THE SPECTRUM GAME DATABASE



THE BARDS TALE



PUBLISHER

US Gold



AUTHOR



YEAR

1988



DESCRIPTION

The Bards Tale is a role-playing game is the vein of Dungeon

Master.



CONTROLS



INSTRUCTIONS

Please see the inlay card text.



CHEATS



SEQUELS/PREQUELS

The Brda's Tale was followed up on other formats, but not on the

Spectrum.



INLAY CARD TEXT



THE BARDS TALE



The Bards Tale is the first in a series of Tales Of The Unknown,

set in the city of Skara Brae which is threatened by an evil mage

called Mangar.



OBJECTIVE



Your most important goal is to find Mangar and "persuade" him to

release the once harmonious city from his evil control.  Your

second goal is to develop characters who are capable of surviving

the layer of obstacles, mazes and evil henchmen who protect

Mangar.  Your third goal is to explore the entire world of The

Bards Tale. There are numerous goodies, puzzles and special

places in the city such as the legendary catacombs or the walled

off towers.



HOW TO CREATE A CHARACTER



1. While in Adventurers guild, select a race.

2. Characters attribute numbers are displayed.

3. If you are satisfied with the "roll of the dice", choose a

character class, then name this character. If you are not

satisfied "re-roll the dice".

4. After being named, the character will be saved to disc or

tape, ready to adventure.



USING THE PRE-BUILT PARTY



For your convenience, you will find a pre-built party already

waiting for you when you enter the guild for the first time. The

party is called A-Team.  They are even outfitted with weapons and

armour.



CHARACTERS



RACES - There are 7 different races which a character can be:



HUMAN -    While being of hardier stock, this character is

nonetheless like you or me.

ELF -      The elf is slight of build, though taller than a human

and very inclined to magic.

DWARF -    Short, stout, very strong and healthy though not too

intelligent, they make superb fighters.

HOBBIT -   Being nimble and dexterous and smaller than dwarves,

they make excellent rogues.

HALF-ELF - Slightly bigger and stronger than an elf, though not

as magical, makes half-elves good all rounders.

HALF-ORC - Although not as despicable as his orc parent, this

large strong goblin like creature, is no beauty.

GNOME -    These short tempered creatures are similar to dwarves,

though more inclined to magic.



CHARACTER ATTRIBUTES



Each character you create has 5 attributes which define his

physical and mental prowess. These attributes are assigned a

random value from 1 to 18 (18 being the best). For each race

there is a lowest possible number for each attribute and high

attribute scores will give characters an edge.



STRENGTH (ST) - Affects the amount of damage a character does in

hand to hand combat.

INTELLIGENCE (IQ) - A high IQ gives Mages bonus spell points.

DEXTERITY (DX) - A high DX makes characters harder to hit and

helps them strike the first blow in combat.

CONSTITUTION (CN) - A very healthy character (ie, a high CN) gets

bonus hit points and thus is harder to kill.

LUCK (LK) - A lucky character will be more likely to avoid nasty

traps, evil magic and the like.



OTHER CHARACTER STATISTICS



ARMOUR CLASS (AC) - Gives the level of protection a character has

from physical attack and ranges from 10 (totally unprotected) to

-10 (called LO)

HIT POINTS (HITS) - Measures how much damage a character can take

before he dies.

CONDITION (COND) - Shows the characters present number of hit

points.

SPELL POINTS (SpPt) - Shows current spell point status. A

characters maximum spell points are listed in his view character

mode.

EXPERIENCE POINTS - Measures how much experience a character has

gained is his profession. The higher the number the better the

character.

GOLD - The unit of currency in this world. The more you have, the

better.

LEVEL (LV 1) - A measure of acheivement within a characters

class. LV 1 is a novice and LV 13 would be a master. New levels

are awarded by the review board based on the characters

experience points and new levels generally mean increased

attribute scores, hit points, spell points among others.

SPELL LEVELS (e.g. MAGI 3) - Shows the highest level spells a

character can cast (There are 7 levels of magic spells for each

of the 4 mage classes).  A new spell level is awarded every other

experience level, i.e. LV 1 Magician has MAGI 1, at LV 3 he has

MAGI 2 until at LV13 he has MAGI 7 and can go no further.

ITEMS - These fall into 10 catagories: Weapons; shields, armour,

helms; gloves; musical instruments; figurines; rings; wands and

miscellaneous.  Only 1 item of each type can be equipped at one

time.



CHARACTER CLASSES



There are 10 different character classes, but only the first 8

can be 

seleceted for a newly generated character.

WARRIOR - Can use nearly every weapon there is and for every four

levels of experience after the first they get an extra attack in

combat.

PALADIN - Fighters sword to fight evil and uphold honour and

purity, they can use most weapons even some that no other

fighters can. They get multiple attacks at higher levels and have

an increased resistance to evil magic.

ROGUE - A professional thief who can search for traps and disarm

them. He is only so so in combat and prefers to hide in the

shadows.

HUNTER - Can use most weapons and has the unique ability (which

grows with experience) to strike a critical hit, instantly

killing an opponent.

MONK - Trained to fight without weapons or armour, is an almost

inhuman fighting machine at higher levels.

BARD - Bards were once warriors now turned wandering minstrel,

although they can still use most weapons, they do not get

multiple attacks. Bards have 6 magical tunes which can be long

lasting and continue to play even if other songs were played

during combat. Or the songs can be abbreviated for use in 

combat and thus have different effects than the longer versions.

These short songs will only last for one round of fighting.

Only one song can be played at a time (by any bard) and if a

second is played, the first will end. A bard can play as many

songs as he has expereince levels before his throat becomes dry.

Then its off to a tavern for a drink to rejuvenate his voice.

CONJURER - Deals in the physical craetion of real things like

fire, light or healing.

MAGICIAN - Deals with magic as it affects physical objects like

enchanting a sword or making armour stronger.

SORCERER - Deals with the creation and manipulation of illusion.

This class is unavailable to newly created characters.

WIZARD - Deals with the summoning and control of supernatural

creatures from the negative plane. This class is unavailable to

newly created characters.



THE COMBAT SYSTEM



The Bards Tale is a game of fighting, its the only way to build

experience.  Fortunately, Magar and his minions are very evil,

so kill them if you can.  At the outset of combat a list of foes

is given broken down into the number of foes in each group. The

maximum is four groups with 99 monsters per group.  Combat is

divided into a series of rounds. At the start of each round, each

character decides what action he will undertake, unless, of

course, your party runs away. These options are as follows:



ATTACK FOES - To physically assault foes in the first or second

group of monsters.

PARTY ATTACK - Assault another member of the party, including

special members.

DEFEND - Do not attack which reduces the chance of being hit.

USE AN ITEM - Uses an item held in the characters inventory and

currently equipped.

BARD SONG - Bards can play a short song to aid the party during

the combat.

CAST A SPELL - The spell code must be entered and a target

identified.

HIDE IN SHADOWS - A rogue can try to avoid combat altogether by

hiding.



The first 3 characters in your party can be attacked physically

by monsters and can attack back. The last 3 can only be strucj

by magic and can only attack back with magic. The first 2 groups

of monstersare the only monsters who can attack or be attacked

physically.  The most dextourous characters or monsters usually

make the first strike, but luck, character level and character

class also affect this.  At the end of a combat round, dead

monsters are removed and dead characters are shuffled to the back

fo your party. Treasure and experience points are split equally

among the battles survivors once all your foes are defeated.



SPECIAL MEMBERS



The special slot (marked S) is for monsters who can join your

party either by introducing themselves to the party or by being

created/summoned by magic.  Specials cannot be controlled, but

they will fight for you until killed (or disbelieved if an

illusion).



PLACES



Use your map to guide you around Skara Brae



UNMARKED BUILDINGS

Most building are unmarked, but some of them are inhabited by

evil creatures.  So kick in a few doors and find them.  When you

exit a building, it will be directly behind you.



THE ADVENTURERS GUILD

The Guild is where all the adventures begin and where you form

a party.



GARTHS EQUIPMENT SHOPPE

Is where characters acn buy, sell or identify items and pool all

the gold to buy expensive items. Unique items, found in dungeons,

remain in Garths possession only until they are sold unlike toher

items of which he has an unlimited supply.



THE REVIEW BOARD

Upon your request in person, the board will determine whether

that character has enough experience points for advancement to

higher levels. The Board teaches new spells to mages who qualify

for higher spell levels, but charges for this training.  You will

have to do a bit of exploring to find the Review Board, and its

closed at night.



TAVERNS

These are the Bards favourite place for gossip and refreshment.

Theres even a tavern named after him.



ROSCOES ENERGY EMPORIUM

If you need your spell points in a hurry, see Roscoe. But be

prepared for electrifyingly high fees.



TEMPLES

Temples are divine places of complete healing and resurrection

but only at a price.



DUNGEON DELVING

"Dungeon" refers to and indoor labyrinth from towers to catacombs

with a varied number of levels for each. You can go up or down

to levels via stairways, portals and teleportation.  Stairways

are not visible from a distance unlike portals (which are holes

in the floor or ceiling). You will not fall through a portal by

standing on it, you must command a character to do so. If he

jumps down a portal he will take damage unless he is using a

teleportation spell. The only way to go up a portal is by

levitation.  The location of dungeon entrances are well kept

secrets, but there are plenty of hints in Skara Brae.



THE MAGIC SYSTEM

Magic is power, though it is not always necessary or wise to rely

on magic, because magic is by no means foolproof. There are some

places where magic never functions, and some monsters who are

highly resistant to spells.  If your party has wandered into an

anti-magic zone, all residual spells, except light spells, are

cancelled.  Residual spells keep working for more than just an

instant and most cause a graphic symbol to appear on the screen,

to keep the player aware that the duration has yet to expire.

All spells have a point cost and the mage casting them expends

some of his internal energy. This enegry is replenished in direct

sunlight and may be regenerated at Roscoes Energy Emporium or in

special regeneration zones.  To cast a spell, type in the

4-letter code which is a rough abbreviation of the spell name.

There are magical items hidden in the dungeons and carried by the

monsters of the Bards Tale and the most powerful are secreted in

the most challenging dungeons and are guarded by ferocious

monsters. When you win one, you should be very proud.



CHANGING CLASS

Mages who have attained at least the third level in one mage

class, may then change to another. If a mage changes class, his

experience points are reset to zero, but he retains all his hit

points, spell points and magic knowledge.  He can no longer

progress in the old mage class nor may he rejoin it.  A mage can

become a Conjurer, Magician or Sorcerer as a second class and he

can become anything as a third class. A mage who has knowledge

of all 7 spell levels in all four classes is called an Archmage.

The most powerful being in the world of The Bards Tale.



BARD SONGS



1.FALKENTYNES FURY

Increases the damage your party will do in combat.



2.THE SEEKERS BALLAD

Produces light when exploring.

Increases the partys chance of hitting a foe with a weapon during

combat.



3.WAYLANDS WATCH

Calms your foes, making them do less damage in combat.



4.BADHR KILNFEST

Heals the Bards wounds while travelling.

Heals the partys wounds during combat.



5.THE TRAVELLERS TUNE

Makes the party more dexterous thus more difficult to hit.



6.LUCKLARAN

Sets up a partial anti-magic field, giving the party better

protection against spells.



*** THE SPELL BOOK ***



CONJURER SPELLS



Level 1



MAFL     2     VIEW     MEDIUM

MAGE FLAME - A small mobile "torch" will appear and float above

the spell caster as he travels.



ARFI     3     1 Foe    ---

ARC FIRE - A fan of blue flames jets from the casters fingers,

doing 1-4 hits of damage, times the casters level, to a selected

opponent.



SOSH     3     SELF     COMBAT

SORCERER SHIELD - The mage is protected by an invisible "shield"

turning aside many blows that would otherwise hit him.



TRZP     2     30`      ---

TRAP ZAP - Disarms any trap, including traps on chests, within

30 feet, in the direction the mage is facing.



Level 2



FRFO    3      GROUP    COMBAT

FREEZE FOES - Binds your enemies in magical force, slowing them

down and making them easier to hit.



MACO    3      ---      MEDIUM

KIELS MAGIC COMPASS - A compass of shimmering magelight appears

above the party and shows the direction they face.



BASK    4      CHAR     COMBAT

BATTLESKILL - Increases one of your party members skill with

weapons, increasing the accuracy and ferocity of his attacks.



WOHL    4      CHAR     ---

WORD OF HEALING - With the utterance of a single word, the mage

cures a party member of minor wounds, healing 2-8 points of

damage.



Level 3



MAST    5      GROUP    ---

ARCYNES MAGESTAR - A bright flare ignites in front of a group of

your enemies, temporarily blinding them and causing them to miss

the next combat round.



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    ---

WARSTRIKE - A spray of energy springs from the mages extended

finger, sizzling a group of opponents for 4-16 hits of damage.



Level 4



INWO    6      SPECIAL  ---

ELIKS INSTANT WOLF - Summons a giant, extremely fierce wolf to

join your party.



FLRE    6      CHAR     ---

FLESH RESTORE - This powerful healing spell restores 6-24 hit

points to a party member and cures poisoning and insanity.



POST    6      FOE      ---

POISON STRIKE - Hurls sharp needles from the mages finger into

a selected monster, poisoning it.



Level 5



GRRE    7      VIEW     LONG

GREATER REVELATION - Functions like Lesser Revelation only it

illuminates a wider area.



WROV    7      CHAR     COMBAT

WRATH OF VALHALLA - Makes a member of your party fight with the

strength and

accuracy of ancient Norse heroes for the entire combat.



SHSP    7      GROUP    ---

SHOCK-SPHERE - A large globe of intense electrical energy

envelops a group of enemies, doing 8-32 hits of damage.



Level 6



INOG    9      SPECIAL  ---

ELIKS INSTANT OGRE - Materializes the biggest, meanest ogre youve

ever met to ally with your party.



MALE    8      PARTY    INDEF

MAJOR LEVITATION - Levitates the party like the Level 3 spell,

but its effects last until dispelled.



Level 7



FLAN    12     PARTY    ---

FLESH ANEW - Operates like Flesh Restore, but affects every

member of the party.



APAR    15     PARTY    ---

APPORT ARCANE - Allows the party to teleport anywhere withing a

dungeon except for places protected by teleportation shields.





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 2-8 points of additional

damage.



AIAR    3      SELF     COMBAT

AIR ARMOUR - Makes the air around the mage bind itself into a 

weightless suit of armour.



STLI    2      VIEW     SHORT

SABHARS STEELIGHT - Causes all metal near the party to glow with

a magical light, illuminating the surrounding area.



SCSI    2      PARTY    ---

SCRY SIGHT - Reveals to the mage his location in a dungeon.



Level 2



HOWA    4      1 FOE    ---

HOLY WATER - Holy Water sprays from the mages fingers, doing 6-24

points of damage to any undead foe.



WIST    5      1 FOE    ---

WITHER STRIKE - Causes a selected foe to be turned old, reducing

his ability to attack and defend in combat.



MAGA    5      CHAR     COMBAT

MAGE GAUNTLETS - The hands (or weapon) of a party member more

deadly, adding 4-16 points of damage to every wound he inflicts.



AREN    5      30`      SHORT

AREA ENCHANT - Causes the dungeon walls within 30 feet of a

stairway to call out if the party is headed toward the stairs.



Level 3



MYSH    6      PARTY    MEDIUM

YBARRAS MYSTIC SHIELD - The air in front of the party forms a

shield, as hard as metal, which precedes the party as they move.



OGST    6      CHAR     COMBAT

OSCONS OGRESTRENGTH - Gives a selected party member the massive

strength of an ogre.



MIMI    7      PARTY    COMBAT

MITHRIL MIGHT - Every member of the party has their armours

natural strength magically enhanced.



STFL    6      GROUP    ---

STARFLARE - Ignites the air around a group of enemies, searing

them for 6-24 damage points.



Level 4



SPTO    8      1 FOE    ---

SPECTRE TOUCH - Drains a single enemy of 12-48 points of damage,

like a touch from death itself.



DRBR    7      GROUP    ---

DRAGON BREATH - The mage breathes magical fire at a group of

foes, inflicting 8-32 points of damage to each.



STSI    7      VIEW     MEDIUM

SABHARS STONELIGHT SPELL - All stone and earth within range of

the party glows with magical light, revealing even secret doors.



Level 5



ANMA    8      PARTY    COMBAT

ANTI-MAGIC - Causes the ground to absorb a portion of the spells 

cast at the party. Often allowing the party to escape unharmed. 

Also aids in disbelieving illusions and in turning back magical

fire like a dragons breath.



ANSW    8      SPEC     COMBAT

AKERS ANIMATED SWORD - A magical sword will appear and fight,

like a summoned monster, in defense of the party.



STTO    8      1 FOE    ---

STONE TOUCH - Usually turns a foe to stone, or a stone monster

from living stone to dead stone.



Level 6



PHDO    9      1 WALL   1 MOVE

PHASE DOOR - Turns almost any wall to air for one move.



YMCA    10     PARTY    INDEF

YBARRAS MYSTICAL COAT OF ARMOUR - Works like Air Armour but

covers all 

party members and lasts indefinitely.



Level 7



REST    12     PARTY    ---

RESTORATION - Regenerates the bodies of every party member to

perfect condition, even curing poisoning or insanity.



DEST    14     1 FOE    ---

DEATH STRIKE - Very likely to instantly kill one selected enemy.



SORCERER SPELLS



Level 1



MIJA    3      1 FOE    ---

MANGARS MIND JAB - Casts a concentrated blast of energy at one

opponent doing 2-8 hits of damage for each experience level of

the mage.



PHBL    2      PARTY    COMBAT

PHASE BLUR - Causes the whole party to waver and blur in the

sight of the enemy, making your party difficult to strike.



LOTR    2      30`      SHORT

LOCATE TRAPS - In a state of magically enheightened awareness,

the mage will be able to sense a trap within 30 feet if he faces

it.



HYIM    3      GROUP    ---

HYPNOTIC IMAGE - Makes a group of enemies miss the following

combat round.



Level 2



DISB    4      PARTY    ---

DISBELIEVE - Reveals the true nature of an attacking illusion, 

causing it to vanish.



TADU    4      SPEC     COMBAT

TARGET DUMMY - A magical illusion appears in the partys special

slot.  Unable to attack, it draws enemy attacks.



MIFI    4      1 FOE    ---

MANGARS MIND FIST - A more powerful form of Mind Jab doing 3-12

hits of damage, times the mages level.



FEAR    4      GROUP    COMBAT

WORD OF FEAR - Causes a group of your enemies to quake in fear, 

reducing their ability to attack and do damage.



Level 3



WIWO    5      SPEC     ---

WIND WOLF - Creates an illsuionary wolf to join the party. The

wolf will fight until defeated or disbelieved.



VANI    6      SELF     COMBAT

KYLEARANS VANISHING SPELL - Turns the mage nearly invisible in

the eyes of his enemies, who will have a great difficulty in

striking him.



SESI    6      30`      MEDIUM

SECOND SIGHT - The mage will experience heightened awareness and

be able to sense stairways, special encounters, spell negation

zones and other unusual occurences.



CURS    5      GROUP    COMBAT

CURSE - Causes a group of your enemies to be cursed, lessening

their moral and their ability to hit and damage you.



Level 4



CAEY    7      VIEW     INDEF

CAT EYES - The mages party will all receive perfect night vision,

lasting indefinitely.



WIWA    6      SPEC     ---

WIND WARRIOR - An illusionary battle ready warrior joins your

party.



INVI    7      PARTY    COMBAT

KYLEARANS INVISIBILITY SPELL - Performs a vanishing spell on the 

entire party.



Level 5



WIOG    7      PARTY    ---

WIND OGRE - An illusionary ogre joins your party.



DIIL    8      PARTY    COMBAT

DISRUPT ILLUSION - Destroys any illusions fighting the party and 

prevents new ones appearing. It will also point out any

doppelgangers in the party.



MIBL    8      ALL FOES ---

MANGARS MIND BLADE - An explosion of energy which inflicts 10-40

hits of damage to every opposiong foe.



Level 6



WIDR    10     SPEC     ---

WIND DRAGON - An illusionary red dragon joins your party.



MIWP    9      CHAR     ---

MIND WARP - Drives a member of your party totally insane. Useful

for possessions.



Level 7



WIGI    12     SPEC     ---

WIND GIANT - An illsuionary storm giant joins your party.



SOSI    11     30`      INDEF

SORCERER SIGHT - Operates like the Second Sight but lasts

indefinitely.



WIZARD SPELLS



Level 1



SUDE    6      SPEC     ---

SUMMON DEAD - Gates in a zombie or skeleton to fight for the

party.



REDE    4      GROUP    ---

REPEL DEAD - Will inflict 16-80 points of damage to a group of

undead monsters.



Level 2



LESU    8      SPEC     ---

LESSER SUMMONING - Gates in a lower elemental or demon who will,

under protest, join the party.



DEBA    8      1 FOE    ---

DEMON BANE - Inflicts 32-128 points of damage to one demon.



Level 3



SUPH    10     SPEC     ---

SUMMON PHANTOM - Gates in a medium level undead creature into the

party.



DISP    10     CHAR     ---

DISPOSSESS - Makes a possessed party member return to his normal

state.



Level 4



PRSU    12     SPEC     ---

PRIME SUMMONING - Gates in a medium level elemental or demon into

the party.



ANDE    11     CHAR     ---

ANIMATE DEAD - Reanimates a dead character with undead strength,

making him attack your enemies as if truly alive.



Level 5



SPBI    14     1 FOE    ---

BAYLORS SPELL BIND - Usually possesses the mind of any enemy,

forcing it to join the party and fight for it.



DMST    14     GROUP    ---

DEMON STRIKE - Works like Demon Bane but affects an entire group

of demons.



Level 6



SPSP    15     SPEC     ---

SPELL SPRITE - Gates in a high level undead creature into the

party.



BEDE    18     CHAR     ---

BEYOND DEATH - Restores life and one hit point to a dead

character.



Level 7



GRSU    22     SPEC     ---

GREATER SUMMONING - Gates in a greater demon and binds him to the

party.



ITEMS



Torch          For light in dungeons

Lamp           Longer duration than torch

Broadsword     Most damaging non-magic sword

Short Sword    A lighter sword

Dagger         Usable by all, not too effective

War Axe        A heavy damaging weapon

Halberd        The most damaging non-magic weapon

Mace           Most powerful weapon for a Rogue

Staff          A simple cudgel

Buckler        Small round shield

Tower Shield   A large shield

Leather Armour The lightest armour

Chain          Light mesh armour

Scale          Medium weight armour

Plate          The strongest non-magical armour

Robes          Will dull old knives

Helm           Saves the head being caved in

Leather Gloves Some protection for the hands

Gauntlets      Metal gloves

Mandolin, Harp Musical instruments for bards only

and Flute



ITEM ABBREVIATIONS

FGN = Figurine, a magical statue which can come to life.

MTHR = Mithril, an elven metal with magical qualities.

ADMT = Adamant, another magical metal.

DMND = Diamond, the hardest substance known to elf.



TIPS FROM THE UNDERGROUND



* Each of the 16 mazes is set up on a 22 by 22 grid.

* Explore every square as there are plenty of specials.

* Explore the sewers, Catacombs and Castle in that order! You

should be 9th level before entering the catacombs.

* Night-time is especially nasty. Rookies stay indoors!

* Minimize damage by killing of all but one monster in either of

the first two attacking groups.

* Fill the special slot and take some heat off the party.

* Monsters will usually attack your most vulnerable characters

first, unless one of the party represents a significant threat.

* Attributes of 17 and 18 can make a difference to a characters

abilities.

* Develop a Sorceror, Wizard and Archmage fast.

* Beware the Doppelganger. It enters your party and looks just

like one of your members.

* Make sure some of the party carry less than 8 items, otherwise

you will be unable to pick up any new magical items in the

dungeons.

* There are no cursed items. And the more it costs, the better

it works (usually)

* Locate traps, second sight and sorcerer sight all identify

traps within 30 feet. Trapzap disarms traps within 30 feet.

* Cast a long lasting bard spell before entering a tavern. Its

like getting a free spell.



BARDS TALE MERGER PROGRAM

Also included with the main package is the Party Merger program,

which allows you to create an manipulate your saved parties.

Heres a quick guide:



MAIN MENU

(L)oad Party - You will be prompted for the name of a previously

saved party, either from this program or the Bards Tale game

itslef. Once the party has been located on tape or disk, the

members of the party will be added to the Character list. The

Character lisp appears at the top left of the screen and can

contain up to 114 different characters.

(S)ave Party - Save the current party in the Members list ready

to use.

(C)haracter Menu - Take you to Character sub-menu:



CHARACTER MENU

(D)elete Char - Deletes the highlighted character from the

character list.  Use the up and down cursor keys to move the

highlight through the list.

(S)ee Char - This shows the highlighted characters statistics in

the same way as the view character mode in the main game. Press

the space key to exit this option. The Pool gold option does not

work in the See Character option and you can only trade items or

gold with characters in the Members list. Equip and Drop item

work normally.

(C)hoose Char - This will add the highlighted character to the

next vacant slot in the Members list if there is such a slot.

(R)ename Char - Allows you to input a new name for the

highlighted character.

(B)ack Menu - Returns you to the opening menu.

(M)ember Menu - This take you to the Member sub-menu which has

these options:



MEMBERS MENU

(1-6) See Member - This shows the selected characters statistics

in the same way as the view character option in the main game.

Press space to exit. Pool gold, Trade, Equip and Drop work as in

the game and only affect the characters in the Members menu.

(R)emove Member - At the prompt, type the number of the character

you wish to remove from the Members list and replace in the

Character list.

(N)ew Order - Type the numbers of members in the order you want

them to march.

(B)ack Menu - Returns to opening menu

(Q)uit Program - Leave program and return to BASIC.





SCORES RECEIVED



URL



GENERAL FACTS



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