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The Bard's Tale III: Thief of Fate - Commodore 64 - Games Database

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The Bard-s Tale III- Thief of Fate - 1988 - Electronic Arts
The Bard's Warning
Shall I compare thee to a software pirate? A badge of shame! But shoulds't thou so desire it, In cloak of darkness freely make thou copies Of software on yon lean and hungry floppies. And then shall games cost more? 'Tis not debatable For playing on thy PCs and compatibles. Each price will soar if thou behav'st like ntbbish, And smaller outfits may no longer publish. The toil of many bestoiued this game its detail, Whose costs are made up only selling retail. Such theft we hold as ethically incredible, And thwarts those copyrighting laws called federal. Plan to pirate? Prithee, have a care, Electronic Arts, a member of the Software Publishers Association, supports the industry's effort to fight illegal copying of personal computer software. So there.

Table of Contents
OBJECTIVES .... .... ............. ............................. .. ............................... .............. ... ....................... 1 GETIING STARTED - THE COMMAND SUMMARY CARD ........................ ............ 1 PRE-BUILT PARTIES......... ........................................................... ..... ...... ........ .. .......... .. ....... 1 CREATING CHARACTERS ........................................:................ .................... ........ ............ 2
Sex ................................ ...... .................. ................ ... ...... ........... .......... ......... ...................... 2 Races ........................................................................................................................... ...... 2 Character Attributes ............................................................... ............................... ........ 3 Classes .................... .. ............ ...................... ........................................ ............ .................. 3 Tips from the Refugee Camp - Characters ................ ...... ........................................ .5 VIEWING YOUR CHARACTERS ... ............................ ........................................................ 6 ONSCREEN STATISTICS .................................................. ... ...................... .............. ............ 7 SPECIAL CHARACTERS .............. ........................ ...................................... .............. ........ ... 7 MOVING UP IN LEVELS ................................................................ ..................................... 8 PLACES ........................................ .................. .... ................ .............................. ... ... ........... .. .... 9 Refugee Camp .. ... ........ ... ......... ............................... .................................... ..................... 9 Scrapwood Tavern ... ................................. .......................... .............. .. ...... .... .......... .. ... ..9 Mapping .................................... ...................... .................. .. ...... .. ........ .... ........................ 9 Places No More .............................. ............................................... .. .............................. 10 Review Board ......... ....................................... ................................................................ 10 Tips from the Refugee Camp - Places ..... .............................................. ...... ............ 10 COMBAT SYSTEM ....... ... ................. ........................ ............ ........ ............................ ........ ... 11 Tips from the Refugee Camp - Combat .................................................................. 12 ITEMS AND EQUIPMENT ............................................................................ ........ .... ......... 12 Tips from the Refugee Camp - Items .................... .................................................. 13 MAGIC USERS .................................................... .. ...... ......................................................... 14 Book of Spells ................................................. ....................... .............................. ........ ..14
Conjurer Spells ............................................ .................................. ....................... 15 Magician Spells .. ..... ...... ..................................................... ....................... .. ... ....... 17 Sorcerer Spells ....................................................................................................... 20 Wizard Spells ........................................................................................................ 23 Archmage Spells ................................................................... ................................ 24 Chronomancer Spells ......................................... ............. ..... ... ............................. 25 Geomancer Spells ... ............... ............................................... ......... ...... ................. 28 Miscellaneous Spells ...... .................................. ................... ...... ........................... 30 The Bard Songs ..................................................................................................................... 30 Tips from the Refugee Camp-Magic ............................................................................. 31

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As I lay dying...

I pray my body does not fail me before I am able to complete this most important missive. I pray as well that, somehow, the heroes who once before saved Skara Brae will find this accounting and act upon it. I leave this record so those who come after will know w hat horrors that the Mad God Tarjan has perpetrated, and so that they will not be lulled into believing that Skara Brae was his sole target.
How can I describe that day. Nay, it did not begin like all others, for on that day we celebrated the victory over Mangar that had so recently liberated our city. Bards from the world over arrived in Skara Brae to play and herald the brave deeds of those heroes who saved us. The townspeople danced in the streets with happiness, and the great festival filled all with an overwhelming joy of life and renewed hope for the future.
Then Mangar's Master, the The Mad God Tarjan, arrived to reduce our day of celebration into a day of mourning. His shadow sank the city into pitiless black oblivion. Foul creatures that had festered in his flesh like maggots burst forth to assault fair Skara Brae. People ran, but could not run swiftly enough to escape. Tarjan's minions left none untouched.
Forgive the shakiness of my script, for life ebbs painfully from my body as I write. Tarjan, mocking my death curse, told me Skara Brae was merely one in a series of conquests he had long contemplated to complete his revenge. He laughed when I said heroes would come to destroy his mad plan, yet I sensed fear in his voice when I promised that the legendary Hawkslayer, and those who defeated Mangar, would return again to triumph. As payment for my threat, he gave a swift twist of his jewelled sword into my belly.
Tarjan must be stopped. Whosoever reads this, you must get word to the heroes. This will be their greatest challenge, for upon their efforts rests the fate of more than Skara Brae, more than the Six Cities of the plains. Their failure will mean the extinction of all life - save for the wretched Tarjan and his servile parasites. Pray for success ...and life renewed.

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OBJECTIVES
You must assemble a group of adventurers who will travel to the seven dimensions in search of the source of Skara Brae's destruction. Along the way, you'll gather words, spells, and items that will help you in your final battle against the repugnant Evil One. If you successfully destroy the Evil One, Skara Brae will be released from the bond of ruin.

Using logic is key to surviving in each of the dimensions. Let's say you're trekking around in some icy, arctic-like zone and a monstrous snow wolf steps onto your path, bares its teeth, and then proceeds to chew off your ankle. You have a bag of spells to choose from, but one type of spell would be especially effective. (Hint: Trying to freeze the snow wolf in an ice storm is not the best choice.)

Throughout the game, you'll need to make important decisions about how to accomplish certain tasks. You won't want to proceed in the usual "whatever works" method. It will pay to think it out.

GETTING STARTED-THE COMMAND SUMMARY CARD
The first thing you need to do is read the Command Summary Card, which tells you how to get Thief of Fate running on your computer. It also tells you how to use the disk utilities and how to transfer characters from The Bard's Tale I, II, UltimaTM III, IV, and WizardryTM I, II, III (The option to transfer characters may not be available on all computers). In addition, it lists the keystroke commands you'll be using.

Once you load Thief of Fate and start the game, the first place you'll be is in the Refugee Camp (See "Refugee Camp" for more details on this important place). From here, you'll create your characters and decide who you want in the party. After you select the party members, it's into the wilderness you go.

PRE-BUILT PARTIES
When you enter the Refugee Camp, you' ll find a group of adventurers called *INTERPLAYERS ready to do your bidding. They're not the most seasoned of adventurers, but they' re good enough for you to sample Thief of Fate with. Use these characters to find out how commands work, w hat different races and classes do, what it feels like to get repeatedly attacked, and, in general, what the Realm is like. When you' re ready, you can create your own characters. Refer to the Command Summary Card to find out how to enlist their services.
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CREATING CHARACTERS
Creating characters who can effectively do their jobs is one key to your success. Use the following guidelines to create your character: 1. Select a sex. 2. Select a race. 3. On the next screen, you' ll see the attributes. If you're not satisfied with these
attributes, press <ESC> and you'll return to the screen with the races. Start over again. 4. If you're satisfied with the attributes, choose a class. 5. Name the character, and he or she will be saved on your character disk. 6. To use the character, you must add him or her to the party with the "Add a member" command.

Sex
Choose between male or female. Sex doesn' t affect your abilities to carry out your tasks; it only affects how you look on your Character Profile screen.

Races
Humans: Their strength and inventiveness make them one of the best survivors. Never lacking in aggression, they can handle themselves in just about any adverse setting. Elf: Fair of hair and skin, the Elves are slightly taller, faster, and more agile than humans. Although weaker, they make up for this by being more skilled in magical arts and war strategies. Dwarf: Stout and short, these people are amazingly strong and healthy. Brightness, however, is not a shining attribute of theirs. Hobbit: The Hobbit is deft and clever, which are ideal traits for thieving. Their favorite boast is "A locked door is soon no more." Half-Elf: The result of an Elf and Human friendship, Half-Elves acquire their fair hair and light skin from Elves, and their physical bulk from Humans. Half-Ore: Ores are the henchmen of evil wizards who are capable of little more than following orders for physical dirty work. Half-Ores are tempered with Human blood, so while they're still dangerous, they aren't completely mindless drones forever in search of necks to wrench. Gnome: Gnomes are much like Dwarfs, but a little more anti-social due to a deficit in beauty. Because they' ve spent so much time studying alone, Gnomes have developed a certain flair for magic.

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Character Attributes
As you create your characters, these attributes appear above the race categories at the top of the screen. They' re your character's vital statistics. These values will determine how successful your character performs in his or her class (or "profession" ).

Strength (ST): Nobody really wishes to be light on might, but strength is especially important to fighters. Intelligence (IQ): If you don't have brawn, then you better have brains. Magicians get bonus spell points for high intelligence scores. Dexterity (DX): This helps determine how fleet of feet and nimble of hand you'll be. A high score makes you harder to hit and helps you land the first blow. For Rogues, the higher this value, the less likely they' ll get their fingers snapped off in traps. Constitution (CN): This represents your overall health. The higher this is, the more damage your opponent must inflict on you before you need to start thinking about death. Should you be blessed with strong constitution, you will get bonus hit points. Luck (LK): Luck is ambiguous and unpredictable; you never know what alliance it has made with fate. One thing is known about luck: lucky souls are more likely to resist evil magic and avoid traps.

Classes
No one class, or profession, is nobler than the next. As the mix of strings on the Bard's mandolin makes for a richer sound, so will a mix of classes make for a richer journey. Create a party with no Rogues or Bards, and you'll have nobody to steal flowers for your grave and sing at your funeral. While there are 13 classes to your choosing, only eight are available to the first-time adventurer.

Warrior: It's a rare weapon that this king of fighters can't handle. Warriors gain an extra attack capability for every four levels of experience after the first; a reward for becoming more adept in battle. Paladin: This fighter swears to battle all evil and uphold honor and purity. Due to their virtuous nature, the Paladin can handle some enchanted weapons that others can't and also have greater resistance to spells cast on them. Hunter: These are the skilled assassins . Their combat approach is to aim for the vital organs or nerve center and do away with an opponent with as little swordplay as possible.

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Monk: These are no ordinary, somber, brown-robed, porridge eaters. Monks are actually adept fighters skilled in the ways of martial arts. While Monks with more experience prefer to fight with their bare hands, they can also use traditional weapons. A Monk's armor class improves as he or she gains levels. Bard: Any Bard will tell you that music can do more than soothe the savage beast. The Bard can do a number of things from creating light to regenerating spell points with a mere stroke of the strings. Rogue: This dexterous thief makes a living out of picking locks and neutralizing traps. If you plan on travelling without a Rogue, prepare to pay a high physical price for your spoils. A Rogue also has the ability to identify mysterious items. And perhaps most important, a Rogue can be an excellent killer due to his or her ability to sneak up close to an opponent before he or she attacks... and you'll soon find out just how important this thief is to your fate. Conjurer: Conjurers have the ability to heal wounds and create physical phenomena like fire and light. Magician: A Magician's specialty is to change the properties of physical objects, such as enchanting a sword, h1rning an enemy to stone, or making a dungeon wall vanish. Sorcerer: These mages weave weighty illusions, ones that a newly-made character surely couldn't handle. You must know at least three spell levels from the Magician and Conjurer classes. Wizard: Rumor of the Realm is that these mages have the power to summon and bind creatures of the supernatural, creatures who react foully to being dragged out of their worlds on someone else's whim. Archmage: Archmages must have mastered all the spells of any three magic classes. With this hefty experience requirement, Archmages are undoubtedly the most auspicious among those who cast spells for a living. Geomancer: Fighters who want to convert to a life of a magic can become Geomancers. Once they choose to change, they can still use the armor, weapons, and magic items that the fighter classes use. Beware: Bards lose their songs, Warriors lose their multiple attacks, Hunters lose their criticial hit ability, and Monks lose their armor class bonus and multiple attacks. It's part of the trade off. Chronomancer: Chronomancers are the travel experts of the magic users. Before becoming one, a magic user must master all the spells of any three mage classes. And once you become a Chronomancer, you lose the power to use all the spells you previously learned. It may sound unfair, but Chronomancer needs to focus all of his or her attention on the important dimension teleport spells. Don't think you can get around without this spellcaster, because you just can't.
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Tips from the Refu2ee Camp - Characters
· Don't worry about losing a level 1 character; just make another one if he or she dies. However, when your characters reach level 3, regularly back up your character disk with your favorite disk copy utility or prepare to shed tears over a lost character.
· If your favorite character is killed, you can resurrect him or her with magic, or with gold if you can find a shrine that raises the dead. You can also turn off the comput_er, reboot, and reload your party from the point where you last saved them to disk (which means all the characters lose any gold or experience points they may have earned since the last time you saved them). Or, you can delete the dead character from your main character disk and replace that character from your backup disk.
· When you roll for attributes, shoot for 16's, 17's, and 18's since they c~ make a_ big difference. For example, high dexterity gives you bonus armor protection and firststrike capabilities; luck often lets you survive if you accidentally spring a trap; constitution provides all characters with extra hit points; and high intelligence gives mages bonus spell points in later turns.
· Certain races rely on certain attributes being strong. A mage who is strong but not intelligent is at a far greater disadvantage than a mage who is intelligent but weak.
· Develop a Sorcerer quickly to use in dungeons. Wizards, too, are important because they can summon extremely powerful special members. Work toward Archmagedom. You'll also need to prepare at least one character for the role of Chronomancer.
· Experiment with Hunters. They can often kill superior mon~t~rs quicklr_~ecause of their critical hit capabilities. Rogues also have excellent cntical hit abilities, but only when they hide in the shadows. And don't dismiss the Monk as lightweights best left chanting in the monastery; after the sixth level, they're probably the best fighters of all the classes.
· You can always enlist the services of special members and save them to your party.
· Beware of certain magic squares. Keep an eye on your character's statistics while exploring. If you see that you character's spell or hit points are dropping for no
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apparent reason, your character is probably on a magic square that drains power - jump off the square before he or she is sapped of all strength.

VIEWING YOUR CHARACTERS
At almost any time during the game, you can call up a character to see what his or her status is and what he or she possesses. To do this, enter the character's number. (To view a character's status without bringing up his or her picture, press <Shift> and the character's number.) On the first screen, you'll see the following:

Level: The higher the value, the better your character will perform in his or her role. All newly-made characters start out as level 1. As you gain more experience, you can advance in levels (see "Moving Up in Levels"). Sex, Race, Class, Attribute Values: You learned all about these when you created your characters. Spell Points: This category only pertains to those who cast spells. It shows the most spell points you can ever have, or your spell point potential. Compare the SpPt value on the Onscreen Statistics against this to see how you're doing. For instance, if you have 20 spell points, and the SpPt value is 18, then you have almost all of your maximum spell point. If, however, you're down to 3 SpPt, then you're almost out of power to cast spells. You'll have to wait until they regenerate. To regenerate spell points, you have to be under the healing rays of the sun. They don't regenerate at night, so cut back on unnecessary spell activity during this time. They also won' t regenerate in dungeons unless you stand on a magic square, use a spell-regenerating magic item, or play a spell-regenerating Bard's song. Experience: The more fights you get into (and live through) the more experience you'll gain. When you acquire enough experience points, you can move up a level. How many experience points you need depends on your class. The Old Man in the Review Board will let you know if you have enough, and if not, how much more you need. Gold: The more the merrier. You acquire gold by killing your enemies and cleaning out their pockets. Gold lets you pay the Old Man his fee for advancement, bribe folks for clues, buy drinks, and do a number of other useful things. Don't worry about buying equipment-you can't. (Tarjan doesn't believe in free enterprise so he put Garth's Equipment Shoppe out of business with an awesome incendiary spell.) You'll start out with the weapon and armor that you need. Whatever else you want, you'll have to find. Pool Gold: Press P to pool gold, and all the other characters will give this character their gold.
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Trade Gold: Trade gold lets you trade gold to any other character on the roster.

Press T, enter the roster number of whom you will give the gold to, and then enter

how much.

Inventory: On the next screen, you'll see the character's inventory (the items he or

she is carrying). See the "Items and Equipment" section for more details.

Special Information: On the third screen, you'll see any special information

pertaining to your character. Rogues can view their ability percentages for things

like disarming traps, identifying chests, hiding in shadows, etc. Bards can view the

number of tunes they have left. Magic users can view a list of their spells. Hunters

show critical hit percentages. Not all characters will have this third screen of

information.

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ONSCREEN STATISTICS
The following information always shows on the screen next to your character's name:
Armor Class (AC): This is the level of protection that a character has against physical attack. For a totally unprotected character whose dexterity is low - which is about as bad as it gets - armor class is about ten. As a character's armor class improves, the number gets lower. There are also spells, songs, and items that you can use to lower armor class. Hits Points (Hits): .Hit points represent the amount of damage a character can take before dying. This number represents the character's potential at full health. Condition (Cond): This is the character's total points for his or her current condition. Compare this value to hit points to determine what condition your character is in. For instance, if hit points is 20, and condition is 17, then you're in good shape because your actual health is close to your potential health. However, if your condition is 5, then you're much closer to death than to life. Spell Points (SpPt): This is the number of spell points that a magic user has left. When it's down to zero, the magic user can't cast any more spells. Pray no monsters come your way...

SPECIAL CHARACTERS
You may meet special characters during your travels, or summon them with a spell or magic article (the summoned characters are also known as illusionary characters). You can invite as many of these special characters to join your party - granted you have the space in your party. You can save special characters to disk once you return to the Refugee Camp.
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Special characters choose their own method of attack and usually go after the first group of monsters that your party is facing. Illusionary characters disappear from the party ranks when they are killed or when a foe disbelieves its existence. If a nonillusionary special character is attacked by another party member for any reason, the special character immediately turns hostile and fights until defeated. Dead special characters can be resurrected and healed just like your regular characters.

Special characters can carry items for your party, but they can' t find them or use them. Only the characters you made are capable of this. When special members are killed, anything they were carrying disappears, so don' t have them carry your favorite family heirloom.

MOVING UP IN LEVELS
All newly-made characters start out as level one. As you adventure, fight, and gain experience, you can go up in levels. The higher your level, the better you' ll perform in the profession you chose: magic users cast more spells, fighters fight more skillfully, thieves steal more successfully, and so on. To advance, you must go to the Review Board where the Old Man will review your accomplishments and let you know if you are fit for advancement.

Spellcasters need to advance in levels to acquire more spells. What spellcasters

would wish to dedicate years of study only to dabble in the same handful of tepid

spells all of their lives? The following table shows at what level spellcasters can use

certain level spells. For instance, a Wizard with an experience level of 3 can only use

spells up to the second level. Spellcasters have seven spell levels that they can

acquire.

Experience

Spell Level

1 ............................ ...... .... ................. ... .. 1
2 ... .... .... ... .. ... ... .. .... .... .................. ......... . 1 3 ...... .... .. .............. .. .... ... ... ... ................... 2 4 ....................... ..... ....... ............ ... ........ .. 2 5 .... ...... .. .... ...... ........... .. ... ............ ... ....... 3 6 .... ..... .... ...... ... ... ..... ..... ..... .. ... ........ ....... 3 7 ................... ..................... ..... .. ............. 4 8 .......... ... ... ....... ... ... .. .. .... .. ... .. ............ ... .4 9 .. ............ ...... ... .. .......... .. ... ...... ... .... .. ..... 5 10 .. .. .... ...... .... ... ... ... .... ......... ...... ... .......... 5 11 .. .................. ......... ............... .. ........ .. ...6 12 ..... ............. ... .... .......... ... ... ........... ....... 6

13+ .......... .. ....... .... .. .. .. .... .. ............ .. .... .. .. 7

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You can advance to a new, more powerful mage class once you learn enough spells from enough mage classes. Just how many spells and just which mage classes you must learn depend on which mage class you want to advance to. When you go to the Review Board, you'll find out exactly which classes you can advance to at that time.

For those seeking to change classes, your experience points will reset to zero, but your other attributes such as hit points, spell points, and gold remain unaffected. A warning to magic users: once you advance to a new mage class, you don' t get the chance to learn the magic classes and spell levels that you skipped. For instance, if you become an Archmage without having studied the Sorcerer spells, you can' t go back to learn those Sorcerer spells.

PLACES
Despite the fact that much of the Realm was crushed, some places still stand. The Scrapwood Tavern, for one, still does good business.
Refugee Camp Once, there was a home to travelers called the Adventurer's Guild. Wayfarers stopped there when they wanted to slake a thirst, engage in merriment, or just rest their weary feet. Now that the plague has descended and Skara Brae has been shattered, the Refugee Camp serves as the gathering point for travelers.
Although lacking the niceties of the Adventurer's Guild (tables, heating, vermin-free bedding), you can still do the same things in the Refugee Camp. Come here to create characters, form a party, and save characters to disk. This is where you will begin every game and where you will be returned should all your party perish during the quest.
Scrapwood Tavern Drink up! This is the only tavern in the vicinity. You may want to fill up a wineskin here so your Bard will not have to go thirsty in some of the more inhospitable, tavernless areas. While you're here, ask the barkeep how things are going...
Mapping So your exploring efforts aren' t wasted, or unnecessarily repeated, you should map your moves. Each "step" you take equals a graph box (which is ten feet from a

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character's point of view). To aid your mapping, Thief of Fate has an automap feature (refer to the Command Summary Card for the command) . If you're outdoors, you'll see a description of where you are and the general time of day. If you're in a dungeon, you' ll see a sketch of the corridors.

Explore and map every square in every maze. There are "Magic Mouths" that will give you 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.

Places No More
If you've travelled the roads of the Realm before in The Bard's Tale I or II, you'll remember casinos, temples, Roscoe's Energy Emporium, Garth's Equipment Shoppe, and Bedder's Bank for the Bold. During the destruction, all these places were put out of business, and remain closed to date. This means that you'll have to find alternatives to each institution. In some cases, there are no alternatives, so find what you can and prepare to live without.

Review Board
Once, this housed the representatives from each of the ten different classes from all over the Realm. They were responsible for advancing adventurers with enough experience points to higher levels. During the dark days, all fled or perished in the attempt. Now, the Old Man sits on the Board, and he alone will answer to your call for advancement.
Tips from the Refu~ee Camp - Places
· Your first adventure should be in the Mad God's dungeon in Skara Brae. Here you'll build your savvy for fighting, spellcasting, and adventuring.
· Avoid potential traps. Use the Trap Zap spell when in doubt. It will disarm any
trap, including the Gas Cloud trap, famous for its toxic fumes.
· Make sure all members of your party are fully healed before entering a new
dungeon. You'll need all your strength for the next onslaught.

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COMBAT SYSTEM
Whether or not fighting is your fare, prepare to partake in much of it. It offers the primary means by which you can build experience points. And without experience points, you won't advance far. Without advancement, you are little more than a hapless bunch, doomed to wander the world with a purpose forever unfulfilled.

You can't physically attack enemies more than 10 feet (10') away. If you feel compelled to fight, you'll have to advance. However, you can' t advance on them if there is another group already within the 10' melee range. Whoever is closest in the 10' melee range are the lucky monsters who will get to do battle with your party first.

Combat is broken down into rounds. In each round, you need to enter a battle action for each party member:

Attack Foes: This sends you headlong into battle with weapons drawn. This is only available to the first four characters on the roster. Attacking a foe doesn't equip a character with a weapon; that must be done separately. Defend: This lets you defend yourself during the round. You'll pass on the opportunity to perform any action, which may be a wise move if you're injured. Party Attack: You will turn on a member in your party, including special members. Useful if one of your characters has been possessed and needs a good beating or if somebody who has joined your party is giving you trouble. Cast a Spell: This lets the magic users cast a spell. Enter the spell code and, if necessary, specify your target. Use an Item: You will use a magic item or missile weapon that you've prepared for use. Bard Song: Instructs a Bard to play a tune. Hide in Shadows: Rogues will slip into the shadows to avoid combat. Your presence will go undetected as the combat round commences and you'll get to advance 10 feet. If you attack an enemy in the next round who is at your range or less, you have a good chance of getting a critical hit (one that kills) because you'll be striking at the monster from behind.

The first four characters in your party can be physically attacked by monsters and can also retaliate. The last three characters can only be attacked with magic, and can retaliate only with magic. The most powerful and dexterous characters and monsters usually strike first. In evenly matched battles, the outcome often depends on

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who lands the first blow (hope you have good dexterity). The monsters that you kill during combat are removed from your foe' s ranks so their bodies don't pile up and interfere w ith battle. If anybody dies in your ranks, they are moved to the end of your party list. When combat ends, treasure and experience points are distributed among the survivors.

You can increase or decrease the scrolling speed of the combat messages. See the Command Summary Card for details on how to do this on your computer.

Tips from the Refu~ee Camp - Combat
· Don't underestimate the value of dexterity. Use high dexterity and high level characters to attack especially fearsome monsters. Less dexterous characters may not survive long enough to get in the first strike.
· Remember, lower is better when it comes to armor class. Use spells or Bard songs to lower it further and give you an advantage during combat.
· If you' re attacked by more than two groups of monsters, focus on the magic users
first. If you can't kill all the magic-using monsters, cast magic-repellent spells to protect your party from illusions, possessions, and other spells.
· As a general rule, attack groups containing only one monster last, unless it contains
a particularly deadly monster. In that case, get rid of it while your party has the strength to.
· Undead monsters such as zombies are especially troublesome. They can drain
experience points, rapidly age characters, critically hit, or even turn characters to stone. Kill them quickly or be killed quickly.
· Keep a well-stocked supply of missile weapons (arrow, spears, etc.) so you' re
prepared to attack monsters who hide behind other monsters.

ITEMS AND EQUIPMENT
A character can carry up to 12 items. There' s a variety of items you can use, including weapons, shields, armor, helms, gloves, musical instruments, figurines, rings, and wands. With a few exceptions, you must equip the character with the item in order for him or her to use it (see your Command Summary card for the Equip command).
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You can equip more than one item from each type, unless they' re identical. For instance, you could equip a bow and a knife (two different weapons) at once, but you can't equip two bows (the same w eapon) at once. Refer to the Command Summary Card to find out what the symbols in front of certain items mean.

There are hw1dreds of items you can find, and you just won't be able to carry them all. Some items you have to carry to progress in your quest; if everybody is shouldering a maximum load, be prepared to make critical choices about who will drop what.
About magic items. You' ll find many- and need many- of these items during your quest. Some, like the magical weapons, will inflict extra damage on the opponent. Others, like magic keys, will permit passage into a special area. Many are necessary for you to complete the game with. Certain items can only be used by specific characters. For instance, only Bards can use magical musical instruments. Someone else can carry it, but only the Bard will be able to use it.

Tips from the Refu2ee Camp - Items
· There are no cursed or bad items, but some may be useless.
· Experiment with anything you find to determine its capabilities. An item may only work with a certain class, so be sure to trade something that doesn' t seem to work for a certain character. Some items will work only in certain areas or under certain conditions.
· If you can't pick something up, it may be because you're carrying a full load.Make your choice and drop something.
· Save your party to disk when they find something interesting or powerful. If disaster strikes, you can always reboot with your saved goodies.
· If you find an item and you can' t figure out what it is, give it to the Rogue in your party to identify, or a mage who has a spell that identifies items.

13

·

·

MAGIC USERS
Without magic, the end of your quest will remain forever elusive. However, magic is not the adventurer's panacea. There are some places where magic won't work or you may meet monsters who will, in response to a spell, laugh and then spit fire in your face. In such cases, only the simple act ofknife-to-bellywill work. But, when you do need a magic user, you have several who can answer your call.

Book of Spells
This section lists and describes the spells known to exist for each of the six mage classes. The section is organized as follows:

Mage Class LEVEL#:

CODE

PT. COST

RANGE

DURATION

Spell Name - A description of what the spell does and any special

instructions for use.

The range of effectiveness is measured in number of game squares, with each square equivalent to 10 feet (10'). The following explains what each range affects:

View ##'
Wall Level 1 Object 1 Foe Group All Foes Self Party Char Special
NIA

Line of sight. Anything in the direction the spellcaster is facing for the number of feet specified by "##". A wall in the direction the spellcaster faces. The entire level that your party is on. A single object. A single monster, regardless of the number your party faces. One of up to four monster groups. All the monsters your party faces. The spellcaster only. Your party. The party member (character) you designate. The special character you designate. Hits with full effectiveness up to the listed range, and at reduced effectiveness when it hits at double the listed range. For instance, if your spell has a range of 30', and you use it against foes 60' away, the spell will hit with reduced effectiveness. Not applicable; used where range is not a factor in the spell.

14

·

·

In addition to a range, many spells have a duration. The following explains how long each duration last:

Combat
lMove 1 Round Short Medium Long Indef Misc NIA

Until combat ends (when either you run away, you win, or the monster wins). Exactly one move. The entire round of combat. A few minutes only. Several minutes. Twice as long as short spells. Until the party enters the Refugee Camp or an anti-magic zone. Has multiple or variable ranges. Not applicable; the result of the spell is immediate.

Conjurer Spells

.

From fireballs to magic compasses, Conjurers can create objects and effects out of tlun

air. Conjurer spells take up a lot of energy to create even mo.derate effec~s; that's why

these magic users don' t involve themselves with huge magical productions.

Level 1:

MAFL

2

View

Medium

Mage Flame - A small flame floats above the spellcaster as he

moves about, illuminating the immediate area.

ARFI

3

1 FoellO'

NIA

Arc Fire - Fiery blue flames spray from the spellcaster's fingers,

inflicting 1to4 damage points, depending on the Conjurer's

level.

TRZP

2

30'

NIA

Trap Zap - Disarms any trap within 30 feet in the direction that

the spellcaster is facing. Trap Zap also works on chests for the

same amount of spell points.

Level 2:

FRFO

3

Group

Combat

Freeze Foes - Binds your enemies in a magical force, slowing

them down and making them an easier target for your itching

sword.

15

Level 3: Level 4: Level 5:

·

·

MACO

3

NIA

Medium

Kiel's Magic Compass -A compass of shimmering magelight

appears above the party and shows the direction they face.

WOHL

4

Char

NIA

Word of Healing - With the uttering of a single word, this heals a

party member from 4 to 16 points of damage.

LERE

5

View

Long

Lesser Revelation - An extended Mage Flame spell that also

reveals secret doors.

LEVI

4

Party

Short

Levitation - Partially nullifies gravity, letting the party float over

traps, or up and down through portals.

WAST

5

Groupl20'

NIA

Warstrike -An electric spell where a stream of energy shoots

from the spellcaster's finger, frying a group of foes for 5 to 20

damage points.

INWO

6

Party

NIA

Elik's Instant Wolf- Summons a giant and extremely fierce wolf

to join your party.

FLRE

6

Char

NI A

Flesh Restore - A powerful healing spell that restores 10 to 40

points to a party member, curing those stricken with insanity or

poisoning.

GRRE

7

View

Long

Greater Revelation - Operates like Lesser Revelation, but

illuminates a wider area for a longer period of time.

SHSP

7

Groupl30 '100

NIA

Shock Sphere - Creates a large globe of intense electrical energy

that envelops a group of enemies and inflicts 10 to 40 damage

points.

16

·

·

Level 6: Level 7:

FLAN

9

Group

NIA

Flesh Anew - Works like Flesh Restore, but affects every member

of the party.

MALE

8

Party

lndef

Major Levitation - Operates like Levitation, but it lasts until the

spell is terminated by some event like the activation of an anti-

magic square.

REGN

12

Char

NIA

Regeneration - A health spell that revives all the hit points for

one lucky member of the party.

APAR

15

Party

NIA

Apport Arcane - Teleports the party within a dungeon to any

location that's not protected by a teleportation shield.

FAFO

18

Group

NIA

Far Foe - Pushes a group of foes 30 feet further away from your

party, up to a total distance of 90 feet.

INSL

12

Party

NIA

Elik' s Instant Slayer - Materializes a slayer who joins your party.

What's a slayer? The name speaks for itself...

Magician Spells Magicians can bestow magical effects on common objects. This, however, doesn't mean that the item becomes magical. It only takes on the magical effects for the duration of the spell.

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 to 8 points of

additional damage.

QUFI

3

Char

NIA

Quick Fix - Regenerates 8 hit points for a character, up to the

character' s maximum hit point level.

17

Level 2: Level 3: Level 4:

·

·

SCSI

2

Party

NIA

Scry Site - Causes a dungeon wall or wilderness pathway to

reveal the party's location.

HOWA

4

1 Foe/10'

NIA

Holy Water - Holy water sprays from the spellcaster's fingers,

inflicting 6 to 24 points of damage on any foe of evil or

supernatural origin.

MAGA

5

Char

Combat

Mage Gauntlets - Makes the hands (or weapon) of a party

member more deadly by adding 4 to 16 points of damage to every

wound it inflicts on a foe.

AREN

5

30'

Short

Area Enchant - Causes the dungeon walls within 30 feet (3

squares) of a stairway to call out if the party is headed towards the

stairs.

MYSH

6

Party

Medium

Ybarra's Mystic Shield - Causes the air in front of the party to

form an invisible shield that's as hard as metal. The shield moves

with the party.

OGST

6

Char

Combat

Oscon's Ogre Strength - Endows a specific party member with

the strength of Elik's Ogre for the duration of the battle.

STFL

6

Group/40'/00

NIA

Star Flare - An electrical spell that ignites the air around your

enemies, scorching them for 10 to 40 damage points. A real hair

curler.

SPTO

8

1 Foe/70'

NIA

Spectre Touch - Drains a single enemy of 15 to 60 hit points as if

it were touched lightly by death.

18

·

·

Level 5: Level 6: Level 7:

DRBR

7

Group/30'

NIA

Dragon Breath - Lets the spellcaster belch a breath fire at a group

of monsters, inflicting 8 to 64 points of damage on each monster.

ANMA

8

Party

Combat

Anti-Magic - Causes the ground to absorb a portion of the spells

cast at the party by monsters, giving the party a chance to escape

unharmed. This spell also aids in disbelieving illusions and

shielding against magical fires such as Dragon Breath.

GIST

10

Party

Combat

Giant Strength - Instills tremendous power in your party,

increasing their strike ability by 10.

PHDO

10

Wall

lMove

Phase Door- Vaporizes any wall that's not protected by an Anti-

Phase Door aura or spell into air.

YMCA

10

Party

Indef

Ybarra's Mystical Coat of Armor - Works just like Ybarra's

Mystic Shield, but lasts indefinitely.

REST

25

Party

N/A

Restoration - Regenerates the body of every party member to

perfect condition; even cures insanity or poisoning.

DEST

16

1 FoellO'

NIA

Death Strike - Instantly kills a selected enemy, which certainly

categorizes this spell as one that doesn't fool around.

ICES

11

Group/SO'

NIA

Ice Storm - Pummels a group of monsters with chunks of ice,

causing 20 to 80 points of damage.

STON

20

Char

NIA

Stone to Flesh - Takes a character who has been turned to stone

and restores him to his natural flesh state.

19

·

·

Sorcerer Spells
Sorcerers rely on illusions in their magical repertoire. A neat and tidy mage class, Sorcerers prefer to work on peoples' minds than with tangible (and dirty) objects or monsters.

Level 1:

MIJA

3

1 Foel40'loo

NIA

Mangar's Mind Jab- Casts a concentrated blast of electrical

energy at one opponent, inflicting 2 to 8 points of damage for each

experience level of the spellcaster.

PHBL

2

Party

Combat

Phase Blur - Causes the entire party to become blurry in the eyes

of the enemy, making your party tougher to strike.

LOTR

2

30'

Short

Locate Traps - Heightens the spellcaster's awareness for trap

detecting. Works for 30' in the direction that the spellcaster is

facing.

Level 2:

DISB

4

Party

NIA

Disbelieve - Reveals an attacking illusion for the true

nonphysical object that it is, causing it to vanish.

WIWA

5

Party

NIA

Wind Warrior - Creates the illusion of a battle-ready ninja in the

ranks of your party. The illusionary ninja will fight until defeated

or disbelieved.

FEAR

4

Group

Combat

Word of Fear - An incantation that causes a group of enemies to

quake in fear, thus reducing their ability to attack and inflict

damage.

Level 3:

WIOG

6

Party

NIA

Wind Ogre - Like Elik's Instant Ogre, it summons a mean,

illusionary ogre to join your party.

20

Level 4: Level 5: Level 6: Level 7:

·

·

INVI

6

Party

Combat

Kylearan's Invisibility Spell- Invoke this spell to render the

entire party nearly invisible to the enemy.

SESI

6

30'

Medium

Second Sight - Heightens awareness so the spellcaster can detect

all traps and tricks that lie directly ahead.

CAEY

7

View

Indef

Cat Eyes - Endows the entire party with perfect night vision for

an indefinite period of time.

WIDR

12

Party

NIA

Wind Dragon - Creates an illusionary red dragon to join the

ranks of your party.

DUL

8

All Foes

Combat

Disrupt Illusion - Destroys any illusions among the ranks of the

enemy and prevents new illusions from appearing.

MIBL

10

All Foesl30'loo

NIA

Mangar's Mind Blade - An electric spell that strikes every

opposing group within range with an explosion of energy capable

of inflicting 25 to 100 points of damage.

WIGI

11

Party

NIA

Wind Giant - Creates an illusionary elemental giant that joins

your party and fights up a storm.

SOSI

11

30'

lndef

Sorcerer Sight - Operates like the trap-detecting Second Sight

spell, but lasts indefinitely.

RIME

20

All Foesl40'

NIA

Rimefang - Rakes enemies with shards of ice, inflicting 50 to 200

points of damage.

21

·

·

WIHE

16

Party

NIA

Wind Hero - Creates an illusionary hero with the power of

hurricane winds to join your party.

MAGM

40

Group

NIA

Mage Maelstrom - Assaults a group of opposing spellcasters and

may do one of the following: inflict 60 to 240 points of damage,

turn them to stone, or kill them outright. However, because the

maelstrom is illusionary in nature, a disbelieving enemy can totally

nullify it.

PREC

50

All Foes

NIA

Preclusion - Keeps the enemy from being able to summon any creatures.

Wizard Spells
Wizards can summon and control supernatural creatures and energies. The Wizard has fewer spells to choose from than the other classes, but their potency makes up for it.

Level 1:

SUEL

10

Party

NIA

Summon Elemental - Creates a fire-being from the raw elements

of the universe to join and fight for your party.

FOFO

11

GroupllO'

NIA

Fanskar's Force Focus - Lands a cone of gravitational energy on a

group of your foes, inflicting 25 to 100 points of damage.

Level 2:

PRSU

14

Party

NIA

Prime Summoning - Coerces a powerful undead creature to

unwillingly join your party.

DEBA

11

1 Foel30'

NIA

Demon Bane - Inflicts 100 to 400 points of damage on a single

creature of evil or supernatural origin.

22

Level 3: Level 4: Level 5: Level 6: Level 7:

·

·

FLCO

14

Groupl30'

NIA

Flame Column - Creates a cyclone of flame that lashes out and

delivers 22 to 88 points of damage to a group of your foes.

DISP

12

Char

NIA

Dispossess - Returns a possessed party member to the normal

state of consciousness.

HERB

13

Party

NIA

Summon Herb- Summons Herb to join your party. Herb is

pretty busy, but he'll hang out with your party for a while if you

need him.

ANDE

14

Char

Combat

Animate Dead - Reanimates a dead character with living

strength so he or she attacks enemies as if truly alive.

SPBI

16

1 Foe

NIA

Baylor' s Spell Bind- If successful, this spell possesses the mind

of an enemy and forces him or her to join and fight for your

party.

SOWH

13

1 Foe/70'

NIA

Storal's Soul Whip- Whips out a tendril of psionic (mind)

power to strike a selected foe, inflicting 50 to 200 damage points.

GRSU

22

Party

NIA

Greater Summoning - Operates like Prime Summoning but

causes a powerful elemental creature to appear and fight for the

party.

BEDE

18

Char

NIA

Beyond Death - Brings a dead character back to life and gives

him or her one hit point as a welcome back gift.

WIZW

16

Group/SO'

NIA

Wacum's Wizard War -An electric spell that creates a

pyrotechnical storm over a group of monsters, inflicting 50 to 200

damage points.

23

·

·

DMST

25

Group/SO'

NIA

Demon Strike - Unleashes the terrorizing power of demons unto

the enemy ranks, causing 200 to 400 points of damage.

Archmage Spells

Archmages are the wise ones who have learned at least all the spells for four of the

previous mage classes. This gives the Archmage the ability to pick and choose from

a huge batch of spells.

Level 1:

HAFO

15

All Foes

1 Round

Oscon's Haltfoe - If successful, this spell causes every attacking

group to miss all their attacks during the next round.

MEME

20

Group

NIA

Melee Men - Pull an attacking group into melee range (1 O')

regardless of how far they were when they began attacking.

Level 2:

BASP

28

Party

Misc

Batch Spell - Executes the following batch of spells: Greater

Revelation, Ybarra's Mystical Coat of Armor, Sorcerer Sight, Major

Levitation, and Kiel's Magic Compass.

Level 3:

CAMR

26

Party

NIA

Camaraderie - Has a 50% chance of calming all monsters in your

party that have turned hostile.

Level 4:

NILA

30

Group/60'

NIA

Fanskar's Night Lance - Launches a chilling ice missile against a

group of foes, inflicting 100 to 400 damage points.

Level 5:

HEAL

50

Party

NIA

Heal All - A Beyond Death spell that resurrects every dead party

member (including those turned to stone), and heals all wounds,

paralysis, and insanity.

Level 6:

BRKR

60

Party

NIA

The Brothers Kringle - The brothers are always ready to help

friends in trouble. Enough brothers appear to fill the empty slots

24

·

·

in your party.

Level 7:

MAMA

80

All Foes/90'

NIA

Mangar's Mallet - Inflicts 200 to 800 bone-crushing damage

points against every monster group you face.

Chronomancer Spells

The key to distant lands, Chronomancers help the party move from dimension to

dimension with their special teleport spells. They also have a number of vicious

offensive spells.

Level 1:

VITL

12

Char

NIA

Vitality - Invigorates a character by healing 4 to 8 hit points

times the spellcaster's level.

ARBO

10

Party

NIA

Arboria - Teleports the party to Arboria.

ENIK

10

Party

NIA

Exit Now That I Know-Teleports the party from Arboria to the

wilderness.

Level 2:

WIFI

20

Group/20'

NIA

Witherfist - Crushes a group of enemies under a huge fist of

power for 300 to 600 points of damage.

COLD

20

Group/80'

NIA

Frost Force - Blasts the enemy with a deadly frost for 50 to 400

points of damage.

GELi

15

Party

NIA

Gelidia - Transports the party to Gelidia.

ECUL

15

Party

NI A

Exit Carefully Under Luck - Transports the party from Gelidia

to the wilderness.

25

Level 3: Level 4: Level 5:

·

·

GOFI

25

Groupl80'

NIA

God Fire - A holy spell where blazing red fires are sent from the

angry gods to roast the enemy for 60 to 240 damage points.

STUN

30

All Foes

NIA

Stun - An electric spell that gives the enemy a high-voltage zap

for 50 to 200 damage points.

LUCE

20

Party

NIA

Lucencia - Transports the party to Lucencia.

ILEG

20

Party

NI A

If Leaving Exit Gingerly - Transports the party from Lucencia to

the wilderness.

LUCK

45

Party

Combat

Luck Chant - Increases your chances of hitting or defending by

eight points.

FADE

50

Foel30'

NIA

Far Death - A long-range spell that drops a distant foe dead in its

tracks.

KINE

25

Party

NIA

Kinestia - Transports the party to Kinestia.

OBRA

25

Party

NIA

Oh Better Run Away-Transports the party from Kinestia to the

wilderness.

WHAT

60

1 Object

NIA

Identify - Cast this spell on something to find out just what the

heck it is.

OLAY

60

lChar

NIA

Youth- Coats a character with a light, fragrant lotion to cure

oldness.

26

Level 6: Level 7:

OLUK

30

Party

NIA

Tenebrosia - Transports the party to Tenebrosia.

ECEA

30

Party

NIA

Everyone Can Exit Already - Transports the party from

Tenebrosia to the wilderness.

GRRO

65

1 Char

Misc

Grave Robber - Casts Beyond Death and Regeneration for a life-

giving combination of spells.

FOTA

70

All Foes

Misc

Force of Tarjan - Casts Witherfist and Sandstorm for a double

offensive punch.

AECE

35

Party

NIA

Tarmitia - Transports the party to Tarmitia.

KULO

35

Party

NIA

Kick Us Lamely Out - Transports the party from Tarmitia to the

wilderness.

SHSH

60

Party

Indef

Shadow Shield - Casts a gray shadow around the party, and

lowers their armor class by 4.

FAFI

100

All Foes

NIA

Fatal Fist - Crushes the enemy under an unearthly gravitational

force for 400 to 1500 points of damage.

EVIL

50

Party

NIA

Malefia - Transports the party to Malefia.

LIVE

50

Party

NIA

Live To Tell About It - Transports the party from Malefia to the

wilderness.

27

·

·

Geomancer Spells The most physically adept of all the spell casters, Geomancers can handle most weapons that fighters can. Their combative nature shows in their repertoire of predominantly offensive spells. To become a Geomancer, you must find the one special location that performs the rite of passage to this mage class.

Level 1:

EADA

S

Group/40'

NIA

Earth Dagger - Cuts down the enemy with holy daggers for 200

to 800 points of damage.

EASO

s

Level

NIA

Earth Song - Reveals all booby-trapped areas that can injure the

party.

EAWA

8

Level

NIA

Earth Ward - Casts the Trap Zap spell on the entire level.

Level 2:

TREB

10

All Foes

NIA

Trebuchet - Fries all foes with wickedly hot flames for 150 to 600

points.

EAEL

lS

Party

NIA

Earth Elemental - Summons an Earth Elemental, which is a

creature created from the raw elements of the earth.

WAWA

lS

Wall

Misc

Wall Warp - Works like Phase Door until the party leaves.

Level 3:

ROCK

18

1 Foe/60'

NIA

Petrify - Turns an enemy up to 60 feet away into the hardest

stone.

ROAL

20

Level

NIA

Roscoe's Alert- Reveals to the party where the anti-magic areas

are.

28

Level 4: Level 5: Level 6: Level 7:

·

·

SUSO

20

Level

N/A

Succor Song - Shows all heal-party squares, so your party can

put and end to their weakness and pain.

SAST

2S

All Foes

N/A

Sandstorm - With a violent swirl of sand, all foes are whipped

back 60 feet.

SANT

30

Level

NIA

Sanctuary - Shows all mage regeneration squares, so your

spellcasters can be refreshed.

GLST

40

1 Foe/90'

NIA

Glacier Strike - Impales the enemy with an icy stalagmite,

causing 400 to 1600 points of damage.

PATH

40

Level

NIA

Pathfinder - An instant map, this shows the entire maze that the

party's in.

MABA

SO

Group/SO'

NIA

Magma Blast - Burns a group of foes with a blast of hot, fiery

magma for 300 to1200 of damage.

JOBO

60

All Foes

NIA

Jolt Bolt- Wrenches the earth below the enemy, smashing them

to the ground and gives them a jolting electrical shock to cause 400

to 1600 points of damage.

EAMA

80

Group/SO'

NIA

Earth Maw - Commands the ground beneath the enemy's feet to

open wide and drop the foes in, so they' re never seen from again.

29

·

·

Miscellaneous Spells These spells are available to all magic users. The catch is that you've got to find them before you can use them.

GILL

10

Party

Medium

Gilles Gills - This survival spell lets your party breathe under

water. It is cumulative in effect; casting it more than once will

extend the amount of time you can spend underwater.

DIVA

250

All Foes/Party

Misc

Di~ine Intervention - This powerful spell earns its name by

domg the following: 1) Turns illusionary characters into real

characters; 2) Cures characters of all illnesses but age; and 3)

Restores all hit points to the party. If you're in combat, it also does

the following: 1) Lowers your armor class, saving throw, to hit,

and damage by 20 points; 2) Increases your attack by eight points;

and 3) Casts Mangar's Mallet.

NUKE

150

All Foes

NIA

Got~e~damurung - The finest in offensive obliteration, this spell

anmlulates the opponent for 2000 damage points.

The Bard Sones
~he Bard has eight songs to sing. He or she starts the journey knowing six, and must fmd the other two. Smee Bards can't make music without an instrument, and since whistling doesn't count, make sure they don't drop or trade away their livelihood.
The:e are two categories of songs: those played during exploration and those played dunng combat. Songs played during exploration are long-playing while those played during combat last only one round. Only one song can play at a time. If you're playing an exploration song, but suddenly need to play a battle tune, the exploration tune will stop playing for the duration of the battle, and start once battle is over. On the other hand, if you're playing an exploration song and start another one, the first song will end and the second will start.
A Bard can play as many tunes as he has experience levels before his throat dries and fingers stiffen. For instance, if your Bard has five experience levels, he can play

30

·

·

up to five tunes. To rejuvenate your Bard, give him or her a drink, be it water from a wineskin or ale from a tankard. Never forget, "When the going gets tough, the Bard goes drinking..."

1. Sir Robin's Tune: This lets you run away from attackers as long as the combat has not yet begun. During combat, this keeps the monsters from calling for additional help.
2. Safety Song: Sets up an anti-monster aura, so foes won't randomly attack you. 3. Sanctuary Score: Lowers the Bard's armor class level up to a maximum of 15
points. 4. Bringaround Ballad: In non-combat situations, this rejuvenates the Bard's hit
points. During combat, this song will affect everyone in your party, including the Bard. 5. Rhyme of Duotime: In non-combat situations, this regenerates the mage's spell points. During combat, it gives the party an extra attack. 6. Watchwood Melody: This creates light so you can find your way around. May even work in anti-magic zones. 7. Kiel's Overture: In non-combat situations, this calls up a compass so you can get your bearings. During combat, this casts the monster-frying Trebuchet spell. 8. Minstrel Shield: In non-combat situations, this lowers your armor class. During combat, it partially shields your party so they only take half damage from monster attacks.

Tips from the Refu2ee Camp - Maeic
· Spell points are the life blood of the magic user. Don't venture too far into dungeons without full spell points. When you're down to a quarter of your maximum spell points, you should leave the dungeon before you're bled dry of your remaining spell points.
· Spells points don't regenerate that fast, so don't squander them away. Don't use a
magic light spell when lighting a torch will do. Use your spells when you need them, like when that bad-breathed miasmal cur takes an interest in clawing your face off.
· Find those nasty traps. Second Sight and other Sorcerer sight spells can identify
traps within 30 feet (3 squares). The Trap Zap spell disarms all traps within 30 feet.

31

·

·

· Play a long-lasting Bard's song before entering a tavern. It's like getting a free spell.

· In darkness zones, try using a light spell or the Bard's Watchwood Melody song. Though the spells won' t last, it gives a brief flash of light which helps you get your bearings. This trick occasionally works with ordinary torches and lanterns.

· The screen flashes when your party gets teleported. Keep this in mind, because many dungeon corridors look alike and unless you catch the flash, you'll never know you were teleported.

00 0000000 000000000000
00
0
Thanks
I, Bill Heineman, wish to acknowledge that Thief of Fate couldn' t have been done without the help and the long hours of work from many people. Thanks to these people for helping me bring this game to life:
Brian Fargo for having the vision to let me begin this project. Michael A, Stackpole for coming up with the basic storyline, the maps and the text found throughout the game.
Todd J. Camasta, whose artistic talent knows no bounds.
Kurt Heiden who spent many days composing the music that the famous Bards now sing.
Bruce Schlickbernd for composing additional text, for the songs sung in the Bard's Halls, and also for finding all those nasty little bugs that seem to create themselves.
Dave Albert, Chris Wilson, James Bailey, and Jennifer King for playing the game until their fingers fell off...
These people helped make Thief of Fate into a masterpiece of role-playing fantasy. I hope you will enjoy our work.
32

The Wilderness
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:___ - ·-···· __.. . ,L
~~.;___;__---'-~~~~~~~~'"--~~~

·

·

ou've heard "When the going

I

gets tough, the Bard goes drinking," right? Well, when the programming gets tough, the tough line up for a group picture. And it has to get

pretty tough for these

software game vets to take a break from creating

monsters who would love nothing more than

to pick a fight with you.

Director: Brian Fargo Game Design: Michael A. Stackpole, Brian Fargo, Bill Heineman, Bruce Schlickbernd Original Programming: Bill Heineman IBM conversion: Kevin Norman Music Composition: Kurt Hieden IBM Arrangement: Ira Cord Rubinitz Maps : Michael A. Stackpole, Bill Heineman Graphics:Todd J. Camasta, Muffy Vasalle Producer: Chris Wilson Assitant Producer: Michael Meischeid Playtest & Development: Bruce Schlickbernd, Jennifer King, Dave Albert, Bill Heineman, Brain Fargo, Chris Wilson, James Bailey, Michael Meischeid Product Management: Bing Gordon, David Bamberger Art Director: Nancy Fong Front Cover Art: Randy Berret Package Design: Michael LaBash Wilderness art: Lisa Berret Special Thanks: Jeff Haas, Michael Humes

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SOFTWARE © 1988 INTERPLAY PRODUCTIONS, INC. ALL RIGHTS RESERVED.
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© 1988 ELECTRONIC ARTS. ALL RIGHTS RESERVED.

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