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

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Legend:

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


-(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 around
the 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.


-<END OF PART THREE>-


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