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             The Bard's Tale ][:  The Destiny Knight - [Part One]
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                          Typed up by: The Vandal...

                       (>-=-=-=-=-=-=<[]>=-=-=-=-=-=-<)


Legend:

{}'s = Boldface Type
[]'s = Italics


-(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).


{Beginning and Experienced Players}

If this is your first time in the Realm of the Bard, you should read the whole
manual carefully, then keep it handy for reference during game play.  If
you're a [Bard's Tale] veteran, the Command Summary Card probably contains all
the information you'll need to get started, but keep the manual nearby for
reference.  Because although [The Destiny Knight] software operates almost
identically to the [Bard's Tale], the game itself is more complex.


{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 Ledgend:
============

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.)


{Command Summary Card}

Follow the instructions on the Command Summary Card to start [The Destiny
Knight] on your computer and to learn the keystroke commands for your machine.
The Command Summary Card also contains instructions for using the disk
utilities and for transferring characters from [Bard's Tale], [Ultima III tm],
and [Wizardry tm*]  (see "Pre-Built Parties" below).


{NOTE:}  The option to transfer characters may not be available on all
computers.

____________________________________

* Apple versions [only].


-(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.


-<END OF PART ONE>-


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