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

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Legend:

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


-(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.


-<END OF PART VII>-


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