large globe of intense electrical energy that envelops a group of enemies and inflicts 10 to 40 hits of damage. {Level 6:} {INOG} {9} {PARTY} {N/A} {ELIK'S INSTANT OGRE} -- materializes the biggest, meanest ogre you've ever met to ally with your party. {MALE} {8} {PARTY} {INDEF} {MAJOR LEVITATION} -- operates like LEVI from level 3, but it lasts until dispelled (i.e., until the spell is terminated by some event such as activating an anti-magic square. {Level 7:} {FLAN} {12} {PARTY} {N/A} {FLESH ANEW} -- operates like FLRE, but affects [every] member of the party. -(Page 21)- {APAR} {15} {PARTY} {N/A} {APPORT ARCANE} -- teleports the party within a dungeon to any location that's not protected by a teleportation shield Also teleports the party between cities that are in the range of +1 to 6. Your party always arrives in the city's Adventurers' Guild. {FAFO} {18} {GROUP} {N/A} {FAR FOE} -- moves a group of foes 40 feet further away from your party, up to a maximum distance of 90 feet. {INSL} {12} {PARTY} {N/A} {ELIK'S INSTANT SLAYER} -- materializes a slayer that joins your party. What's a slayer? The name speaks for itself.. {Magician Spells} {Level 1:} {VOPL} {3} {CHAR} {COMBAT} {VORPAL PLATING} -- causes the weapon (or hands) of a party member to emit a magical field that inflicts 2 to 8 points of additional damage. {QUFI} {3} {CHAR} {N/A} {QUICK FIX} -- regenerates a character for precisely 8 hit points up to the character's maximum hit point level. {SCSI} {2} {PARTY} {N/A} {SCRY SITE} -- causes a dungeon or wilderness pathway to reveal the party's location. {Level 2:} {HOWA} {4} {1 FOE (10')} {N/A} {HOLY WATER} -- holy water sprays from the spellcaster's fingers, inflicting 6 to 24 points of damage on any foe of evil or supernatural origin. {MAGA} {5} {CHAR} {COMBAT} {MAGE GAUNTLETS} -- makes the hands (or weapon) of a party member more deadly by adding 4 to 16 points of damage to every wound it inflicts on a foe. {AREN} {5} {30'} {SHORT} {AREA ENCHANT} -- causes the dungeon walls within 30 feet (3 squares) of a stairway to call out if the party is headed toward the stairs. {Level 3:} {MYSH} {6} {PARTY} {MEDIUM} {YBARRA'S MYSTIC SHIELD} -- causes the air in front of the party to form an invisible shield that's as hard as metal and precedes the party as they move. {OGST} {6} {CHAR} {COMBAT} {OSCON'S OGRESTRENGTH} -- endows a specific party member with the strength of Elik's ogre for the duration of the battle. -(Page 23)- {STFL} {6} {GROUP (40') oo} {N/A} {STARFLARE} -- ignites the air around your enemies, scorching them for 10 to 40 damage points. {Level 4:} {SPTO} {8} {1 FOE (70')} {N/A} {SPECTRE TOUCH} -- drains a single enemy of 15 to 60 hit points; like a touch from death itself. {DRBR} {7} {GROUP (30') oo} {N/A} {DRAGON BREATH} -- lets the spellcaster breathe fire at a group of monsters, inflicting 11 to 44 points of damage on each monster. {Level 5:} {ANMA} {8} {PARTY} {COMBAT} {ANTI-MAGIC} -- causes the ground to absorb a portion of the spells cast at the party by monsters. Often allows the party to escape unharmed. This spell also aids in disbelieving illusions and shielding against magical fire such as Dragon Breath. {STTO} {8} {1 FOE (10')} {N/A} {STONE TOUCH} -- usually turns an enemy to stone (except those already made of stone), instantly killing the enemy. {Level 6:} {PHDO} {9} {1 WALL} {1 MOVE} {PHASE DOOR} -- turns almost any wall to air for exactly one move. {YMCA} {10} {PARTY} {INDEF} {YBARRA'S MYSTICAL COAT OF ARMOR} -- operates like YBARRA'S MYSTIC SHIELD, but lasts indefinitely. {Level 7:} {REST} {12} {PARTY} {N/A} {RESTORATION} -- regenerates the body of every party member to perfect condition; it even cures insanity or poisoning. {DEST} {14} {1 FOE (10') {N/A} {DEATHSTRIKE} -- very likely to instantly kill one selected enemy. {WZWA} {11} {PARTY} {N/A} {WIZARD WALL} -- creates a wall of force that travels with the party and absorbs many of the enemy's attacks. {SASP} {30} {PARTY} {N/A} {SAFETY SPELL} -- teleports your entire party to the Adventurers' Guild in Tangramayne, minus all gold. Use this spell only in dire emergencies because it is not 100% reliable. -(Page 24)- {Sorcerer Spells} {Level 1:} {MIJA} {3} {1 FOE (40') oo} {N/A} {MANGAR'S MIND JAB} -- casts a concentrated blast of energy at one opponent, inflicting 2 to 8 points of damage for each experience level of the spellcaster. {PHBL} {2} {PARTY} {COMBAT} {PHASE BLUR} -- causes the entire party to waver and blur in the sight of the enemy, rendering your party difficult to strike. {LOTR} {2} {30'} {SHORT} {LOCATE TRAPS} -- heightens the spellcaster's awareness in order to detect traps within 30' along the direction the spellcaster is facing. {Level 2:} {DISB} {4} {PARTY} {N/A} {DISBELIEVE} -- reveals the true nature of any attacking illusion, causing it to vanish. {WIWA} {5} {PARTY} {N/A} {WIND WARRIOR} -- creates the illusion of a battle-ready ninja among the ranks of your party. The illusionary ninja will fight until defeated or disbelieved. {FEAR} {4} {GROUP} {COMBAT} {WORD OF FEAR} -- an incantation that causes a group of enemies to quake in fear, thus reducing their ability to attack and inflict damage. {Level 3:} {WIOG} {6} {PARTY} {N/A} {WIND OGRE} -- similar to ELIK'S OGRE, but the WIOG is an illusion. {INVI} {6} {PARTY} {N/A} {KYLEARAN'S INVISIBILITY SPELL} -- an invocation that renders the entire party nearly invisible to the enemy. {SESI} {6} {30'} {MEDIUM} {SECOND SIGHT} -- heightens the awareness of the spellcaster in order to detect all manner of traps and tricks that lie directly ahead. {Level 4:} {CAEY} {7} {VIEW} {INDEF} {CAT EYES} -- endows the entire party with perfect night vision for an indefinite period of time. {WIDR} {12} {PARTY} {N/A} {WIND DRAGON} -- creates an illusionary red dragon to join the ranks of your party. {Level 5:} {DIIL} {8} {ALL FOES} {COMBAT} {DISRUPT ILLUSION} -- destroys any illusions among the ranks of the enemy and prevents new illusions from appearing. This spell also exposes any Dopplegangers within the party. -(Page 25)- {MIBL} {10} {ALL FOES (30') oo} {N/A} {MANGAR'S MIND BLADE} -- strikes every opposing group within range with an explosion of energy capable of inflicting 25 to 100 points of damage. {Level 6:} {WIGI} {13} {PARTY} {N/A} {WIND GIANT} -- creates an illusionary storm giant that joins and fights for your party. {SOSI} {11} {30'} {INDEF} {SORCERER SIGHT} -- operates like the SECOND SIGHT spell, but lasts indefinitely. {Level 7:} {WIMA} {14} {PARTY} {N/A} {WIND MAGE} -- creates an illusionary Archmage to join your party. {WIHE} {16} {PARTY} {N/A} {WIND HERO} -- creates an illusionary hero to join your party. {MAGM} {40} {ALL FOES (90')} {N/A} {MAGE MAELSTROM} -- assaults a group of spellcasters and may do one of the following: inflict 60 to 240 points of damage, turn them to stone, or kill them outright. However, because the maelstrom is illusionary in nature, a disbelieving monster can totally disarm it. {????} {100} {UNKNOWN} {UNKNOWN} {????} -- known only as "The Dreamspell," it is the subject of myth and speculation and no one actually knows this spell's code. Legend has it that this is a spell of such magnitude that it can actually rip the fabric of reality in half. {Wizard Spells} {Level 1:} {SUEL} {10} {PARTY} {N/A} {SUMMON ELEMENTAL} -- creates a fire-being from the raw elements of the universe to join and fight for your party. {FOFO} {11} {GROUP (10')} {N/A} {FANSKAR'S FORCE FOCUS} -- lands a cone of gravitational energy on a group of your foes, inflicting 25 to 100 points of damage. {Level 2:} {GATE} {12} {PARTY} {N/A} {GATE} -- bids a shadowy wraith to unwillingly join your party. {DEBA} {11} {1 FOE (30')} {N/A} {DEMON BANE} -- inflicts 100 to 400 points of damage on a single creature of evil or supernatural origin. -(Page 26)- {Level 3:} {FLCO} {14} {GROUP (30')} {N/A} {FLAME COLUMN} -- creates a cyclone of flame that lashes out and delivers 22 to 88 points of damage to a group of your foes. {DISP} {12} {CHAR} {N/A} {DISPOSSESS} -- returns a possessed party member to the normal state of consciousness. {Level 4:} {PRSU} {15} {PARTY} {N/A} {PRIME SUMMONING} -- forces a powerful undead creature to join and fight for your party. {ANDE} {14} {CHAR} {COMBAT} {ANIMATE DEAD} -- reanimates a dead character with living strength so he or she attacks enemies as if truly alive -- combat spell only. {Level 5:} {SPBI} {16} {1 FOE} {N/A} {BAYLOR'S SPELL BIND} -- if successful, this spell possesses the mind of an enemy and forces him to join and fight for your party. {SOWH} {13} {1 FOE (70')} {N/A} {STORAL'S SOUL WHIP} -- whips out a tendril of psionic (mind) power to strike a selected foe, inflicting 50 to 200 damage points. {Level 6:} {GRSU} {22} {PARTY} {N/A} {GREATER SUMMONING} -- operates like PRIME SUMMONING but causes a powerful [elemental] creature to appear and fight for the party. {BEDE} {18} {CHAR} {N/A} {BEYOND DEATH} -- restores life and one hit point to a deceased character. {Level 7:} {WIZW} {16} {GROUP (50')} {N/A} {WACUM'S WIZARD WAR} -- creates a pyrotechnical storm over a group of monsters, inflicting 50 to 200 damage points. {HERB} {25} {PARTY} {N/A} {SUMMON HERB} -- summons Herb to join your party. Herb is really busy, but he'll hang out with your party for a while if you need him. {Archmage Spells} {Level 1:} {HAFO} {15} {ALL FOES} {1 ROUND} {OSCON'S HALTFOE} -- if successful, this spell causes every attacking group to do nothing during the next round. {Level 2:} {MEME} {20} {GROUP} {N/A} {MELEE MEN} -- pulls an attacking group into melee range (10') regardless of how far they were when they began attacking. -(Page 27)- {Level 3:} {BASP} {28} {PARTY} {MISC.} {BATCHSPELL} -- performs the following multiple spells: GREATER REVELATION, YBARRA'S MYSTICAL COAT OF ARMOR, SORCERER SIGHT, MAJOR LEVITATION, and KIEL'S MAGIC COMPASS. {Level 4:} {CAMR} {26} {PARTY} {N/A} {CAMARADERIE} -- has a 50% chance of calming any or all monsters in your party that have turned hostile. {Level 5:} {NILA} {30} {GROUP (90')} {N/A} {FANSKAR'S NIGHT LANCE} -- launches a chilling missile against a group of foes, inflicting 100 to 400 damage points. {Level 5:} {HEAL} {50} {PARTY} {N/A} {HEAL ALL} -- a Beyond Death spell that resurrects every dead party member (including those turned to stone), and heals all wounds, paralysis, and insanity. {Level 6:} {BRKR} {60} {PARTY} {N/A} {THE BROTHERS KRINGLE} -- the brothers are always ready to help friends in trouble. Enough brothers appear to fill the empty slots in your party. {Level 7:} {MAMA} {80} {ALL FOES (90')} {N/A} {MANGAR'S MALLET} -- inflicts 200 to 800 bone-crushing damage points against every monster group you face. {Bard Songs} The Bard has seven tunes that he can sing one at a time while exploring or during combat. {1. The Archer's Tune:} Doubles the party's missile damage, and cuts the missile damage inflicted by a foe in half. Missile weapons are those weapons that are thrown or shot such as arrows, spears, and axes. {2. Spellsong:} Bonus to saving roll. This means the party is less likely to be damaged by magic and traps. {3. Sanctuary Score:} Lowers the Armor Class for all party members. {4. The Melee March:} Increases the party's hit points for extra protection and also increases the damage points inflicted on enemies. {5. Zanduvar Carack:} Protection from traps when played under normal conditions, but heals during combat. {6. Rhyme of Duotime:} Regenerates spell points at twice the normal speed when played under normal conditions, and provides extra attacks during combat. {7. The Watchwood Melody:} Creates Light. May work even in anti-magic zones. -(Page 28)- {Tips from the Adventurers' Guild: Magic} 1. Don't venture too far into dungeons without your maximum spell points. It's a good rule to leave a dungeon when you're down to one quarter of your maximum spell points. 2. Carefully manage your spell points. Don't use a magic light spell when a torch will work just as well. But don't be shy about using magic in combat. If you've got it, flaunt it...rock 'n' roll. 3. Locate traps. Second Sight and other sorcerer sight spells can identify traps within 30 feet (3 squares). The Trapzap spell disarms all traps within 30 feet. 4. Play a long-lasting Bard song right before entering a tavern -- it's like getting a free spell. 5. Try using a light spell or singing bard tune number 7 even in anti-magic zones. Though the spell won't last, it will provide a brief flash of light that may help you get your bearings. This trick occasionally works with ordinary torches and lanterns. 6. The screen flashes when your party is teleported. This is handy to know because many dungeon corridors look alike, and it's sometimes hard to tell when your party has been teleported to a new location. -(Page 28)- {ITEMS} The following items are found in Garth's Equipment Shoppe in unlimited quantities: {Torch} -- lights your way in dungeons. Not nearly as precious as spell points. {Lamp} -- longer duration than a torch, but more expensive too. {Broadsword} -- most damaging nonmagic sword. {Short Sword} -- a lighter sword that can be used by all mages. {Dagger} -- usable by all, but not too effective. {War Axe} -- a heavy, damaging weapon that can't be used by rogues or magic users. {Halbard} -- a combination battle axe and pike. The most damaging nonmagical weapon. {Staff} -- a short, heavy club. {Spear} -- a javelin-like weapon that must be thrown. {Buckler} -- a small round shield. {Tower Shield} -- a larger shield. {Leather Armor} -- the lightest armor. {Chain Mail} -- light, metal-mesh armor. Protects best against light weapons. {Scale Armor} -- stronger than chain mail and difficult to pierce. {Plate Armor} -- strongest nonmagical armor. {Robes} -- nice around the house but no protection in a dungeon. {Helm} -- head protection from all but the fiercest attack. {Leather Gloves} -- light protection for the hands. {Gauntlets} -- metal gloves. {Mandolin} -- the Bard's instrument of war... {Long Bow} -- used to launch arrows at your opponents. {Arrows} -- missile weapons that must be launched with the long bow. -(Page 29)- {Item Abbreviations} {FGN} -- the abbreviation for figurine; a magical statuette that can come to life. {MTHR} -- an abbreviation for Mithril, an elven metal with magical qualities. {ADMT} -- abbreviation for Adamant, another magical metal. {DMND} -- abbreviation for diamond; the hardest substance in this world or the Realm. {SGMT} -- a segment of the Destiny Wand. {Tips from the Adventurers' Guild: Items} 1. Generally, the more expensive an item is, the better it works. Just like in your own world. 2. There are no cursed or bad items, but some may be useless. 3. Don't be stingy. Buy the best equipment you can afford -- spend the whole bank roll. After all, if your party is well-equipped they'll get more gold from the monsters they defeat, and if your party is killed, the saved gold won't do you any good anyway. 4. Experiment with the items you find to determine their capabilities. Magic items are often the key to success, and remember, an item may be magical for only certain characters or classes, so trade the item between your characters. 5. Make sure that some characters have open space in their inventory, or your party won't be able to pick up new magical items in their travels. 6. Save your party to disk as soon as they capture a particularly interesting or powerful magic item. This way, even if disaster strikes, you'll still have the item. 7. The Sage can answer questions about the purpose behind some of the items you'll find in the higher level dungeons, but be prepared to pay a steep price. 8. Destiny Wand segments contain powerful magic. Each segment contains magic that creates its own specific effect. You will have to experiment with the segment to learn how to use the magic. 9. [The Destiny Knight] game disks and manual aren't protected by magic shields or quick fixes. Don't leave them where little monsters can eat them. 10. Here's a [final] clue that may (or may not) help you: -*(I am going to represent the arrows that are used with compass directions since the Apple doesn't have ascii up/down arrows. [N]orth is up, [S]outh is down, [E]ast is right, and [W]est is left.)*- 1. {SSSWNWWWWNEEEENWN} 2. {SSSWWWWWWNNWNEESSEENWNEEN} 3. {WSESSWWWWWWWWNNNNEEESSEEENN} 4. {WSWWNEN} 5. {SSSWWWWWNEEEENWWWWNEEEN} 6. {SSSWNNWSSWWWWNEEENNEN} 7. {SWWWWWWSSWWNNNEEEEEEN} Beyond the Bard's Tale, as was told, An epic great will now unfold And in the quest, before thy sight, A mortal man becomes the Knight. Of wounds this many can never die; His lips will never, voice the cry Which doomed another, ages gone Who now is trapped as evil's pawn. Of puissant might and matchless brawn The knight's fierce fate is plainly drawn Upon the tome of life, in fact And in this power lies the pact. So seek the wand, and face the snare Yet in no way can you prepare For Zanta's wrath and endless guile -- Now try the quest, friend...for a while. Equipment and Character Cheats Track $00 between Sector 1 thru Sector F are your Characters. There are two characters per track - sometimes 1 if you have saved a party. Then you will have 1 on a track. Character Cheats --------- ------ Atributes - For straight 18's (highest) goto bytes: $10-$14 or $90-$94 and put: 94 92 94 80. Experence - Goto bytes $18-$1F or $98-$9F and put the amount of xp you want. NOTE- You have to put each number in this sequence (for example: 9999999 xp - 09 09 09 09 09 09 09 remember: second # of the byte) Levels - Goto bytes $21 and $23 or $A1 and $A3. Bytes $23 and $A3 is what level you can be with the ammount of xp you have (I think). NOTE- for level changes you have to use the Hexadecimal number system. (ex. 1,2,3,4,5,6,7,8,9,0A,0B,0C,0E,0F,10,11, etc.) Gold - Goto bytes $28-$2F or $A8-$AF and change it as if you where changing your xp. Hit Pts - Goto bytes $31 or $B1 for hit points. Goto bytes $33 or $B3 for your condition. Spell Pts - Goto bytes $35 or $B5 for maximum spell points. Goto bytes $37 or $B7 for you condition of spell points. Spell Lvl - Goto bytes $40-$43 or $C0-$C3 for spell levels (The most you can have is 7 in each, so put 7 in each of the 4 bytes to get an Archmage....handy) Equipment Cheats --------- ------ Goto Bytes $51-$5F or $D1-$DF, the equipments are located at every odd byte. (for example: $51, $53, $55 etc..) X Item X Item X Item X Item ----------------|----------------|----------------|--------- ------- 00 Empty | 01 Torch | 02 Lamp | 03 Broadsword 04 Short Sword | 05 Dagger | 06 War Axe | 07 Halbard 08 Mace | 09 Staff | 0A Buckler | 0B Tower Shield 0C Leather Armor| 0D Chain Mail | 0E Scale Armor | 0F Plate Armor 10 Robes | 11 Helm | 12 Leather Glve| 13 Gauntlets 14 Mandolin | 15 Harp | 16 Flute | 17 Mthr Sword 18 Mthr Shield | 19 Mthr Chain | 1A Mthr Scale | 1B Samuari FGN 1C Bracers [6] | 1D Bard's Sword| 1E Fire Horn | 1F Light Wand 20 Mthr Dagger | 21 Mthr Helm | 22 Mthr Gloves | 23 Mthr Axe 24 Mthr Mace | 25 Mthr Plate | 26 Ogre FGN | 27 Lak's Lyre 28 Sheild Ring | 29 Dork Ring | 2A Fin's Flute | 2B Kael's Axe 2C Blood Axe | 2D Day Blade | 2E Shield Staff| 2F Elf Cloak 30 Hawk Blade | 31 Admt Sword | 32 Admt Shield | 33 Admt Dagger 34 Admt Helm | 35 Admt Gloves | 36 Admt Mace | 37 Broom 38 Pure Blade | 39 ExorWand | 3A Ali's Carpet| 3B Magic Mouth 3C Luck Shield | 3D Giant FGN | 3E Admt Chain | 3F Admt Scale 40 Admt Plate | 41 Bracers [4] | 42 Arc's Shield| 43 Pure Shield 44 Mage Staff | 45 War Staff | 46 Thief Dagger| 47 Soul Mace 48 Wither Staff | 49 Sorcerer Stf| 4A Sword of Pak| 4B Heal Harp 4C Galt's Flute | 4D Frost Horn | 4E Dmnd Sword | 4F Dmnd Shield 50 Dmnd Dagger | 51 Dmnd Helm | 52 Golem FGN | 53 Titan FGN 54 Conjurer Stf | 55 Arc's Hammer| 56 Staff of Lor| 57 Power Staff 58 MournBlade | 59 Dragon Shld | 5A Dmnd Plate | 5B War Gloves 5C Lore Helm | 5D Dragon Wand | 5E Kiel's Comp | 5F Speed Boots 60 Flame Horn | 61 Truth Drum | 62 Spirit Drum | 63 Pipes of Pan 64 Ring of Power| 65 Death Ring | 66 Ybarras Shld| 67 Spectre Mace 68 Dag Stone | 69 Arc's Eye | 6A Ogre Wand | 6B Spirit Helm 6C Dragon FGN | 6D Mage FGN | 6E Troll Ring | 6F Troll Staff 70 Onyx Key | 71 Crystal Swrd| 72 Stone Blade | 73 Travel Helm 74 Death Dagger | 75 Mongo FGN | 76 Lich FGN | 77 Eye 78 Master Key | 79 Wiz Wand | 7A SilverSquare| 7B Silver Circle 7C Silver Triang| 7D Thor FGN | 7E Old Man FGN | 7F Spectre Snare ---------------------------- FGN = Figurine, a magical statuette which can come to life. MTHR = Mithril, elven metal with magical qualities. ADMT = Adamant, another magical metal. DMND = Diamond, one of the hardest substances known to man or monster. Some of the best weapons/equipment I have found: 4D Frost Horn: Does about 30-50 pts damage to a group 5A Dmnd Plate: Drops Ac by 8 5B War Gloves: Drops Ac by 5 5C Lore Helm: Casts a Sorceror Sight spell; Drops Ac by 2 5D Dragon Wand: Does about 20-40 pts damage to a group 59 Dragon Shield: Does About 30-50 pts damage to a group; Drops Ac by 3 60 Flame Horn: Does about 80-120 dam to a group 63 Pipes of Pan: Casts Greater Revelation spell; Drops Ac by 2 64 Ring of Power: Does about 10-30 dam to all foes 66 Ybarra's Shield: Casts a Ybarra's Mystical Coat of Armor; Drops Ac by 3 70 Onyx Key: Used to get into Mangar's Tower (sells for 500000) 73 Travel Helm: Casts an Apport Arcane Spell; Drops Ac by 2 74 Death Dagger: Does 4-18 dam and always criticals (kills) 78 Master Key: Used to get into Kylearan's Tower 79 Wiz Wand: Summons A greater demon to fight with your party (helpful) 7D Thor FGN: Summons Thor to fight during combat (does 100-200 damage & critcals) 7E Old Man FGN: Summons an old man to fight with the party (sounds dumb, but he rips) 7F Spectre Snare: The most powerful weapon in this game... 1] Drops your AC by 8 2] Summons a Mage to fight with you 3] Does 20-30 dam & critical 4] Sells for 1000000 TOTAL SOLVE INTRODUCTION & SAYINGS HINTS: THE DARK DOMAIN, LEVEL 1 (Tangramayne): 1) "Turn back, adventurers - you are not the first and you won't be the last to attempt to save the princess!" 2) "Beware the creature that lies in the middle of the darkness." 3) "The princess lives..." 4) "In areas unpassable, seek entrance by Phase Door to learn the secret of the double doors..." 5) "Below you now, thrice count the floors, play the last for the double doors." LEVEL 2: 1) "One level down, Map wall and door, Look towards the corners, and read the four..." LEVEL 3: 1) "Seek the four cornered letters." 2) "Look at the spells of Sorcerous kind, who is the Master of Mind?" 3) "The answer to the double doors lies hidden above." 4) "Speak the word to PASS (hint hint) by:" LEVEL 4: Hints (you need the winged creature; play the Watchwood Melody). ------------------------------------------------------------------------ THE TOMBS, LEVEL 1: 1) "The snare of death spins right in whole," 2) "As fire-ones feast on the deadman's soul," 3) "Yet savage words can cut the rock," 4) "And feathes split the headman's block." 5) "After the toxic one, check yourself for something that appears common (like a Torch!?)." 6) "Things change unnoticed, but not always for the better." LEVEL 2: 1) "The test of time has laid to waste the power of the true wand. Only the one can save it, at the cost of risking his old self!" 2) "The great T had, at the end of things, to beg, with a kind word." 3) "He was told to burn, and in that paradox knew a multitude of solutions." 4) "The great one knew success at all points. Defeat was never etched on his destiny." 5) "Trachaem's task was always reversed. This is the paradox." 6) "The strange mage wants two words: What Tracheam did, an answer to the paradox, and what word he said at the end of things." LEVEL 3: 1) "Age before all others when the time is short. For the last must be the first." 2) "The won flame in ancient grip, Might cause the cloudy one to slip" 3) "A party of sick people may escape where the healthy fail..." 4) "The staff of old, once lost, once sold, Name it to he of purest gold (OLD, that is...)." 5) "And the old shall lead the way." 6) "The name if it is the staff of..." 7) "Correct. I will say this then. Go to the sage in the wilderness and ask him of Fanskar. He will charge you a price, but the information will be valuable." 8) "Your time draws to a close, mortals. Show the answer to me or die..." 9) "Very impressive; your way lies clear for the time being. But, my time will come." ------------------------------------------------------------------------ FANSKAR'S CASTLE - LEVEL 1: 1) "Ask the wise of Dargoth." 2) "Far right and left is hazardous, when time runs short, yet in the four corners is knowledge." 3) "The white shall lie, and this knowledge reflects your only answer" 4) "Welcome mortals, to the second snare. Chose one of three doors, but only one leads to the segment. The other two bring instant death." 5) "The black, cloaked one speaks the truth." 6) "The door on the right leads to safety." (actually...) ------------------------------------------------------------------------ DARGOTH'S TOWER, LEVEL 1: 1) "Seek the Zen Master." 2) "What truly counts is rarely said." 3) "Ask the wize of the Maze of Dread." 4) "Answer this, foolish ones. Is it better to burn away or fade away?" (what will happen to sinners...hehe) 5) "Frequency is the Ultimate Key." LEVEL 2: 1) "The Sword of Zar can only be drawn by one who has faced the battletest." 2) "In darkest calm, he stalks the men." 3) "Who seek the wand, And read the ten, His cry is called, by none know when." 4) "The death snare is not on the first three levels of the tower." LEVEL 3: 1) Three words of wisdom must be found, or else stay closer to the ground. 2) "From the first take the last, fifth from the second, and eighth from the third." 3) "The law of the wise is a fountain of life, to depart from the snares of death. 4) "The first says hell, the second dwell, the third wisdom it will tell." 5) "The sorrows of hell compassed me about; the snares of death prevented me." 6) "In the lands within, and the traps between, what was secret once- now cannot be seen!" 7) "For as a snare shall it come on all them that dwell on earth." 8) "Speak the three in sequence..." LEVEL 4: 1) "Not everything has two sides. Take care, friends..." 2) "And this, the first, it quencheth thirst." 3) "And number two is never true." 4) "For three you see, cannot be free." 5) "To give him four, he'll not be poor." 6) "First five here, next five above. The fifth, of course, cannot be love." LEVEL 5: 1) "Number nine like his favorite wine." 2) "Six, we know, will try to crow." 3) "For seven and eight reverse tiny and late." 4) "The last, you see, is number ten; they cannot be called manly men. 5) "Speak the ten in sequence and find the death snare." 6) "Welcome, foolish mortals; Time runs short, so be swift." 7) "The room maze leads to salvation." 8) "Without pain can come no success." 9) "Words of wisdom are of great value. Hearing them three, or even five times can truly give them worth." 10) "The secret is hidden in the Dreamspell." (ZZGO) 11) "The snare of death can be beaten by the mage." 12) "Turn right at the joke, then right, then ahead, then left twice, ahead twice, right and left." 13) "Drop all your items or you are lost." 14) "Cry HAVOK, and let slip the dogs of war." 15) "Kill off all your spellcasters, and you'll be saved." 16) "Give me your battlecry, or die!" 17) "Look at the wall." 18) "Thou has bested me again, oh meagre ones; But I await thy coming, shoulds't thou live that long!". ------------------------------------------------------------------------ MAZE OF DREAD, LEVEL 1: 1) "As yellow as the great ones bellow." 2) "Not white while you can stand and fight." 3) "As black as coalfoot's longest track." 4) "Try green, the one who lies unseen." 5) "Twas blue, the one that never knew." 6) "Yes brown, as was the mighty crown." LEVEL 2: 1) "Ask him of Oscon, he who knows may things." 2) "Seek the Zen Master, friends!" 3) "The riddler seeks a word, but he'll only understand it backward." 4) "Time is short in the snare - take care!" 5) "The Graphnar Lord is Magic proof." 6) "The riddler's clue lies hidden on the entry level." 7) "Blue, red, green, brown, black, yellow, Colors cast in an artists pot, name the false while canst be caught." LEVEL 3: 1) "Greetings again, ye potential corpses! Even as you listen to me, your time grows short." 2) "I am the master Alchemist. Take my gift, and leave me be." 3) "Say to me the value of rote actions." 4) "Though seeming of little value, repetetiveness is definitely endurable." 5) "Once again thou has defeated my snare! And yet, you see, you're but half-way there!" OSCONS FORTRESS, LEVEL 1: 1) "The fortress of Oscon challenges all who braves its chambers. But its tripwires are treacherous; if you should hit one, and the message TRIPWIRE! appears...You have but scant moments to continue through the passagway you are in, or you will die. Turning back at that point will insure your deaths; you must head forward." 2) "In cavers deep, in Pits of FIRE, the agron creep, and do conspire" 3) "Sword of SILENCE, Axe of hate, Death arrow's path, Is straight." 4) "Of battles fought, in the land of KRILL, sing bards without, a ghostly will." 5) "Seek the Zen Master, whose might was caught by Zanta's men." 6) "The Zen Master cometh..." LEVEL 2: 1) "Only four men can solve the snare above." 2) "Bond them into the last ones name." 3) "To leave and rise, the seek 6 lies, first the three west, then the three east, from north to south, to be released." 4) "D";"A";"R";"V";"A";"K" 5) "Give me the name of the last destroyer." (hint ^^^) LEVEL 3: 1) "TRIPWIRE!" 2) "Say the word to ascend." (STILL?) 3) "The Zen Master needs no instruction." 4) "Say it to ascend." (no, not IT!) LEVEL 4: 1) "Mages beware; Oscon allows none to glory..." 2) "To wrap, to cut, and even smash, I think you'll find this snare a bash." 3) "Ask the wise of the Grey Crypt." 4) "Once again I greet you, oh ye soon to die; You are within the death snare, and must seek the solution before you are totally lost." 5) "Name the three, east, south, and west, to gain exit when needed." 6) "Hear from he who knoweth best. East always bested west." 7) "Not yet, mortals, until the three of paradox fill the top of your ranks, ye must not return." 8) "Exit, turn right, walk two, turn left, walk two, turn to see sissor." 9) "That which flame can defeat can win over the one which leads to life. Your travels converge on this or death." (ROCK?) ------------------------------------------------------------------------ THE GREY CRYPT, LEVEL 1: 1) "Hear this, mortals: the sphynx asks a riddle with two answers, one which allows release, and one which brings you closer to the snare!" 2) "In the days of wisdom's early reign, past years of fire, wrath and pain, a passage down you've yet to gain." 3) "Ask the wise of Destiny Stone." 4) "Two answers here I will accept; each is a creture of the crypt. Name it." (Wize One = down, Death Swords = stairway) LEVEL 2: 1) "Be not bereft, first try the lower left." 2) "Past the tomb lies the true snare." 3) "The snare is a calculated sequence; learn it quickly or perish." 4) "A central annoyance is fixable." 5) "Wherein wisdom lies, as the clock ticks, doorways to success can be uncovered." 6) "The tomb of the Vampire Dragon. Adventurers beware!" 7) "Prepare for your death, oh mortal fools. The sixth snare will beat you, and few are those who have ever solved its twisted pattern..." 8) "With that I think I'll see you 'round." 9) "The game thrice you must commit, and now I'll see you in a bit.!" 10) "Your skill is surprising, if not incredible, and yet the great- est snare lies ahead, and after that...me." ------------------------------------------------------------------------ THE DESTINY STONE, LEVEL 1: 1) "Hear the sphere, speak the truth, the plan is near, though quite uncouth." 2) "Seek the Narn Temple. He who appraoches the alter may restore that which was broken." 3) "It's a one way road to the final snare. Continue at your own risk." 4) "Okay scumbags, tell me what the plan is, or you're going nowhere." (NEAR?) 5) "To call the Dreamspell, say ZZGO." 6) "Late were we for the battle's crest, yet on the bronze shield we were blessed." LEVEL 2: (Hints: fight the statue of the men, then leave the room by the east) LEVEL 3: 1) "Once again, foolish ones, you have sprung the snare. This one will beat you, though. The clock is running..." 2) "There is nothing here to be seen...yet." 3) "Only he, of which we sing, can in good faith make use of the ring" 4) "Of old portent the song will read: name the hands which did the deed." (STORM FISTS?) 5) "A tale to tell of ages gone, which Bards once sang in deep despair, of he who fought the evil one, and cast his fate within the snare. Past shuttered door and fractured glass, the dark one called into the GALE, within the black and shadowed mass, the face of bold began to pale. As STORM FISTS scored his broken back, and steel whirled in his bloody hand, the bold one screamed and then alack, his sword became as brittle as sand. The one of pure and solid creed, was gone and bent to evil's task. Until by good he shall be freed, his name is all I truly ask?" (ZEN MASTER...duh.) 6) "The ancient scribe had said it all: name to where went evil's call." (GALE?) 7) "He's but a corpse, without a past, until you call his name... Arkast." 8) "The one of whom is great in fame, restore to him his proper name.) 9) "Curses, I'll see you soon foolish ones. Seek me at the hut of the Sage and meet your doom!" Bards Tale // City Maps and Overland #1: Tangramayne #2: Ephesus #3:Philippi *******H******** **** J********** **************** G * * * A * * * * * * ***** *****G * * * * **** * * H * * G * * * * * * * ** H** D * * * * I * **F** * * **J ** * * * * * **I**** * * * * * * * * * * **B* * * *** *H* G ** H * * * * ** C * * * * G** *** *G* * * * **** * A * ** * H * E * ***** * * **G * D * G * * * * *I * * * * **H *E* * *** ** **** * * * * B * ** * * * * * ** * * * * ** * *** C * * * * * * * * * **** *C* H** * I* * * * * *** ** D * I I ** * ** * * *** **F** * * * * * ** ** * * * A B * * * ****G ****** * * *F* ** ** *** H * E * * * *** * *H* G * J * * * ********H******* **************** ******* ******** #4: Colosse #5: Corinth #6:Thessalonica **************** **************** **************** * * * * * * *I * J* ** H * ** * I * * E * * * E G * * * E * * * * * ** *** *** * * D * * * G B* *I G*** **** H * ** ***** ***I * * **F** * * * * ** * ** * * * * * ** **** I***** * H * * * * * * * * ****** ** * * * * * * * G * * *I **** A*** * * A H * * * * * I *** * * G * I * * * * G C* G*** ****** *** * * * * * * * * *H***** ** J** C * * * * G * * *I *B**** I** * * * * * * * * * D***J* * * * * B H H * * A * * * * G * ** * * * ** ** * C * * * * I * * H * **************** ****** ********* *************H** ^ N Key for Towns: Key for Overland *=Empty building *=Tree A=Guild A=Empty house B=Weapons shop 0=Sage's hut C=Roscoe's Energy Emporium 1=Tangramayne D=Review Board 2=Ephesus E=Dungeon 3=Philippi F=Barred Gate 4=Colosse G=Temple 5=Corinth H=Pub 6=Thessalonica I=Casino 7=A Dungeon J=Bank 8=A Temple 9=Stone Mans house %=A Crypt 3322222222221111111111 10987654321098765432109876543210 47 * * * * * 46 * * * * * 45 * * * A * 44 A* * * * * * 43 * * * * 42* * * * * 41* #2# * * 40 * ### * A * 39 * * * ### * 38 ** * * * * 37 * ** * * * * * 36 A * * * * * 35 * * * 34 * * * 33 * * ### * 32 * * ** * * 4## * * 31 * *%* * *** ### * * 30 ** * * * * 29* * ** **** * 28** * ***** * ** *** 27 * A * * * 26 *** * 7 ** * * A 25* **** * ** ** 24* ### * *** ***** * * 23 1## ****** * * 22 ### * * ** * * 21 ** * 20 * * ** * *** 19* * ** * **9** * 18 * ** * * 17 ** * * * * * * 16 A ###* * * 15 * * * ### * ** * 14* * ** **#3# * * 13* ** ** * 12 ** * ** * ** * 11 * * * * 10 * * A *** * * 9* *** ** * A** * 8******** * * * ### *** * 7 *###* * * * *##6 * 6 ### * ** ### * 5* #5# * * ** ** * * * 4* * * * * * 3** * ** * * ** * 2***** *8 * * * * 1 * ** * ** ** 0 * * * * * * 0 With the characters that come with the disk of Bard's Tale 2 char., you should be able to win. These are not cheat characters, and are quite powerful. Follow the directions - You should have some playing experience. ------------------------------------------------------------------------ THE CITIES: In each city (6 of 'em), there are these things in them: 1) Bank, 2) Casino, 3) Dungeon, 4) Energy Emporium, 5) Guild, 6) Pub or Tavern, 7) Review Board, 8) Garth's Items (Shoppe), and 9) Temple. They are all easy to find so you don't need to worry about the locations of the places. Besides, you can always teleport to Tangramayne. NOTE: Not all cities have dungeons in them. ------------------------------------------------------------------------ THE TOMBS: (the starter dungeon is not nesessary) The tombs are located in the heart of Ephesesus, in a temple. Teleport there using ZZGO, and go to 1. Here are the directions to get Segment #1: Face north (first cast BASP, and get the compass pointing north). N, N, N, N, N, N, N, N, N, N, N, N, E, E, S, S, S, E, E, E, E, E, E, E, E, E, E, E, E, E, N, W, W, W, W, W, W, N, N, E, E, E -teleports- E, N, N, N, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, S, S, S, S, S, E, E, E, E, E, S, S, S, W, W, W, W, W, S, S, W, W, W, W, W, W, W, N, W, S, S, E, E, S, S, E, E, S, W -teleports- E, N, N, N, E, E, E, S -teleports- . Now you are on the next level. Face south. S, S, S, S, E, S, E, N, E, E, E, E, E, N, E, E, N, E, N, E, N, W, 'Y' . Now you are on the next level (don't worry about all of the other info & Masterkey, etc. Characters got them for you!) (LVL 3): Face south. S, S, S, S, E, E, E, E, E, N, N, E, E, S, S, S, S, S, S, S, S, S, S, E, N, N, N, N, N, N, N, N, N, N, E, S, S, S, S, S, S, S, S, S, S, E, N, N, N, N, N, N, N, N, N, N, N, E, S, S, S, S, S, S, S, S, S, S -teleports- Now you are in snare #1. A cloudy face is to the north of you. Go there once you finish the simple puzzle, and he'll open a door for you to get the Destiny Wand (Segment #1). Face east. E, E, E, E, E, E, S, E, S, Fight the toxic one to get the torch!. N, N, N, N, Allow old man to join. [N]ew order, so that the old man is in the #0 slot; give him the torch. Now go far west and let all drink from the poison pool. Then go back to the cloudy one. He'll teleport you to a room. Go east, and there is the first sgmnt! Do an APAR and teleport out (even a bad player could make his way out) Once out, teleport to Tangramayne. (APAR +1). FANSKAR'S CASTLE - SEGMENT 2 ------------------------------------------------------------------------ Face North. This is going to be easy...; N, N, N, N, N, N, N, N, N, N, N, N, N, N, E, E, E, E, N, W, W, W, W, N, N, N, N, N, N, E, E, E, E, S, W, W, S, S, S, S, E, E, N, -teleports-, S, W, W, N, E, N, E, N, N, N, N, E, S, S, S, S, S, E, E, N, E, E, S, E, E, S, E, E, E, N, N, N, N, N, N, E, S, S, S, S, S, S, E, E, E, N, N, W, W, N, N, N, N, E, fight Fanskar himself..., E, -teleports-, SNARE #2: N, E, E, -teleports-, W, W, get SEGMENT #2! Now you can either teleport out using an APAR, or ZZGO to +1, answering 'YES', and casting an APAR +1 to get to the guild in Tangramayne. DARGOTH'S TOWER - SEGMENT 3 ------------------------------------------------------------------------ Dargoth's Tower is located in Philippi. But, an easier way to get in the dungeon is to cast ZZGO, and goto 3. This'll take you to his tower. Facing north, go: N, N, N, E, E, E, E, E, E - teleports - face South; S, S, S, S, S, S, E, E, E, E, E, E, N, E, E, E, E, N, N, N, N, Answer 'BURN AWAY'; S, S, S, S, W, W, W, W, S, E, E, E, E, E, -teleports- face West. W, W, W, W, W, N, E, E, E, E, N, N, N, N, W, W, W, S, S, S, E, E, N, N, W, take stairs going up. LEVEL 2: Careful. This will be hard...; Face West. W, W, W, W, W, W, S, W, W, W, W, W, W, W, W, W, W, W, W, S, S, S, S, S, E, S, E, S, S, E, N, E, S, S, W, S, E, S, E, N, N, E, N, N, E, E, S, S, E, S, E, S, S, E, N, E, E, S, -teleports, W, W, W, W, W, W, W, -teleports-, E, E, E, N, E, E, E, E, N, W, take stairs going up. LEVEL 3: S, S, W, W, W, S, S, S, W, N, N, N, W, S, S, S, W, N, N, N, W, S, S, S, W, N, N, N, W, S, S, S, S, E, S, W, W, W, W, W, S, S, S, E, S, S, S, S, S, E, E, E, N, W, W, say : "EARTH", then "COMPASSED", then "FOUNTAIN". Then cast BASP, then E, N, W, N, N, and go up the portal (either by 'E' or 'W' - you should know). LEVEL 4: W, W, N, E, E, E, E, E, E, E, E, E, E, N, W, W, W, W, W, W, W, W, W, W, N, N, E, N, E, E, S, E, N, E, N, E, S, E, E, E, N, E, E, S, S, S, E, E, E, E, E, E, E, E, E, N, N, W, E, N, N, N, N, W, and take the stairs going up. LEVEL 5: S, S, E, E, S, W, W, W, W, W, W, N, N, N, N, N, E, E, E, E, E, E, E, E, E, E, E, S, S, S, E, S, W, S, E, E, E, S, S, S, W, S, E, E, E, E, say "WATER", then "LIE", "SLAVE", "GOLD", "HATE", "ROOSTER", "LARGE", "EARLY", "BARD", "WOMEN" -teleports-; S, S, E, E, S, W, W, S, E, E, S, (and be sure that EVERYONE in your party has a space open to get an item), E, say "HAVOK", N, -teleports-, W, N, W, W, S, W... THE THIRD SEGMENT! Now cast a ZZGO to teleport to +1, and say 'YES', and yer outside of Ephesus. Now cast an APAR +1, and you'll be back in the inn! MAZE OF DREAD - SEGMENT 4 ------------------------------------------------------------------------ To get to the Maze of Dread, simply cast a ZZGO (which is the Dream- Spell; I decided to tell you about it now because it is a very handy spell. What it does is this - If you are not in battle, and you cast it, it will say "1-7:", 1 standing for the Tombs in Ephesus for the first Segment, 2 for Fanskar's Castle, 3 for Dargoth's Tower, 4 for Maze of Dread, 5 for Oscon's Fortress, 6 for The Grey Crypt, and 7 for the final dungeon in Corinth, Destiny Stone. If you are in a battle, it does several things...1) Lowers Armour Class (very much!), 2) Casts a Heal spell (ressurects all members to full hit points), 3) Lets you hit at least twice as many times, and 4) Casts a Mangar's Mallet, which infilcts (on an average) 500 hit points on EVERY monster you face, even those that are at 90' away. Quite nice overall, don't ya' think?). Now...This is where you go: LEVEL 1: N, N, W, W, S, E, push "3" to go down to the third level (this contraption is just an elevator). The Sword of Zar is on the second level, but my characters already have it... LEVEL 3: exit the room w/ the elevator, and face West; W, W, W, W, W, W, W, W, W, S, S, S, S, S, W, S, S, S, S, W, S, S, W, W, W, W, W, S, S, S, E, E, S, S, S, E, E, E, E, E, E, E, N, N, N, N, N, N, N, E, E, E, E, E, S, E, S, S, S, S, E, N, N, N, N, N, E, S, S, S, S, S, S, W, W, W, W, SNARE #4!; N, N, N, N, N, W, W, W, W, S, S, S, S, S, S, E, E, E, E, E, E, E, E, E, N, N, N, N, N, N, W, W, W, get vial and equip for player #0; E, E, E, S, S, S, S, S, S, W, W, W, W, W, W, W, W, W, N, N, N, N, N, N, E, E, E, E, E, S, E, E, E, S, S, S, W, say "ENDURABLE", E, N, N, N, W, W, W, S, E, E, -teleports-, here's the 4th SEGMENT! From here, simply cast a ZZGO, goto +1, say "Y" to go up the stair, and you find yourself in Ephesus, and then you simply cast an APAR +1 to get to the guild in Tangramayne to Heal, Drink, etc etc... OSCON'S FORTRESS - SEGMENT 5 ------------------------------------------------------------------------ Before you go, have three slots open in your party. Cast ZZGO +5. Or, simply go to Corinth, and locate it behind a gate. You need the Item of K, which you get when (before) you go to the statue and declare his name (which is Kazdek), and then he gives you the item you need to enter Oscon's Fortress. LEVEL 1: N, N, N, N, N, N, N, N, N, N, N, N, N, N, N, N, N, N, -teleports-, S, E, N, -teleports-, S, S, S, S, W, W, W, N, N, W, N, N, N, N, E, E, E, E, E, S, S, S, E, S, S, S, W, -teleports, E, N, N, N, W, N, N, W, N, N, W, W, N, W, W, W, W, W, W, W, W, W, S, S, W, N, say "FIRE", "KRILL", "SILENCE", S, W, W, N, N, -teleports-, S, S, S, E, S, S, E, E, E, N, W, N, N, E, E, E, S, S, E, S, S, E, E, and take these stairs going up to the nex level of the tower. LEVEL 2: N, N, N, N, N, N, N, N, N, N, N, N, E, N, N, E, E, N, N, N, N, N, N, N, E, N, N, N, W, W, N, N, E, E, N, N, N, W, N, E, E, N, E, E, E, E, S, E, N, E, S, answer his question with "DERVAK", N, W, S, W, W, N, W, W, W, W, S, W, S, E, S, S, S, W, W, S, S, E, E, S, S, S, W, W, W, W, W, W, W, N, N, N, N, N, N, N, W, W, W, W, W, W, W, N, N, N, and take these stairs going up to the next level. LEVEL 3: S, S, S, S, S, S, S, S, S, S, S, S, S, S, S, S, S, S, S, S, S, E, E, E, E, E, E, E, E, E, E, N, N, E, S, E, E, N, N, E, S, S, S, E, E, E, E, E, E, E, N, N, N, N, N, N, N, N, N, N, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, N, N, E, say "STILL", W, N, E, E, E, E, E, E, E, E, E, E, E, N, W, W, W, W, W, N, W, W, S, W, W, N, W, S, S, W, and take the stairs to the next level. LEVEL 4: W, W, S, S, S, S, S, S, S, S, S, S, S, S, S, S, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, N, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, N, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, N, E, E, E, N, N, E, E, S, E, E, N, E, S, S, E, E, N, N, E, E, E, S, E, E, N, N, E, E, S, S, S, E, E, E, N, N, and fight Oscon himself.......Have fun...Haha...; S, S, W, W, W, N, N, N, W, W, S, S, W, W, N, W, W, W, S, S, W, W, N, N, W, S, W, W, N, W, W, S, S, W, W, W, S, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, S, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, S, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, N, N, N, N, N, N, N, N, N, N, N, N, N, N, N, N, N, N, N, N, N, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, S, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, S, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, S, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, S, S, S, S, S, S, S, S, S, S, W, W, W, W, W, W, W, W, W, W, W, W, W, W, N, E, E, E, E, -teleports-, SNARE #5! S, S, S, say "ROCK" and let it join in the #0 slot. N, E, E, N, N, E, say "SCISSOR", and let it join; W, N, N, W, W, W, W, S, S, W, say "PAPER", and let it join; E, N, N, E, E, N, say "ROCK", S, E, E, S, S, S, S, W, W, S, S, and get the FIFTH SEGMENT Now simply teleport out (if you can, if not, simply retrace your steps. Cast a ZZGO +1 to Ephesus, and say "Y", then APAR +1. THE GREY CRYPT - SEGMENT 6 ------------------------------------------------------------------------ To get to the Grey Crypt simply cast a ZZGO +6. LEVEL 1: N, E, N, E, S, E, E, N, N, E, E, E, E, S, S, E, E, E, E, E, S, E, E, N, N, N, E, E, S, S, E, E, E, N, N, N, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, N, -teleports-, E, E, E, E, E, E, E, E, N, N, N, E, E, E, N, N, E, S, S, E, E, E, E, N, E, S, S, E, -teleports-, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, S, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, S, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, S, E, E, E, E, E, E, E, E, S, W, W, W, W, W, W, W, W, W, W, say "WIZE ONE", E, E, E, E, E, E, E, E, E, E, E, E, E, S, S, W, W, W, W, W, W, W, W, W, W, W, -teleports-, E, E, E, E, E, E, E, E, N, N, W, W, W, N, W, W, W, W, S, W, N, W, N, N, W, W, and take the stairs goin' down. LEVEL 2: W, N, W, W, W, W, S, S, W, S, S, S, W, S, S, W, S, W, W, W, W, W, S, W, S, S, S, S, S, S, S, S, W, W, W, W, S, W, N, N, W, W, N, N, fight Dragon, W, N, -teleports-. SNARE #6! S, S, S, E, S, S, S, S, S, E, W, N, N, N, N, E, E, S, S, N, N, W, W, S, W, N, blue robed mage (you are now going to do something seemingly pointless - it is not; you have to follow the pattern three times to get the next Segment...), S, E, N, E, E, E, E, N, N, W, W, E, E, S, S, E, E, E, E, N, E, S, grey robed mage, N, W, S, W, W, W, W, S, S, E, E, W, W, N, N, W, W, W, W, S, W, N, blue robed mage, S, E, N, E, E, E, E, E, E, N, N, S, S, E, E, N, E, S, gray robed mage (1nce), N, W, S, W, W, W, W, W, W, S, S, N, N, W, W, S, W, N, blue robed mage, S, E, N, E, E, E, E, N, N, W, W, E, E, S, S, E, E, E, E, N, E, S, gray robed mage, N, E, S, W, W, W, W, S, S, E, E, W, W, N, N, W, W, W, W, S, W, N, blue robed mage, S, E, N, E, E, E, E, E, E, N, N, N, S, S, E, E, N, E, S, gray robed mage (2wice), N, W, S, W, W, W, W, W, W, S, S, N, N, W, W, S, W, N, blue robed mage, S, E, N, E, E, E, E, N, N, W, W, E, E, S, S, E, E, E, E, N, E, S, gray robed mage, N, E, S, W, W, W, W, S, S, E, E, W, W, N, N, W, W, W, W, S, W, N, blue robed mage, S, E, N, E, E, E, E, E, E, N, N, ...and you get the next Segment (#6!). It'll teleport you to the entrance, or you can retrace er steps from level 1. DESTINY STONE - SEGMENT 7 ------------------------------------------------------------------------ Finally you have made it to the last Segment! Good job! To get to the Destiny Stone, cast ZZGO +7, and you'll appear there... LEVEL 1: N, N, N, E, E, N, N, W, N, N, E, E, N, E, E, E, E, N, N, N, N, N, N, W, W, W, N, N, N, N, E, E, N, N, -teleports-, S, S, S, W, W, N, N, N, N, E, E, E, E, E, E, E, E, E, E, E, E, E, S, S, S, S, S, S, S, W, W, W, W, W, W, W, W, W, W, W, N, N, W, W, say "NEAR", -teleports-, E, E, E, E, E, E, E, E, E, E, E, E, E, S, S, S, S, W, W, W, (here you lear about the Dreamspell, ZZGO), E, E, E, S, S, S, S, S, S, W, W, W, W, and take the stairs going down... LEVEL 2: N, E, "[E]xamine" statue of man; once killed, don't examine again; S, E, -teleports-, to the next level... LEVEL 3: S, S, S, S, S, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, E, S, E, -teleports- to SNARE #7! But, I have decided NOT to tell you how to win this part. But, I'll give you some clues (you want to be able to say that you won PART of it!); 1) The ring is called "GALE". 2) You need the Zen Master. 3) Use the arrows that are in the docs to win - From the points where you say "STORM FISTS", and travel to the door to the southwest (right-bottom cross door, if yer mapping), you use each set of arrows, and then go and say "STORM FISTS", and then use the next pair, etc..."The one of whom has great fame..." = "ARKAST"....Have fun. ---------------- Now...Once you have the final Segment, you simply go to the Sages hut, and there Lagoth Zanta will be. Now, if yer using your own characters you'll reforge the Destiny Wand first by going to the Temple of Narn, and letting an Archmage w/ all the segments go up to it..He will become...THE DESTINY KNIGHT! (i.e. Revvo, Heemer). A Destiny Knight is an Archmage, whose AC is -1 instead of the norm +7 for a magicuser. He hits nine times w/ the Sword Of Zar for 900 or so damage (at 20th lvl), and he can draw the Sword because on the second level of Dargoth Tower, he faught all seven of the statues (i.e. the battletest). Also a Destiny Knight can't be killed..He can take damage, but he can not be killed by conventional means. Also, no matter WHERE he/she is, he/she will always regain one hit point and one majic point/round! So, you see, it is IMPORTANT to get one. If you take a pair of characters other then my own, be careful.