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Bard's Tale, The

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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

NOTES

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