_  __   _  _         _ _     _      _           _           
  __| |/ /_ | || |     __| (_)___| | __ (_)_ __   __| | _____  __
 / _` | '_ \| || |_   / _` | / __| |/ / | | '_ \ / _` |/ _ \ \/ /
| (_| | (_) |__   _| | (_| | \__ \   <  | | | | | (_| |  __/>  < 
 \__,_|\___/   |_|    \__,_|_|___/_|\_\ |_|_| |_|\__,_|\___/_/\_\
                                                                 
            

THE BARD'S TALE

FILE INFORMATION

FILENAME(S): THE BARD'S TALE

FILE TYPE(S): SEQ

FILE SIZE: 20.8K

FIRST SEEN: 2025-12-02 02:00:40

APPEARS ON: 1 disk(s)

FILE HASH

99b673ea6e45013b3eb6c3667b4a4e30f0d210f71ffd1b900036ac9783740c85

FOUND ON DISKS (1 DISKS)

DISK TITLE FILENAME FILE TYPE COLLECTION TRACK SECTOR ACTIONS
DISK SIDE A THE BARD'S TALE SEQ marcus 26 1 DOWNLOAD FILE

FILE CONTENT & ANALYSIS

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000052D0: 4E 47 53 20 49 4E 20 41  20 4D 41 5A 45 2C 20 52  |NGS IN A MAZE, R|
000052E0: 45 4D 45 4D 42 45 52 20  54 48 41 54 20 45 41 43  |EMEMBER THAT EAC|
000052F0: 48 20 0D 53 55 43 43 45  45 44 49 4E 47 20 4C 45  |H .SUCCEEDING LE|
00005300: 56 45 4C 20 47 4F 45 53  20 D5 D0 20 49 4E 20 41  |VEL GOES .. IN A|
00005310: 20 54 4F 57 45 52 20 4F  52 20 43 41 53 54 4C 45  | TOWER OR CASTLE|
00005320: 20 41 4E 44 20 C4 CF D7  CE 20 49 4E 20 41 20 44  | AND .... IN A D|
00005330: 55 4E 47 45 4F 4E 2E 0D  0D                       |UNGEON...       |
                             THE BARD'S 
TALE.                -------------------
--------------------                    
                                        
                                        
.                                       
                             . THE BARD'
S TALE IS A FANTASY ROLE-PLAYING GAME. F
IRST IN A SERIES OF TALES .OF THE UNKNOW
N, THIS ONE IS SET IN THE CITY OF SKARA 
BRAE.. . LIKE OTHER FANTASY ROLE-PLAYING
 GAMES, THERE ARE THREE OBJECTIVES YOU W
ILL .BE TRYING TO ACCOMPLISH. HOW YOU DO
 THIS IS UP TO YOU.... . YOUR MOST IMPOR
TANT GOAL IS TO COMPLETE THE QUEST BUILT
 INTO THE GAME. IN .THE BARD'S TALE THE 
CITY OF SKARA BRAE IS THREATENED BY AN E
VIL MAGE CALLED .MANGAR. YOU MUST FIND M
ANGAR AND "PERSUADE" HIM TO RELEASE THE 
.ONCE-HARMONIOUS CITY FROM HIS EVIL CONT
ROL.. . BUT MANGAR IS PROTECTED BY LAYER
S OF OBSTACLES, MAZES, AND THE EVIL .HEN
CHMEN. YOUR SECOND GOAL IS TO DEVELOP CH
ARACTERS CAPABLE OF SURVIVING .THESE BAR
RIERS. THESE CHARACTERS ARE YOUR ALTER E
GO IN THE BARD'S TALE. .THEY ACT ACCORDI
NG TO YOUR COMMANDS, BUT OVER THE COURSE
 OF THE GAME THEY .CHANGE, MUCH AS REAL 
PEOPLE DO OVER A LIFETIME. THEY IMPROVE 
THEIR SKILLS.IN MAGIC, COMBAT, STEALTH, 
ETC. THEY AMASS WEALTH AND TREASURE OBJE
CTS, AND .THEY WORRY ABOUT DYING TO SOON
.. . YOUR THIRD GOAL IS TO EXPLORE THE E
NTIRE WORLD OF THE BARD'S TALE. THERE .A
RE NUMEROUS GOODIES, PUZZELS, AND SPECIA
L PLACES IN SKARA BRAE. PART OF .THE FUN
 IS FINDING THEM, AND DISCOVERING THE LA
YOUT OF THIS FANTASY WORLD. .HOW DO YOU 
GET INTO THE WALLED OFF TOWERS? WHAT'S I
N THE CASTLE? WHERE ARE .THE LEGENDARY C
ATACOMBS OF SKARA BRAE?. .              
             A QUICK OVERVIEW.          
       ---------------------------------
------.1) ADVENTURE'S GUILD:. THE ADVENT
URE'S GUILD IS WHERE YOU START EACH TIME
. THIS IS THE ONLY SPOT .A PARTY CAN BE 
FORMED, CHARACTERS CREATED, OR CHARACTER
S SAVED TO DISK.. .2) USE THE PRE-BUILT 
PARTY:. FOR YOUR CONVENIENCE, YOU WILL F
IND A PRE-BUILT PARTY WAITING FOR YOU WH
EN .YOU ENTER THE GUILD FOR THE FIRST TI
ME. THE PARTY IS CALLED *ATEAM. THEY .AR
E EVEN OUTFITTED WITH WEAPONS AND ARMOR 
AFFORDABLE TO THEIR HUMBLE .STATIONS.. .
3) MAPPING DUNGEONS:. MAPPING THE DUNGEO
NS AND MAZES IS UP TO YOU. YOU EVEN HAVE
 TO FIGURE OUT .HOW TO GET INTO THE MAZE
S ON YOUR OWN. ONE CLUE: EACH OF THE 16 
MAZES IS .SET UP ON A 22 BY 22 GRID. NOR
TH IS TO THE TOP OF THE SCREEN, EAST IS 
TO .THE RIGHT. BE SURE TO GO TO EVERY SQ
UARE; THERE ARE LOTS OF SPECIALS.. .4) C
OMBAT:. ONLY YOUR FIRST 3 CHARACTERS AND
 THE FIRST 2 ROWS OF MONSTERS CAN ATTACK
 .IN HAND-TO-HAND COMBAT.. . THERE ARE S
EVERAL NEW COMBAT COMMANDS, INCLUDING PA
RTY ATTACK, FOR .FIGHTING BETWEEN PARY M
EMBERS; BARD SONG, FOR MAKING MAGIC BY P
LAYING .MUSIC; HIDE IN SHADOWS,TO AVOID 
COMBAT.. .5) MAGIC:. THERE ARE 4 CLASSES
 OF MAGIC USERS, EACH WITH UNIQUE MAGICA
L CAPABILITIES:. . CONJURERS CAN CREATE 
OBJECTS AND HEAL ADVENTURERS.. . MAGICAN
S CAN BESTOW MAGICAL EFFECTS ON COMMON I
TEMS.. . SORCERORS CAN CREATE ILLUSIONS 
AND HEIGHTEN AWARENESS.. . WIZARDS CAN S
UMMON AND CONTROL SUPERNATURAL CREATURES
.. . SORCEROR AND WIZARD CLASSES ARE NOT
 AVAILABLE TO FIRST LEVEL ADVENTURES. .T
O CREATE ON OF THESE, YOU MUST CHANGE CL
ASS OF A MAGIC USER WHO HAS .ACHIEVED 3R
D LEVEL MAGIC SPELLS IN ONE (FOR SORCERO
R) OR TWO (FOR WIZARD) .OTHER MAGICAL AR
TS. CLASS CHANGE TAKES PLACE IN THE REVI
EW BOARD. A MAGIC .USER WHO HAS SUCCESSF
ULLY LEARNED ALL 7 LEVELS OF SPELLS FOR 
EACH OF THE .MAGIC CLASSES IS AN ARCHMAG
E, ONE OF THE MOST POWERFUL CHARACTER IN
 THE .BARD'S TALE. ONCE A MAGIC USER LEA
VES A CLASS, HE CAN NEVER RETURN TO IT..
 . MAGIC USERS QUALIFY TO LEARN NEXT LEV
EL SPELLS BASED ON THEIR EXPERIENCE .LEV
ELS,BUT IT TAKES GOLD TO ACTUALLY LEARN 
THE NEW SPELLS.. . CASTING SPELLS USES S
PELL POINTS IN A DIFFERENT AMOUNTS DEPEN
DING ON THE .SPELL. SPELL POINTS ARE REG
ENERATED AUTOMATICALLY WHEN A MAGIC USER
 IS IN .THE CITY IN THE DAYTIME, AND MAY
 ALSO BE REGENERATED IN ROSCOE'S ENERGY 
.EMPORIUM, OR SPECIAL "REGEN" SQUARES IN
 SOME DUNGEONS.. .6) THE BARD:. THE BARD
 MAKES MAGIC BY PLAYING MUSIC. HE NEEDS 
AN INSTRUMENT, OF COURSE. .HE CAN PLAY I
N COMBAT OR DURING EXPLORATION, WTH DIFF
ERENT EFFECT. ONLY ONE .TUNE AT A TIME, 
AND ONE TUNE FOR EVERY EXPERIENCE LEVEL.
 THEN HE NEEDS TO .GET A DRINK FROM A NE
ARBY TAVERN. YOU CAN LISTEN TO HIS MUSIC
 OR NOT. BY .THE WAY, THE BARD IS NOT TO
 SHABBY AS A FIGHTER.. .7) TIME:. TIME W
AITS FOR NO ONE. EVEN WITHOUT KEYSTROKES
, TIME PASSES, FROM DAYLIGHT .TO NIGHT A
ND BACK AGAIN.. . NIGHTIME IS ESPECIALLY
 NASTY. THE REALLY EVIL MONSTERS HIT THE
 CITY .STREETS AT NIGHT, LOOKING FOR CHA
RACTERS JUST LIKE YOU, AND WHAT'S WORSE,
 .YOU USE UP SPELL POINTS FASTER, BECAUS
E SPELL POINTS ONLY REGENERATE IN .DAYLI
GHT.. .---------------------------------
----------------------------------------
--.YOU ARE AN EXPERIENCED ADVENTURER. BY
 THE WAY, THE TAVERN ON RAKHIR STREET .I
S THE ONLY TAVERN THAT SERVES WINE, AND 
THAT WINE "GOES DOWN" EASILY. YOU .MAY W
ISH TO DROP BY AND WET THE WHISTLE OF YO
UR BARD..-------------------------------
----------------------------------------
----.                               CHAR
ACTERS.                -----------------
----------------------.1) RACES:. HUMANS
 ARE NOT THE ONLY RACE IN THE WORLD OF T
HE BARD'S TALE. OTHERS ARE .MORE MAGICAL
LY INCLINED, STRONGER AND SMARTER. PART 
OF THE FUN OF A FANTASY .ROLE-PLAYING GA
ME IS TO GETTING TO KNOW THESE DIFFERENT
 RACES, AND FORMING .YOUR PARTY ACCORDIN
GLY. THE RACES AND DESCRIPTIONS ARE:. HU
MAN: WHILE POSSIBLY BEING HARDIER STOCK,
 THIS CHARACTER IS NONETHELESS .LIKE YOU
 OR ME.. . ELF: PATTERNED AFTER THE TOLK
IEN ELF, THE ELF IS SLIGHT OF BUILD, .FR
EQUENTLY TALLER THAN A HUMAN, AND VERY I
NCLINED TO MAGIC.. . DWARF: THE DWARVEN 
PEOPLE ARE SHORT AND STOUT, EXTREMELY ST
RONG AND .HEALTHY, BUT NOT AMAZINGLY INT
ELLIGENT. (I.E. EXCELLENT FIGHTERS). . H
OBBIT: HOBBITS ARE SLIGHTLY SMALLER THAN
 DWARVES BUT NIMBLE AND .DEXTEROUS. JUST
 THE RIGHT MAKE-UP FOR A ROGUE.. . HALF-
ELF: THESE CROSSBREEDS ARE USUALLY BLOND
 AND FAIR-SKINNED, LIKE .ELVES, AND GET 
SOME ADDED STRENGTH FROM THEIR HUMANANCE
STRY.. . HALF-ORC: AN ORC IS A LARGE, GO
BLIN-LIKE CREATURE OFTEN FOUND WORKING F
OR .EVIL WIZARDS. THE HALF ORC, BEING HA
LF HUMAN, IS NOT QUITE DESPICABLE AS .HI
S ORC PARENT, BUT YOU WOULDN'T WANT TO D
ATE ONE!. . GNOME: GNOMES CLOSELY RESEMB
LE DWARVES, BUT HAVE LESS HAIR AND EVEN 
.SHORTER TEMPERS. THEY ARE ALSO MORE MAG
ICALLY INCLINED AS A RULE.. .2) CHARACTE
R CLASSES:. IN FANTASY ROLE-PLAYING GAME
S, CHARACTERS CHOOSE DIFFERENT "CLASSES"
 OR .PROFESSIONS. THERE IS NO SINGLE BES
T CLASS; EACH HAS IT'S OWN STRENGTHS. .Y
OUR CHARACTERS MUST USE TEAMWORK TO SUCC
EED.. . CLASS SELECTION IS THE MOST IMPO
RTANT ASPECT OF CREATING A CHARACTER IN 
.THE BARD'S TALE. THERE ARE TEN DIFFEREN
T CLASSES OF CHARACTERS, BUT ONLY 8 .CAN
 BE SELECTED FOR A NEWLY GENERATED CHARA
CTER. CLASSTYPES CARRY WITH THEM .DIFFER
ENT ABILITIES AND LIMITATIONS, AS ARE RO
UGHLY COVERED BELOW:. .WARRIOR: THE BASE
 FIGHTER TYPE IN THE BARD'S TALE, WARRIO
RS CAN USE NEARLY .EVERY WEAPON THERE IS
. FOR EVERY 4 LEVELS OF EXPERIENCE AFTER
 THE 1ST .WARRIORS GET AN EXTRA ATTACK A
BILITY IN COMBAT.. .PALADIN: PALADINS AR
E FIGHTERS WHO HAVE SWORN TO ABSTAIN FRO
M ALL EVIL AND .TO UPHOLD HONOR AND PURI
TY IN ALL PLACES. THEY CAN USE MOST WEAP
ONS AND .EVEN SOME THAT OTHER FIGHTERS C
AN'T. THEY GET MULTIPLE ATTACKS AT HIGHE
R .LEVELS. THEY ALSO HAVE A GREATLY INCR
EASED RESISTANCE TO EVIL MAGIC.. .ROGUE:
 A PROFESSIONAL THEIF WITH SO-SO COMBAT 
ABILITY, THE ROGUE CAN HIDE .IN SHADOWS,
 SEARCH FOR TRAPS AND DISARM THEM. WITHO
UT A ROGUE YOUR PARTY .WILL PAY VERY DEA
RLY FOR THE BOOTY IT WINS.. .BARD: THE B
ARD IS A WANDERING MINSTREL. YOU'LL SEE 
HIM WITH A TANKARD OF .ALE IN FRONT OF H
IM IN THE LESS REPUTABLE TAVERENS. THE R
OWDIER THE BETTER.. . BARDS WERE ONCE WA
RRIORS, AND CAN STILL USE MOST WARRIOR W
EAPONS. BUT THEY .TURNED TO MUSIC INSTEA
D AND NOW PLAY SONGS ALOND WITH AN ALMOS
T MAGICAL .EFFECT ON OTHER CHARACTERS. B
ARDS DON'T GET THE WARRIOR'S ADVANTAGE O
F .EXTRA ATTACKS IN COMBAT ANYMORE, BUT 
THEIR MAGIC IS SO UNIQUE,IT IS ALMOST .I
MPOSSIBLE TO SURVIVE IN SKARA BRAE WITHO
UT ONE.. . ANY TRUE BARD HAS 6 TUNES ON 
HIS LIPS, THOUGH TO PLAY THEM HE MUST HA
VE AN .INSTRUMENT EQUIPPED. A SONG PLAYE
D AS THE PARTY IS EXPLORING IS .LONG-LAS
TING AND CONTINUES EVEN AFTER THE PARTY 
HAS RETURNED TO COMBAT .MODE, EVEN IF OT
HER SONGS WERE PLAYED DURING COMBAT. ANY
 SONGS PLAYED .DURRING COMABT ARE ABBREV
IATED AND SO CREATE DIFFERENT MAGICAL EF
FECTS THAN .THE FULL NON-COMBAT VERSOINS
. THE SHORTER COMBAT VERSIONS DON'T ENDU
RE AS .LONG EITHER, ONLY ONE ROUND OF FI
GHTING.. . ONLY ONE BARD TUNE CAN BE PLA
YED AT A TIME. IF A SECOND ONE IS PLAYED
 .WHILE THE FIRST IS STILL PLAYING, (BY 
THE SAME OR A DIFFERENT BARD) THE .FIRST
 WILL END. A BARD CAN PLAY AS MANY TUNES
 AS HE HAS EXPERIENCE LEVELS .BEFORE HIS
 THROAT GETS DRY. THEN IT'S OFF TO A TEV
ERN FOR A DRINK TO .RE-JUVENATE HIS VOIC
E. TOUGH DUTY, BUT SOMEONE HAS TO DO IT.
. . BARD SONGS VARY ACCORDING TO THE DIF
FICULTY OF THE DUNGEON. WHEN THE GOING .
GETS TOUGH, THE BARD GOES DRINKING.. .HU
NTER: AN ASSASSIN, A MERCENARY, A NINJA.
 THE HUNTER CAN USE MOST WEAPONS, .AND H
AS THE ABILITY (WHICH GROWS WITH THE EXP
ERIENCE) TO DO CRITICAL HITS .IN COMBAT.
(I.E. TO ATTACK A NERVE CENTER OR OTHER 
VITAL AREA AN INSTANTLY .KILL AN OPPONEN
T.) A GOOD SKILL.. .MONK: A MARTIAL ARTI
ST, AN ALMOST INHUMAN FIGHTING MACHINE T
RAINED TO FIGHT .WITHOUT WEAPONS OR ARMO
R. THE MONK CAN USE THEM, BUT, AT HIGHER
 LEVELS .PARTICULARY, OFTEN DOES BETTER 
WITHOUT THEM.. .CONJURER: ONE OF THE 4 C
LASSES OF MAGIC USERS, CONJURERS DEAL IN
 THE .PHYSICAL CREATION AND MANIFESTATIO
N OF REAL THINGS.(LIKE FIRE, LIGHT, .HEA
LING.). .MAGICIAN: ANOTHER OF THE 4 CLAS
SES OF MAGIC USERS, MAGICIANS DEAL WITH 
.MAGIC AS IT AFFECTS PHYSICAL OBJECTS. (
I.E. ENCHANTING A SWORD, MAKING A .DUNGE
ON WALL DISAPPEAR, MAKING ARMOR STRONGER
). .SORCERER: SORCERORS ARE MAGIC USERS 
WHO DEAL WITH THE CREATION AND .MANIPULA
TION OF ILLUSION. DUE TO THE POWER OF SO
RCEROR SPELLS, THIS CLASS .IS NOT AVAILA
BLE TO NEWLY CREATED CHARACTERS.. .WIZAR
D: WIZARDS ARE MAGIC USERS WHO ARE DEDIC
ATED TO THE SUMMONING AND .BINDING OF VA
RIOUS SUPERNATURAL CREATURES. THESE CREA
TURES ARE NOT FRIENDLY .TO MANKIND AND T
RYING TO CONTROL THEM IS EXTREMELY HAZAR
DOUS. THE .WIZARD-CLASS IS NOT AVAILABLE
 TO NEW CHARACTERS EITHER. . .3) CHARACT
ER ATTRIBUTES. EACH CHARACTER YOU CREATE
 HAS FIVE BASIC ATTRIBUTES WHICH DEFINE 
HIS .PHYSICAL ANDMENTAL PROWESS. WHEN YO
U CREATE A CHARACTER EACH ATTRIBUTE IS .
RANDOMLY ASSIGNED A VALUE FROM 1 TO 18, 
WITH THE HIGHER NUMBER REFLECTING .HIGHE
R CAPABILITY.. . STRENGTH (SHOWN AS "ST"
 ON THE SCREEN): STRENGTH IS PHYSICAL PO
WER AND .CHIEFLY AFFECTS THE AMOUNT OF D
AMAGE A CHARACTER CAN DO TO AN OPPONENT 
IN .HAND-TO-HAND COMBAT. MAKE SURE YOUR 
FIGHTING CHARACTERSARE STRONG.. . INTELL
IGENCE ("IQ"):INTELLIGENCE IS MENTAL POW
ER. A HIGH INTELLIGENCE .RATING WILL ENA
BLE YOUR MAGIC USERS TO GET BONUS SPELL 
POINTS.. . DEXTERITY ("DX"): MEASURES AG
ILITY & NIMBLENESS. A HIGH SCORE MAKES Y
OUR .CHARACTERS HARDER TO HIT AND HELPS 
THEM STRIKE THE FIRST BLOW IN COMBAT.. .
 CONSTITUTION ("CN"): MEASURES HEALTHINE
SS. IT TAKES MORE DAMAGE TO KILL A .CHAR
ACTER WITH A HIGH CONSTITUTION SCORE. TH
ISIS REFLECTED IN BONUS "HIT .POINTS", T
HE CHARACTER'S LIFE SPAN.. . LUCK ("LK")
: LUCK IS AN AMBIGUOUS ATTRIBUTE, AS IT 
HAS A NUMBER OF UNSEEN .EFFECTS ON GAMEP
LAY. FOR EXAMPLE, LUCKY CHARACTERS ARE M
ORE LIKELY TO .RESIST EVIL MAGIC AND AVO
ID NASTY TRAPS.. .4) OTHER CHARACTER STA
TISTICS. . ARMOR CLASS ("AC"): THIS STAT
ISTIC REFLECTS THE LEVEL OF PROTECTION A
 .CHARACTER HAS FROM PHYSICAL ATTACK. IN
 CLASSIC FANTASY ROLE-PLAYING STYLE, .TH
E ARMOR CLASS STARTS AT 10 FOR A TOTALLY
 UNPROTECTED, UNARMORED CHARACTER .WITH 
LOW DEXTERITY, AND GOES DOWN TO -10 (CAL
LED LO) AS HIS PROTECTION .IMPROVES BY A
RMOR, SPELLS, OROTHER MEANS.. . HIT POIN
TS ("HITS"): HIT POINTS MEASURE THE DAMA
GE A CHARACTER CAN TAKE .BEFORE HE IS KI
LLED. THE "HITS" STATISTIC SHOWS HIS POT
ENTIAL AT FULLEST .HEALTH, RATHER THAN C
URRENT STATUS.. . CONDITION ("COND"): CO
NDITION SHOWS THE CHARACTER'S PRESENT NU
MBER OF HIT .POINTS. FOR EXAMPLE, IF A C
HARACTER WITH 10 HIT POINTS IS WOUNDED F
OR 7 HIT .POINTS, HIS CONDITION WILL DRO
P TO 3. ANOTHER WOUND OF 3 OR MORE HIT P
OINTS .WILL KILL HIM. IF HE IS FULLY HEA
LED, HIS CONDITION WILL RETURN TO THE FU
LL .10 AGAIN. (EVEN THOUGH HIS CONDITION
 SCORE CHANGES, HIS HIT POINTS STAY AT .
10.). . SPELL POINTS: ("SP PT"): THIS SH
OWS CURRENT POINT STATUS. POINTS ARE USE
D .UP WITH EACH CAST OF A MAGIC SPELL. I
F A CONJUER HAS 20 SPELL POINTS AND .CAS
TS A MAGE FLAME SPELL AT A COST OF 2 SPE
LL POINTS,HIS NEW TOTAL WOULD BE .18. A 
CHARACTER'SMAXIMUM SPELL POINTS ARE LIST
ED IN HIS VIEW-CHARACTER .MODE.. . EXPER
IENCE POINTS: THIS MEASURES ABILITIES GA
INED BY EXPERIENCE, THE .HIGHER THE NUMB
ER, THE BETTER CHARACTER. CHARACTERS GET
 EXPERIENCE POINTS .FOR SUCCESSFUL COMBA
T, ACCORDING TO THE DIFFICULTY OF THE FI
GHT AND NUMBER .OF CHARACTERS WHO SURVIV
E. THE AMOUNT IS INDICATED AFTER EVERY S
UCCESSFUL .COBAT. A CHARACTER'S RUNNING 
TOTAL OF EXPERIENCE POINTS IS INDICATED 
IN .VIEW MODE.. . GOLD: GOLD IS THE UNIT
 OF CURRENCY IN HIS WORLD. YOUR CHARACTE
RS START .WITH JUST BARELY ENOUGH GOLD T
O BUY ARMOR AND WEAPONS THEY NEED TO SUR
VIVE. .THERE ARE TWO WAYS TO GET RICH EN
OUGH TO BUY BETTER EQUIPTMENT: TAKING GO
LD .FROM THE MONSTERS YOU DEFEAT IN COMB
AT OR SELLING ITEMS YOU FIND IN .DUNGEON
S. THE FIRST WAY IS MORE FUN.. . LEVEL (
"LV 1"): LEVEL IS A GENERAL MEASURE OF A
CHIEVEMENT WITHIN A .CHARACTER'S CLASS. 
LEVEL 1 IS A NOVICE, LEVEL 13, FOR EXAMP
LE, IS REQUIRED .TO BECOME A MASTER OF A
 MAGIC USER CLASS.. . THE REVIEW BOARD W
ILL PROMOTE A CHARACTER TO HIGHER LEVELS
 BASED ON HIS .EXPERIENCE POINTS, BUT ON
LY UPON THE CHARACTER'S IN-PERSON REQUES
T. AN .ADVANCE IN LEVEL IS VERY IMPORTAN
T BECAUSE IT GENERALLY MEANS AN INCREASE
 .IN ATTRIBUTE SCORES, HIT POINTS, SPELL
 POINTS, AND OTHER ABILITIES.. . SPELL L
EVELS (E.G. "MAGI 1"): THIS SHOWS THE HI
GHEST GROUP OF MAGIC SPELLS .A CHARACTER
 CAN USE IN ANY OF THE 4 CLASSES OF MAGI
C USERS. THERE ARE 7 .GROUPS OF MAGIC SP
ELLS FOR EACH DIFFERENT CLASS.. . TO LEA
RN A NEW GROUP OF MAGIC SPELLS (A "SPELL
 LEVEL"), A MAGIC USER MUST .ADVANCE TWO
 EXPERIENCE LEVELS. (NOTE: SPELL LEVELS 
AND EXPERIENCE LEVELS .ARE NOT THE SAME 
THING!) FOR ANY OF THE FOUR MAGIC CLASSE
S, A MAGIC USER .ADVANCES AS FOLLOWS:. E
XPERIENCE LEVEL        SPELL LEVEL. ----
------------        -----------.        
1                      1.        3      
                2.        5             
         3.        7                    
  4.        9                      5.   
    11                      6.       13 
                     7.       14 AND UP 
              7 MAXIMUM. TO CHANGE CLASS
 TO SORCEROR, A MAGIC USER MUST FIRST HA
VE LEARNED SPELL .LEVEL 3 (OR HIGHER) IN
 AT LEAST ONE MAGICCAL ART. TO CHANGE TO
 WIZARD, A .MAGIC USER FIRST MUST HAVE L
EARNED SPELL LEVEL 3 (OR HIGHER) IN TWO 
OTHER .MAGICAL ARTS.. . ITEMS: ITEMS FAL
L INTO 10 CATEGORIES: WEAPONS, SHIELDS, 
ARMOR, HELMS, .GLOVES, MUSICAL INSTRUMEN
TS, FIGURINES, RINGS, WANDS, AND MISC.. 
ONLY ONE .ITEM OF EACH TYPE CAN BE EQUIP
PED FOR USE AT ANY ONE TIME. FOR EXAMPLE
, TWO .DIFFERENT SHIELDS CANNOT BE USED 
AT ONCE TO PROTECT A CHARACTER, THOUGH T
HE .SPARE SHIELD COULD BE TOTED AROUND..
 . SOME ITEMS CAN ONLY BE USED BY SPECIF
IC CHARACTERS. FOR EXAMPLE, ONLY .BARDS 
CAN USE MUSICAL INSTRUMENTS. AN ITEM WHI
CH CAN NEVER BE USED BY A .CHARACTER IS 
MARKED WITH A 0 WHEN HE EXAMINES IT IN H
IS VIEW MODE OR IN THE .EQUIPEMENT SHOPP
E. AN ITEM WHICH HAS BEEN EQUIPPED IS MA
RKED WITH AN ^.. . A CHARACTER CAN CARRY
 UP TO 8 DIFFERENT ITEMS.. .5) HOW TO CR
EATE A CHARACTER. A) WHILE IN THE ADVENT
URE'S GUILD, SELECT A RACE.. B) CHARACTE
R ATTRIBUTE NUMBERS DISPLAYED ARE A COMB
INATION OF GENES AND .LUCK. FOR EACH DIF
FERENT RACE THERE IS A LOWEST POSSIBLE N
UMBER FOR EACH .ATTRIBUTE (THE "GENES").
 THE COMPUTER THEN ADDS A RANDOM NUMBER 
(THE ."LUCK") TO EACH ATTRIBUTE.. C) IF 
YOU ARE SATISFIED WITH THE "ROLL OF THE 
DICE", CHOOSE A CHARACTER .CLASS, THEN N
AME THIS CHARACTER. IF YOU AREN'T SATISF
IED "REROLL THE DICE.". D) AFTER BEING N
AMED, THE CHARACTER WILL BE SAVED TO DIS
K, READY TO .ADVENTURE.. .              
                PLACES.              ---
-----------------------------------.1) T
HE CITY MAP:.IF YOU EVER GET LOST JUST P
RESS THE "?" KEY AND THE PROGRAM WILL TE
LL WHERE .YOU ARE AND WHAT TIME OF DAY I
T IS..2) UNMARKED BUILDINGS:.MOST BUILDI
NGS IN SKARA BRAE ARE UNMARKED. BUT SOME
 OF THEM ARE INHABITED .BY THE CORRUPT C
REATURES WHO HAVE SKULKED INTO SKARA BRA
E. SO KICK IN A FEW .DOORS AND FIND THEM
. REMEMBER THAT FIGHTING IS GOOD FOR YOU
; IT'S THE ONLY .WAY TO BUILD UP ENOUGH 
EXPERIENCE TO CHALLENGE MANGAR. YOU SHOU
LD BE .DISAPPOINTED WHEN YOU KICK IN A D
OOR, SCREAMING A BATTLE CRY, AND FIND IT
 .EMPTY. NO FUN... WHEN YOU EXIT A BUILD
ING AND ENTER THE STREET, THE BUILDING W
ILL BE BEHIND .YOU, AND YOU WILL BE FACI
NG THE BUILDING OR LANDMARK ACROSS THE S
TREET...3) THE ADVENTURE'S GUILD:.THE GU
ILD IS LIKE A UNION HALL WHERE ADVENTURE
RS "HANG OUT" HOPING TO JOIN .A PARTY. T
HIS IS WHERE YOU FORM A PARTY, AND WHERE
 ALL ADVENTURES BEGIN...4) GARTH'S EQUIP
MENT SHOPPE:.GARTH IS ONE OF YESTERDAY'S
 ALMOST FORGOTTEN HEROES, NOW RETIRED FR
OM .ACTIVE ADVENTURING TO SUPPLY TOMORRO
W'S WOULD-BE GREATS. AT GARTH'S SHOPPE .
CHARACTERS CAN BUY ARMOR AND WEAPONS, SE
LL ITEMS, HAVE ITEM'S INDENTIFIED, .OR P
OOL ALL THE PARTY'S GOLD FOR BUYING EXPE
NSIVE ITEMS. DUE TO A DEAL WITH .THE BLA
CKSMITH, GARTH HAS AN INFINATE SUPPLY OF
 BASIC ARMOR AND SUPPLIES. .BUT UNIQUE I
TEMS FOUND IN THE LABYRINTHS, EVEN IF SO
LD TO GARTH, REMAIN IN .HIS INVENTORY ON
LY UNTIL THEY ARE SOLD...OCCASIONALLY AN
 ITEM WON IN COMBAT WILL REMAIN UNIDENTI
FIED. THIS MEANS .THAT ITS GENERAL TYPE 
MIGHT BE APPARENT (E.G. SHIELD, RING), B
UT NOT WHICH .EXACT TYPE. (E.G. DRAGON S
HIELD, RING OF POWER). GARTH CAN INDENTI
FY THIS .ITEM FOR YOU...FOR A PRICE...5)
 THE REVIEW BOARD:.THE REVIEW BOARD IS A
 GROUP OF HIGH LEVEL REPRESENTATIVES FRO
M ALL TEN .DIFFERENT CLASSES. UPON YOUR 
REQUEST IN PERSON, THE BOARD WILL DETERM
INE .WHETHER A CHARACTER HAS ACCUMULATED
 ENOUGH EXPERIENCE POINTS FOR .ADVANCEME
NT TO HIGHER LEVELS. THE BOARD TEACHES N
EW SPELLS TO MAGIC USERS .WHO QUALIFY FO
R HIGHER SPELL LEVELS TOO,BUT CHARGES FO
R THIS TRAINING. IT .PAYS THE RENT... YO
U MAY HAVE TO DO A BIT OF EXPLORING TO L
OCATE THE REVIEW BOARD, AND IT'S .CLOSED
 AT NIGHT...6) TAVERNS:.TAVERNS ARE THE 
BARD'S FAVORITE PLACES FOR GOSSIP AND RE
FRESHMENT. THERE'S .EVEN A TAVERN NAMED 
AFTER HIM. WATCH HIM CAREFULLY THOUGH; T
HE BARD HAS A .TENDENCY TO..7) DUNGEON D
ELVING:.THE TERM "DUNGEON" REFERS TO ANY
 INDOOR LABYRINTH, DESIGNED FOR MAPPING,
 .COMBAT,AND PUZZLE INTERACTION. THEY TA
KE A VARIETY OF FORMS, FROM TOWERS TO .C
ATACOMBS, AND HAVE A VARIED NUMBER OF LE
VELS FOR EACH. YOU CAN GO UP OR .DOWN LE
VELS HIGHER AND LOWER THAN THE ONE YOU'R
E ON VIA STAIRWAYS, PORTALS, .AND TELEPO
RTION... STAIRWAYS ARE NOT VISIBLE FROM 
A DISTANCE. BUT WHEN YOU MOVE YOU WILL B
E .ASKED TO ASCEND OR DESCEND... PORTALS
 ARE HOLES IN THE FLOORS AND CEILINGS, A
ND ARE VISIBLE FROM A .DISTANCE. YOU WIL
L NOT GO THROUGH A PORTAL MERELY BY STAN
DING ON IT; YOU .MUST FIRST COMMAND YOUR
 CHARACTER TO DO SO. IF HE JUMPS DOWN TH
ROUGH A .PORTAL, HE WILL BE DAMAGED FROM
 THE FALL UNLESS HE IS USING A LEVITATIO
N .SPELL. THE ONLY WAY TO GO UP THROUGH 
A PORTAL IS BY LEVEITATION... THE LOCATI
ONS OF DUNGEON ENTRANCES ARE WELL-KEPT S
ECRETS, BUT THERE ARE .PLENTY OF HINTS I
N SKARA BRAE...8) ROSCOE'S ENERGY EMPORI
UM:.IF YOUR SPELL POINTS AREN'T RECHARGI
NG FAST ENOUGH, GO SEE ROSCOE. BUT BE .P
REPARED FOR ELECTRIFYINGLY FEES...9) TEM
PLES:.TEMPLES ARE DIVINE PLACES OF RESUR
RECTION AND COMPLETE HEALING. IN FACT, .
THIS ISTHE ONLY PLACE TO CURE CHARACTERS
 WHO HAVE BEEN WITHERED OR TURNED .TO ST
ONE. A RESURRECTED CHARACTER RETAINS ALL
 THE ITEMS, GOLD, AND .EXPERIENCE POINTS
 HE HAD BEFORE DYING, BUT HE COMES TO LI
FE WITH ONLY 1 HIT .POINT. WHEN HE FINDS
 OUT HOW MUCH IT COSTS TO BE RESURRECTED
, HE MAY TURN .OVER HIS GRAVE....       
         TIPS FROM THE UNDERGROUND: PLAC
ES   .             ---------------------
------------------..1) YOUR FIRST THREE 
DUNGEONS SHOULD BE THE SEWERS, THE CATAC
OMBS, AND THE .CASTLE. (IN THAT ORDER.) 
EACH IS PROGRESSIVELY TOUGHER. DON'T ATT
EMPT THE .CATACOMBS WITHOUT A PARTY OF L
EVEL 9 OR HIGHER CHARACTERS...2) EXPLORE
 AND MAP EVERY SQUARE IN EVERY MAZE. THE
RE ARE "MAGIC MOUTHS" .THAT GIVE HINTS. 
THERE ARE 1-OF-A-KIND MAGIC ITEMS AND SP
ELL REGENERATION .ZONES. GOOD MAPS WILL 
SHOW YOU THE LOGICAL SPOTS FOR SECRET DO
ORS AND .SECRET ROOMS, TOO...3) AVOID TR
APS. HIGHER LEVEL ROGUES ARE EXCELLENT A
T OPENING CHESTS, BUT .WHEN INDOUBT USE 
THE "TRAPZAP" SPELL. TRZP IS GARANTEED T
O WORK WITH NO .HARM TO THE PARTY, UNLES
S OF COURSE, THE TRAP IS PROTECTED BY EV
EN MORE .POWERFUL MAGIC. IN FACT, YOU CA
N USE TRZP TO DISARM ANY TRAPS YOU .ENCO
UNTER. GAS CLOUDS TRAPS HAVE DOOMED MANY
 BRAVE BUT FOOLISH ADVENTURERS. .IF YOU 
SET OFF A TRAP AND NOTHING HAPPENS, YOU 
WERE LUCKY NOT GOOD. YOU .COULD HAVE BEE
N KILLED...4) BE SURE THAT YOUR PARTY IS
 FULLY HEALED BEFORE ENTERING A NEW DUNG
EON...5) WHEN YOU ARE FINDING YOUR BEARI
NGS IN A MAZE, REMEMBER THAT EACH .SUCCE
EDING LEVEL GOES UP IN A TOWER OR CASTLE
 AND DOWN IN A DUNGEON...
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