303 lines
12 KiB
Plaintext
303 lines
12 KiB
Plaintext
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The Project 64 etext of the Bard's Tale II: The Destiny Knight
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Summary Card. Converted to etext by Steve Varner <stevevint@alt.net>.
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A table of contents with section numbers was added.
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BT2CSC10.TXT, January 1997, etext #164.
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*********
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TABLE OF CONTENTS
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GETTING STARTED ............................. 1.0
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UTILITIES MENU .............................. 2.0
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MOVING ABOUT ................................ 3.0
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VIEWING CHARACTERS .......................... 4.0
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COMMANDS .................................... 5.0
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Combat Commands ............................. 5.1
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Noncombat Commands........................... 5.2
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FORMING PARTIES AND CREATING NEW CHARACTERS . 6.0
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Making a Character Disk ..................... 7.0
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Using a Character Disk ...................... 8.0
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SAFETY AND DEATH ............................ 9.0
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Limited Warranty ........................... 10.0
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WHAT IS NOT COVERED BY THIS WARRANTY ....... 10.1
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*********
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The Bard's tale II: The Destiny Knight
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[1.0] GETTING STARTED
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Note: Make sure your Shift Lock is OFF, and you have no joysticks or
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cartridges plugged into your system. If you have a C64, insert the
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boot disk and type Load "EA",8,1. If you have a C128, insert the boot
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disk, turn on the computer, and the program loads automatically.
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Press the Spacebar to leave the title page. When the prompt "Insert
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Character Disk and press a key" appears, insert Side 2 of the program
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disk. Press a key to see the Utilities Menu.
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[2.0] UTILITIES MENU
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The Utilities Menu contains the following options that you use by
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pressing the corresponding key:
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S to S(tart) the game.
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C to C(opy) characters from one character disk to another. Follow the
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prompts as they appear. The disk you are copying from is the source
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disk, and the one you are copying to is the target disk.
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U to update Bard's Tale characters to Destiny Knight format and save
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them to a Destiny Knight character disk. NOTE: You cannot transfer
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Destiny Knight characters to The Bard's Tale.
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M to M(ake) a new Character disk.
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T to transfer Ultima III characters to a Destiny Knight Character
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disk.
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The first thing you should do before starting the game is make a
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backup copy of the character disk on the flip side of the boot disk.
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[3.0] MOVING ABOUT
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I or Return move forward
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J or Shift/ Left-Right Arrow turn left
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K or Return kick a door open
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L or Left-Right Arrow turn right
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[4.0] VIEWING CHARACTERS
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Press the number (0-6) of the character whose statistics you want to
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view. To make changes, press:
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E to E(quip) a character with an item. You are prompted for the item
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number (1-8). Press 0 to unequip a character.
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T to T(rade) an item. Type the item number at the prompt. To trade
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gold, type G, the amount of gold you want to trade, and the number of
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the character you want to give the item to.
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D to D(rop) an item. Type the item number at the prompt. Dropped
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items are lost forever - you can't go back for them.
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P to P(ool) all gold. This gives all the party's gold to the
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character being viewed.
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The left-right cursor key moves you back to the first View Character
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screen, which lists gold, experience, and attributes. Press the
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Spacebar to leave the View Character mode.
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[5.0] COMMANDS
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[5.1] Combat Commands
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When you're under attack, you have two sets of options. If attackers
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are more than 20' away, you can choose to F(ight), R(un), or
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A(dvance). If they're 10' away, you can only fight or run. (Note
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that you can't always run.) In combat, press:
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A to A(ttack) all monsters within 10', using hand-to-hand weapons.
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(Available to party members in slots 0 through 3.)
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B to sing one of 7 B(ard's) tunes for one combat round. (Available
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only to Bards.)
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C to C(ast) a spell. Type in a spell code at the prompt. (Available
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to magic users only.)
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D to D(efend). Lessens the chance of damage from an attacker.
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H to H(ide) in the shadows. (Available only to rogues.)
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P to P(arty attack). Voluntarily begins intra-party combat.
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U to U(se) a magical item, or a weapon that is thrown or shot.
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[5.2] Noncombat Commands
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B to sing one of 7 B(ard's) tunes while wandering. (Available only to
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Bards.)
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C to C(ast) a spell. At the prompt, type the number of the character
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who will cast the spell, then type the spell code.
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D to D(rop) a special member from your party.
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E to go up a portal. You must use a levitation spell. Works in
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dungeons only.
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N to establish a N(ew order) for the party members. At the prompt,
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type the character numbers in their new order.
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P to start intra-party combat at any time.
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U to U(se) an item. Some items, like torches, must be activated with
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this command in order to work. Type the number of the character with
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the item at the prompt, then type the item from the list that appears.
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Some items run out of power after only one use. HINT: The Scry Site
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(SCSI) Magician spell works even in anti-magic zones.
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V to turn sound on/off.
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W to go down a portal. Works in dungeons only.
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? to learn the name of the street your party is on, and the time of
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day.
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Use the Left-arrow key in the upper-left corner of the keyboard to
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pause, and the Spacebar to resume.
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[6.0] FORMING PARTIES AND CREATING NEW CHARACTERS
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You can create characters and form parties only in the Adventurers'
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Guild. To leave the Guild, type E(xit). More commands available
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there:
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C (heck) the roster of characters and party names contained on the
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Character disk. Party names are preceded by an *. The characters
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that belong to a party may be anywhere in the list.
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A (dd) a character to an active party, or to load a party. Type a
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character or party name at the prompt. Party names must begin with an
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* (e.g., *ATEAM). A party can contain up to 7 adventurers. You must
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have at least one real character still living to use the E(xit)
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command.
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R to R(emove) a character from a party and save to disk.
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N to establish a N(ew) marching order.
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D to bring up a set of additional D(isk) options:
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C to C(reate) a new character. Select the race and class for the
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character, then type in a character name - up to 15 letters and
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spaces. Press Return to enter the name. A disk can hold up to 30
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characters.
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S to S(ave) a party name. IMPORTANT: This command does not save
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the characters themselves. It only saves a roster of the currently
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loaded characters under the name you enter. The program automatically
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adds an asterisk to the name; type the asterisk when you want to
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reload the party.
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D to D(elete) a character from disk to make room for another
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character.
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R to R(ename) a character.
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L to L(eave) the game, saving all current characters to disk.
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E to E(xit) the disk options menu and return to the Guild
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[7.0] Making a Character Disk
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A character disk is a disk on which you store your game characters.
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The flip side of the program disk contains a completely outfitted and
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ready-to-go band of adventurers named *ATEAM - a good group to start
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with. To create a character disk with *ATEAM, use a blank disk, or
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one containing information you don't need. Insert the program disk
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with the label side down, and select M)ake a disk to start copying.
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The entire process takes about 5 disk swaps; follow the onscreen
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instructions until "Copy Complete" appears. You may prefer to use a
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faster copy utility instead of M)ake a disk. *Do not* write-protect
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your new character disk, because the program writes information on the
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disk during the game. After you copy the character disk, turn off the
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computer and reboot the system.
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[8.0] Using a Character Disk
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When the "Insert Character Disk" prompt appears, insert your copy of
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the character disk and press any key. When the Utilities Menu
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appears, press S to start the game. Type A to A(dd) a character, then
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type *ATEAM to load the entire party. Type E to E(xit) the Guild and
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enter the town of Tangramayne. To find out more about creating and
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saving characters, read " How To Form Parties and Create New
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Characters."
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[9.0] SAFETY AND DEATH
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Face it. Streets where you run into wandering Kobolds, Werewolves and
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Orcs are dangerous - especially at night. So don't be shy about
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spending the night in the Adventurers' Guild. When you leave the
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Guild, the clock is always set ahead to the next morning.
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Don't despair if you lose a favorite *ATEAM member. Cut your losses
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by giving the dead character's gold and possessions to other team
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members (if possible). Save your surviving characters to disk, then
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quit and reboot. You can now load the character that was killed from
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your character disk -- he only retains the possessions and experience
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points he had when you last saved him to disk.
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[10.0] Limited Warranty
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Electronic arts warrants for a period of ninety (90) days from the
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date of delivery that, under normal use, the magnetic media upon which
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this program is recorded will not be defective; that, under normal use
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and without unauthorized modification, the program substantially
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conforms to the accompanying specifications and any Electronic Arts
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authorized advertising material; and that the user documentation is
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substantially complete and contains the information Electronic Arts
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deems necessary to use the program. If, during the ninety (90) day
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period a demonstrable defect in the program or documentation should
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appear, you may return the software to Electronic Arts (or Electronic
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Arts' authorized representative) for repair or replacement, at
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Electronic Arts' option. If Electronic Arts (or its authorized
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representative) cannot repair the defect or replace the software with
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functionally equivalent software within thirty (30) days of Electronic
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Arts' (or its authorized representative's) receipt of the defective
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software and unless Electronic Arts and customer have agreed
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otherwise, then customer shall be entitled to a full refund of the
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license fee.
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Following the initial ninety day warranty period, defective media will
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be replaced for a replacement fee of $7.50. Defective media should be
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returned to: Electronic Arts, 390 Swift Avenue, South San Francisco,
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CA 94080. Enclose it in protective packaging, accompanied by (1)
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proof of purchase, (2) a brief statement describing the defect, (3) a
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$7.50 check (if beyond the initial ninety day warranty period), and
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(4) your return address.
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[10.1] WHAT IS NOT COVERED BY THIS WARRANTY
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THIS WARRANTY DOES NOT APPLY TO THE SOFTWARE PROGRAMS THEMSELVES. THE
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PROGRAMS ARE PROVIDED "AS IS".
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THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES, WHETHER ORAL OR
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WRITTEN, EXPRESS OR IMPLIED. ANY IMPLIED WARRANTIES, INCLUDING
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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PURPOSE, ARE LIMITED IN DURATION TO NINETY DAYS FROM THE DATE OF
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PURCHASE. ELECTRONIC ARTS SHALL NOT BE LIABLE FOR INCIDENTAL OR
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CONSEQUENTIAL DAMAGES FOR BREACH OF ANY EXPRESS OR IMPLIED WARRANTY.
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Some states do not allow the exclusion or limitation of incidental or
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consequential damages or limitations on how long an implied warranty
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lasts, so the above limitation or exclusion may not apply to you.
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This warranty gives you specific legal rights, and you may also have
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other rights which vary from state to state. Address all
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correspondence to Electronic Arts, 1820 Gateway Drive, San Mateo, CA
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94404. Or call us at (415) 572-ARTS.
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Unless identified otherwise, all programs and documentation are
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(c) 1986 Electronic Arts.
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118603
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*********
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End of The Project 64 etext of the Bard's Tale II: The Destiny Knight
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Command Summary Card.
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*********
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