BANDOR II INSTRUCTIONS ---Support--- This game is supplied under the terms and conditions of Shareware. If you use this game on a regular basis, you are expected to register it. The game may be registered by printing out the order form and sending it along with $20.00 to: Don Lemons c/o Magic Lemon Software 545 East Fifth Street Marysville, Ohio 43040 CIS 72650,3005 _______ ____|__ | (R) --| | |------------------- | ____|__ | Association of | | |_| Shareware |__| o | Professionals -----| | |--------------------- |___|___| MEMBER Registered users will receive the hints guide, and a FREE copy of the next game in the trilogy- Bandor III-The Final Encounter, as well as support via mail. ---Registering--- This game may be registered in the following manner: Via check to: Don Lemons Magic Lemon Software 545 East Fifth Street Marysville, Ohio 43040 513 644 4386 Simply print out the Order.Frm file enclosed with the program and send it in along with a check or- Credit Card Orders: You can order with MC, Visa, Amex, or Discover from Public (software) Library by calling 800-2424-PsL or 713-524-6394 or by FAX to 713-524-6398 or by CIS Email to 71355,470. You can also mail credit card orders to PsL at P.O.Box 35705, Houston, TX 77235-5705. "THE ABOVE NUMBERS ARE FOR ORDERS ONLY. "Any questions about the status of the shipment of the order, refunds, registration options, product details, technical support, volume discounts, dealer pricing, site licenses, etc, must be directed to Don Lemons. "To insure that you get the latest version, PsL will notify us the day of your order and we will ship the product directly to you." Returns: Please note that the above 1-800# is for orders only. Any questions concerning support or returns should be directed to Don Lemons. ---BBS Users--- If you download this game from a bulletin board, be SURE to read the notes under installation regarding the directories that must be set up for the program to work properly! ---Requirements--- Game require 2.25 mg of Hard Disk space and MCGA graphics capability. Mouse recommended. 286/386/486 with system speed of 16MHz or greater recommended. Sound Blaster board is supported (See the installation section for special notes on insuring proper Sound Blaster Board setup). ---Introduction--- Welcome to the game of Bandor II. Bandor II is the second in a role-playing adventure games revolving around the city of Bandor. Bandor is a small city situated within the land of Galia. To the south of the city lies the Forest of the Fountain of Life. To the East of the city lies the City Slums (also known as the Underworld). The City proper is very orderly. Squarely in the middle of the city lies the Twin Towers, wherein sits the Council of High Lords. An adventurer hungry for quests can proceed to the Council and meet with the Lord Regent. The Lord Regent can supply you with tasks that need to be accomplished. These tasks vary from hunting for items, to killing monsters that are plaguing the city. Upon completion of a task, the Lord Regent will reward you with experience points, gold, and items to further you on your ultimate quest. To the SouthWest lies the Guild Hall Within the confines of the Guild Hall lay skilled masters who can increase your skill in the art of combat. There is a fee of 100 gold pieces for training, so be sure not to come to the Hall empty-handed. East of the Council sits the Temple of P'Tah. Within the city of Bandor, there are two religions, those who follow P'Tah, and those who follow B'Nah. The followers of P'Tah are dedicated to the path of industriousness, and helping one's fellow man. B'Nah, on the other hand, preaches a hedonistic life-style. One of the reasons for the re-birth of the city is that the worship of B'Nah has been banished from the city proper. It is rumored that there is an altar to B'Nah located somewhere in the depths of the City Slums. The main offering of the Temple is that they can offer healing to those in need of succor. Be aware that the restorative powers of the temple priests do not come cheaply! To raise a member of your party from the dead can cost up to 1000 gold pieces. In general it will cost about 100 gold pieces per point of life that must be restored for a character. To the west of the Council lies the Keg & Ale tavern. The Keg & Ale offers several features. Weary questers can rest in peace there, and players may gamble, trying to enlarge their money-pouches. In an alley-way behind the Keg & Ale, and in an another alley-way to the northeast of the council lie the Armory shops. At the Armory shops, questers may buy and sell weapons. Once you select the purchase option, the Armorer will display for you the items that he has available. Directly south of the city lies the gateway into the Forest of the Fountain of Life. Squarely in the middle of the Forest sits the Fountain of Life itself. The aura provided by the Forest is one of the reasons that the town enjoys such a stable atmosphere. To cross over to the Fountain, you will have to find the River ford.One of the first quests that the Council will ask you to complete is to find the reason that the River Quoth, which feeds the Fountain of Life, has become fouled. To the northeast of the council, next to the Armory, sits the gateway to the Slums. The council has become concerned regarding reports of human sacrifices occuring within the slums. They will ask you to investigate. Many adventures and glory await you within the city. Good luck and honor to you on your road to becoming A HERO OF BANDOR! ---Installation--- The game is supplied on a single disk in a self-extracting EXE file. (The file uses the LHA compression scheme, developed and copyrighted by Yoshi). To extract, copy the file to a directory on the hard disk and run the file. Note that the program will create 5 sub-directories under the directory you create, labeled PCX, FMEM, MMEM,MISC, and VOC. If you receive the game off of a bulletin board, it is possible that the file will be broken up into smaller files. To ensure that the program, see APPENDIX C Once the program is extracted, change to the directory that you created and type the command CONFIG. The CONFIG program sets up a file called SETUP.DAT that will identify to the game what directory the auxiliary programs and graphics files are located in, and also your selection for sound. The CONFIG program will determine the present directory, and will ask you to confirm the directory in which the game is located. If the directory displayed is correct, simply hit the ENTER key. The program will create the SETUP.DAT file and exit to the DOS prompt. If it is not, you must type in the name of the directory name. (example) C:\BANDOR\ CONFIG will verify that the directory exists, and then create the SETUP data file and then ask you for your sound selection. For sound, you may make one of four selections. 1) No sound 2) PC Speaker 3) Sound blaster board with no digitized sounds 4) Sound blaster board with digitized sounds. Digitized sounds are only supported by the SoundBlaster II and SoundBlaster III boards. Finally, the program will ask you what is your preference regarding mouse usage. A mouse is highly recommended, but not required. N.B. on Sound Blaster For proper support of the the sound blaster board, the system assumes that the Autoexec.Bat file has setup the two environment variables Sound and Blaster. If these variables are not set, the program will hang or product no sound whatsoever. To ensure that these variables are properly set, list out your Autoexec.Bat file. You should see the following two entries... @SOUND= followed by the directory for the Sound Drivers BLASTER= followed by the interrrupt and DMA channels for the board example- @Sound = C:\SB Set Blaster = A220 I7 D1 T3 Also note that for proper support of Digitized sound, the system depends on the CTVDSK driver being available. Typically, the driver, CTVDSK.DRV, is located in the \DRV sub-directory within the directory indicated by the SOUND environment variable. example- @Sound=C:\SB Bandor will look for a sub-directory labeled \DRV to contain the CTVDSK.SYS driver. If the \DRV directory is not present, then the program will hang when it attempts to produce digitized sounds. ---Mouse Usage--- A mouse is highly recommended to play BANDOR. During the play of the game, the left mouse key (Mouse button 1) generally signals acceptance of an answer. The right mouse key (Mouse button 2) acts as an escape. For instance, when moving a player during a battle sequence, you use the left mouse button to move the character. When you are finished moving, you use the right mouse button to end the movement. For some selections, either mouse button is acceptable because the game will ask you to confirm an answer with a Yes or a No. If you are not using a mouse, then the following action keys are utilized: On the main menu: Use the first letter of the selection (I for Introduction, C for Create Character, S for Start Adventure, etc.) When deleting/editing/creating a character: Use N to change the character's name Use R to change the character's race Use O to re-roll the character's luck/life Use left/right arrows to change the face Use Previous/Nextfor previous/next character Use ESC/RETURN to end the delete/edit/create mode When forming a party: Use F1-F10 to select a character to add to the party. Use RETURN/ESC to indicate that you are finished. In General: When making a Y/N answer. Use either Y or N for your selection. When answering an OK response. Hit the RETURN key. While in the program: Make sure that the number lock is turned OFF! Use the arrows to move in the maze Use home (7) to turn left and page up (9) to turn right To select the Menu, hit M. To select a character, select F1-F4. When working with a character: Hit V to move to the values screen, I for the inventory screen, and S for the spells screen. Use the left/right arrows to scroll through the characters. Hit the ESC key to exit from working with the characters. On the Values screen, hit G to move gold from one character to another. On the Inventory screen, use F1-F8 to select inventory items 1-8. Hit W to select the weapon, A to select the armor, and H to select the shield. On the Spells screen, hit F1-F8 to select a spell. ---Startup--- To start the game, change your directory to the one in which the BANDOR2 game is located, and type BANDOR2. The game will open with the logo and then go into the BANDOR II opening graphic. To exit the opening graphic, hit the ENTER key. After you have exited the Opening Graphic Screen, the computer will load the Main Menu. ---Problems starting?--- Bandor II requires at least 580K of RAM. If you have problems getting Bandor II to run, check to see if you any TSR's that you can dump. Alternately, if you are using the SoundBlaster option, try this- 1) Use CONFIG to change your sound option to no sound, or to PC speaker only. 2) Instead of starting the program by running the Batch file BANDOR2, start the program by typing 1 and return at the DOS prompt. This will avoid loading the Sound Blaster FM driver into memory. ---Starting a Quest--- You start each session of BANDOR II from the Main Menu. There are several options available to you. These include: Introduction- The wizard OSI welcomes you to the game, and gives a background on the present situation. Create- Allows you to create a character. Edit- Allows you to edit a character. Note that you can only edit Novice characters, and characters that are not in the present party. Delete- Allows you to delete a character. You cannot delete a character that is in the present party. Form- Allows you to form a party of up to 4 characters with which you proceed through the adventure. Start- Actually starts the adventure running. Quit- Quits back to the DOS prompt. To select any of these options, move the mouse arrow over the selection, (or hit the first letter of the selection) and hit the mouse button. If you press the left Mouse button over any portion of the screen that is not a valid selection, the system changes the Mouse to a question mark, and then proceeds. If sound is turned on, you will receive a tonal signal. ---Character Creation--- Before you can run an adventure you must have created characters to take through the adventure. The system allows you to create and store up to 10 characters. Each character has the following capabilities: Strength This characteristic is the most important for combat. This characteristic ranges from 0-100%, depending on how strong and rested your character is. A character with a strength of 100% will be able to hit as hard as possible during combat. A character with a strength of 50% will be able to hit half as hard as they normally would during combat. Magic is a statement of how effective a spell cast by the character will be. This value ranges from 0-100% A character will a value of 100% will be able to cast a spell as hard as possible. If a character has a 0% magic value, they cannot cast a spell. Luck Is a statement of how good a character is at dodging during battle. This values ranges from 0-100%. For example, with a value of 100%, a character will be able to dodge 1/2 of the time. With a value of 25%, a character will be able to dodge 1/8 of the time. Life Is a statement of how much damage a character can suffer. This value ranges from 1-15 for a Novice character. As a character gains in experience, they gain more life (i.e. they can suffer more damage during combat). Armor The better armor a character is wearing, the better they can Effectiveness shrug off enemy blows. No armor gains a character a "LIGHT" armor rating. Leather Armor gains a character a "MEDIUM" armor rating. Plate Armor gains a character a "HEAVY" rating. A shield gains you an additional measure of protection. Each character can be one of five different races. The races include: Humans The most prevalent race through the City. Humans are equally good at about every profession. Elves Not as strong as humans, however elves have an extreme affinity for magic. Dwarves Smaller than humans, however they make great warriors because of their great strength. They have no bent for magic, however, and tend to be resistant to the magic of others. Half-Elves A combination of humans and elves, they are somewhat stronger than elves, but do not have the same dexterity at magic as full elves. Half-Dwarves A combination of dwarves and humans, with the magic capability of the human species combined with the hardiness of the dwarves. Each character must be of a certain profession. Friars- are valuable to a party for the magic ability (mainly the ability to heal) as well as some fighting ability. They are typically weaker than true warriors, but are stronger than pure Mages. Mages start as the weakest of the characters, but as they advance in their profession, they become the most feared of adventurers, throwing fireballs and lightening bolts and quickly evening up the odds of the worst battles. Warriors are the stalwarts of the party. Warriors usually have little or no magic ability. There main usefulness is to defend the rest of the party from harm, and to bash down doors. Thieves are adequate warriors (especially when hitting someone from behind). There main special ability is the ability to pick locks. Rogues Rogues are a combination of Warrior and Thief. Only halfling type characters may be rogues. The highest a rogue can advance to the Master level. Jack -of - All trades Jacks of all trades are characters that know a little bit of everything. A Jack of all trades can function as a thief, as a Warrior, and as a Mage. The highest advancement a JOT can attain is to the Senior Professional plateau. Once you have selected the CREATE Character Menu, you will notice that the screen clears and you are presented with the create/edit/delete character screen. The screen offers you the following options: Change Name- To change the character's name. Select on this area of the screen, or hit the N key. When the name is entered, hit RETURN to exit. Change Face- There are 8 different faces offered. Use the left/right buttons presented on the screen, or use the left/right arrows if not using a mouse. Change Race- To change the character's race. Click with the left mouse button on the RACE button, or hit the R key if not using a mouse. Change Prof- To change the character's profession. Click with the left mouse button on the PROFESSION button, or hit the P key if not mouse. Change Roll- To change the character's Life and Luck values. Click on Roll with the left mouse button, or hit the O key if no mouse. PREVIOUS/NEXT- If in edit/delete mode, use the Previous/Next buttons to go back and forth between characters. If you are not using a mouse, hit the Page Up/ Page Down keys. END- Select on the ESC button with the left mouse to exit, or or hit the ESC key if not using a mouse. Experience is a reflection of the character's overall advancement in their chosen profession. All characters created in BANDOR start as Novices. When you have created the character they way that you want, select ESC to stop making changes. The system will ask you whether or not you wish to store the character. Indicate either Yes or No. You will be returned to the main menu. ---Character Ending--- The Edit Character menu option performs in a similar fashion to the Create Character menu. The only difference is that you cannot edit characters that are part of the party and you cannot edit characters above Novice. Once you select EDIT, the system will display the horizontal arrows allowing you to scroll through the characters available on the system. When you have found the character that you wish to edit, select OK. ---Character Deletion--- The Delete Character menu option allows you to delete old or useless characters. This function is valuable since the system allows you to store only up to 10 characters total. You cannot delete characters that are part of the current party. Once you select DELETE, the system will display the horizontal arrows allowing you to scroll through the characters available on the system. When you have found the character that you wish to delete, select OK. The system will prompt you asking if you really wish to delete this character. Click on Yes or No. ---Forming a Party--- The FORM Party menu option allows you to select the characters that you would like to take through the adventure. If there is already a party in the Adventure, the system will ask you whether or not you wish to delete the present party. If you decide to delete the present adventure, the current adventure is deleted, EVEN IF YOU DECIDE LATER TO NOT FORM THE PARTY! Once you have selected this option, the system will present you with the names and faces of all the characters available. To place a character into the party, click on the face of the character. You may select no more than 4 characters. Select the ENTER button with the Mouse to form the party, or the ESC button with the mouse to end your selection and abort the party. ---Start Game--- Once you are ready to start the game, select START. The system will check to ensure that you have indeed a party formed. During a later session, in the middle of an adventure, selecting this option will take you to the last place that you Saved a game. ---Play--- The main playing screen is displayed when you select START from the Bandor menu. The screen displays 4 movement arrows located centered at the bottom of the screen, and two turn arrows to either side of the move arrows. Next to the movement arrows is displayed the MENU selection. On the right hand side of the screen is displayed your characters for this game. Around each character is displayed their key elements- Their armor (leather or plate). Their weapon, and a shield (if they are using one).Next to this is a green line indicating their current life. As this line moves closer to the bottom, it is an indication that the character is getting weaker and weaker. If the character is unconscious, their picture will be displayed as if grayed out. If the character is dead, a skull will be displayed in place of their picture. Movement- To move around in the city, used the four arrow keys located at the bottom of the screen display. Use the up arrow to move forward, and the backward arrow to move back. Use the left and right curved arrows to turn either left OR right. Use the left and right arrows to move left and right without turning (side-stepping). MENU- Located next to the arrow keys is the options menu. The options menu provides you with the following capabilities: Save Game Saves the game at its current point. Load Game Loads in the game at its last saved point. Date&Time Gives you the date and time in the game at its current point. As the game progresses, it gets increasingly harder to fight through the monsters, so there is some advantage in getting through the game as quickly as possible. Note that for each day you go without resting, the strength and the magic percentages of your characters fall by 20%/day, so you should rest at regular intervals. View Map BANDOR is a self-mapping game. When you select this option, the screen will display a map parchment of the current area (The Slums, the City, or the Forest). Any square you have seen is highlighted. An X will be placed on the map at your current position. To view the other maps, click with the mouse on the horizontal arrows. To exit back to the main menu, click with the mouse on the ESC button displayed on the screen. Rest To restore lost life , you must rest. One life point is restored for every hour that you rest. 5% of strength and 5% of magic are also restored for every hour of rest. Magic works differently within BANDOR than in other role- playing adventures. To cast a spell, a magic user (Friar or a Mage) has to gather certain ethereal forces together. During combat, these forces are expended. The more advanced a magic-user is in their profession, the better they are at utilizing the forces they have gathered. This reflects the fact that a more experienced character does not panic as easily during battle. A Novice can use 1 spell during combat A Journeyman can use 2 spells during combat An Expert can use 3 spells during combat A Professional can use 4 spells during combat A Senior Professional can use 5 spells during combat A Master can use 6 spells at one time during combat A Senior Master can use 7, and a Sage can use 8. To select spells to which this ethereal force will be applied, select SELECT SPELLS from the Rest menu. Select the magic user. The game will display the spells that the magic-user knows. Select the spells to which the magic user wishes to apply their gathered ethereal force. To actually rest, select the option rest from the rest menu. The system will ask you to type in how many hours that you wish to rest. Respond with from 1-99 hours. Resting restores Strength, Magic ability, as well as Life. Note that you cannot rest in town. You must go the Keg&Ale to rest, where lodging will cost you 1 gold piece. Also note that the longer that you rest in the forest or in the slums, the better chance that your rest will be disturbed by a gang of monsters. Quit Quits the game. DOES NOT SAVE THE GAME! ---Manipulating Characters--- To manipulate your characters, click with the left mouse button anywhere within the box around the character. There are three screen for each character. The values screen, the inventory screen, and the spells screen. (Note that while you are working with a character, you are locked out from selecting any other options with the mouse). next to the character's face is displayed red horizontal arrows. The red arrows can be used to scroll through the characters. At the bottom of the screen is displayed an ESC button. Clicking on this button with the left mouse key will return you to the main game. Below the character's face is displayed three objects- A suit of armor, a bag, and a book of spells. To display the values for a character, click on the suit of armor. To display and manipulate the items the character is carrying, click on the bag. To display and use the magic that the character currently knows, click on the book of spells. The Values screen- The values screen displays the current status of the character. The Values screen contains one manipulatible object, the amount of gold that the character is carrying. To transfer gold from one character to another, click on the gold line with the left mouse key. (To transfer 1/2 half of the gold that a character is carrying, click with the right mouse key). To finish the transfer, scroll to the character to transfer the gold to and click on that character's gold line. The Inventory screen- The inventory screen lists all of the objects that a character is carrying (up to 8 objects). Below the objects is a pictorial display of what the character is using at the moment, including their weapon, their armor, and their shield. Manipulating objects is easy within the game of BANDOR. To take an object off of a character, click with the left mouse key on the object's picture. The mouse cursor changes from an arrow to a X display. Move the mouse cursor over an empty square in the person's inventory list and click the left mouse key. To move an item of inventory from one person to another, simply scroll to the appropriate destination character and click over the inventory. When moving inventory, clicking the left mouse key will move all of one item (several daggers, for instance). Clicking the right mouse key when you start the movement will move 1/2 of the items. To move objects without the mouse (Mouse not installed) do the following: Use the Function keys F1-F8 for the inventory items, W for weapon, A for armor and H for shield. To move a weapon to a blank inventory spot, you would hit W and then F3. To move a weapon in inventory slot 1, you would hit F1 and then W. To move a Weapon from one character to another, you would hit W, and then the left/right arrows to scroll to the character that is going to receive the weapon. When on that character's inventory screen you would then hit W again to give the weapons to them. You cannot move a weapon, a shield, or armor into an inventory spot that is taken up. Likewise you cannot move an inventory item into a weapon,armor, or shield spot that is taken up. When you move items to a person, the objects are represented in the following manner: The top left square around the display represents the person's armor. The square below the armor represents the person's weapon, and the square next to the person's weapon represents the character's shield. Any time you try to move an inventory item that has a count of more than 1 onto the person (such as a dagger) the system will only move one 1 of the items. When you are done manipulating the inventory, click on the ESC button with the left mouse key. The spell screen- The spell screen works similarly to the inventory screen in that you can display all of the spells (up to 20 that the character knows). The spells are displayed four at a time. A count of the number of instances of that spell are displayed next to the spell. To scroll through the spells, use the red vertical arrows next to the spells. In BANDOR II, you can only cast spells during battle. The only exception to this is the OPEN DOORS spell, which you are prompted for in front of locked doors. ---Moving--- To move through the game, use the arrow buttons located next to the options menu. Clicking with the left mouse key on the up arrow moves you forward. Clicking with the left mouse key on the down arrow moves you back. Clicking with the left mouse key on the arrow pointing to the left or to the right turns you 90 degrees in that direction. Doors When you come to a door, it may either be locked or un-locked, or it may be an entrance to a special location. If the door is the entrance to a special location, the game will display the name of the location, followed by the question ENTER?. Next to the ENTER? question will be two buttons labeled YES and NO. Select the appropriate response. If you do not have a mouse, use Y or N. If the door is locked, the game will tell you so, along with the option to unlock the door with magic, by picking, or by bashing the lock. Select one of the three options, or EXIT menu to not attempt to open the door. If you select magic, you must have a magic user with an OPEN DOORS spell. Click on the magic user who has the spell. The spell will be cast. If you select pick, you must then select a thief character. The ability of the thief to open the door is proportional to their advance- ment in their chose profession. If you select bash, you may select any character. The ability of the character to bash the door is proportional to their experience. A warrior has the best chance of bashing down a door. ---Encounters--- There are three kinds of encounters that your characters will run into. The first is a special encounter with a non-playing character. These encounters vary in size and danger to the party. You will be presented with various questions you may ask, or menu choices that you may make. Pick wisely because the wrong choice may destroy the party! The second is actually finding something in the midst of moving through the city. An example of this would be the Elixir of B'Tet One of the quests that the council offers is asking you to undertake is to find and return a Elixir of B'Tet from the Fortune Teller. During your travels, if you come upon the Elixir , pick it up, and return it to the Council, who will reward you with experience and gold. The third type of encounter is the most common. It is battle with monsters. This type of encounter is the most important in that in succeeding in battle, your questers gain in experience points. The more experience points that a quester has, the higher their experience rises. The more experience a quester is, the more life that they have, the more damage they can take, and the better they can fight in the next encounter. When you are moving, at odd times you will come upon a band of monsters. On the 3-D display you will see the monsters move towards you. The game will tell you the number of monsters, and give you the choice of doing the following: Attack Reorganize Flee If you attack, you are committing to battle. If you think you can win an encounter, it is best to select Attack, because this option will you give you the initiative in battle. If you re-organize, you will be given the opportunity to re-arrange your party. This is important if you want the warriors to be in front of the magic-users, or if you want the magic-users to be closer to the monsters (and therefore in a better position to throw a spell). If you select this If you flee, you will a chance to escape the monsters. If you are caught fleeing, the monsters will have the initiative in the attack. There is no dishonor in fleeing from a monster bigger than you are! During the battle, the system will take you one by one through your characters. Each character can perform one of the following actions: Move- To move, select move from the battle menu. use the up/down/left/right arrows to move your character where you wish them positioned (up to 6 spaces per turn). Note that if you move in the vicinity of a monster, he may turn and hit you, at which point you lose any further movement. Magic- Any magic user may cast an attack, a sleep, or a healing spell during battle. to cast a spell, select Magic from the actions menu. Aim the spell by using the arrow keys over the target area for the spell. To actually cast the spell, click with right mouse button. Assuming the spell is in range and you have a clear line of sight to the destination, the spell will be cast. It is important to note that for a Magic-user to perform magic, no enemy character can be next to the magic-user. If there is an enemy next to the magic user, the system will abort the spell and display the message "Enemy Too Close". Note that during combat the ethereal force that a magic user applied to a spell will be dispelled, and therefore that spell will be of no use during the rest of the combat session. Immediately after combat, however, the ethereal force will re-gather, and the magic user will again have access to the spell. Aim- Use aim to hit with the weapon at hand. To aim, select aim from the actions menu, and then select the target square. Note that warriors need more room for distance weapons (daggers, darts, and bows) so no enemy can be next to the character. Also note that a bow requires that you also have arrows in the inventory Flee- When a character is outnumbered or badly injured, it is time to flee. When a character flees, they are removed from further combat during the particular encounter. If a character attempts to flee, they can perform no other actions during that round. There is a 45% chance that their flight will be successful. Ending your turn-To end the turn of a character, select END TURN. It is important to make sure that the character is facing towards any potential enemies that may hit them the next round before you end their turn. if a character is hit in the back there is a much greater likelihood that they will be hurt. Ending the battle - When a battle is finished, the game will bring up the picture of a treasure chest, and will divide up the gold and experience points that were won during the battle. ---Final Notes--- For best party utilization, a party should contain 1 Mage, 1 Friar 1 Warrior, and 1 Rogue. The Warrior should be located at the front of the party. You should start by first going to the Council to list out the commissions. (The East door to the Council is located at 17,20). Note that there are plenty of quests located around the city, so stay there first This is because of two reasons: 1) You won't be surpised by any monsters 2) It gives you a chance to learn how to move around in friendly surroundings When you have gotten a few battles under your belt, proceed to the Forest where the RAM Staff can be found, and fight your way across the ford to meet the Ogre Roligel in the SouthWest part of the forest. Then traverse to the center of the forest where you can find the forest spirit Wanaidi When you are finally ready, cross over into the City Slums. Your toughest battles will be there among the Dark Servants. See if you can find the Crystal Key, and the Magic Door located behind the Dark Servants that leads to the lair of the Storm Giant King Wraith and his minions-and finally, see if you can find the evil entity who has raised the Storm Giant King from the grave! Good luck, and good questing. APPENDIX A How to gain in experience. For every 10,000 points of experience, your character is allowed to advance in their particular profession. The plateaus for each profession are: Novice Journeyman Expert Professional Senior Professional - The highest plateau for a Jack of All Trades Master - The highest plateau for a Rogue Senior Master Sage APPENDIX B Monsters The monsters encountered within the walls of BANDOR range from the relatively easily defeated through the extremely difficult. When you encounter a group of monsters, remember that there is no shame in running from something tougher than you are! Each monster has several different capabilities. These include how far the monster can move in a single turn, it's resistance to magic, the experience of the monster, and it's size. The amount of damage a monster can take (it's life) are a multiple of 15 times its experience. The resistance to magic of a monster is a reflection of how easily it can withstand a mage's or a friar's spell. This is expressed as a percentage from 0-100%. A percentage of 25% means that 25% of the time, your spell will have no affect on the monster. Magic states any spells that the monster might be capable of using. Giant Rats Novice Resistance to Magic: Normal Magic: None FireBeasts Professional Resistance to Magic: Normal Magic: None Cyraphus-the 3-headed dragon Master Resistance to Magic: 35% Magic: None Ogres Novice Resistance to Magic: 25% Magic: None Dark Servants Novice Resistance to Magic: Normal Magic: FlameStrike Bandits Novice Resistance to Magic: Normal Magic: None RockWorms Journeyman Resistance to Magic: Normal Magic: FlameStrike The Storm Giant King Wraith Senior Master Level 7 Resistance to Magic: 65% Magic: FlameStrike Lanothi Professional Resistance to Magic: 65% Magic: FlameStrike APPENDIX C Magic spells The spells listed here are divided between combat and non-combat spells. During combat, there must be a minimum of 10 feet between the wielder of the magic and any enemies. Sleep Range of Spell: 40 feet Area of Spell: 10 feet Description of spell: The sleep spell with put to sleep anyone within a 10 foot radius of where it hits. The spell will put people to sleep for from 1-3 turns. This spell can only be used in combat. Heal Range of Spell: 40 feet Area of Spell: immediate area Description of spell: This spell will restore from 1-8 life points. Storm Strike Range of Spell: 40 feet Area of Spell: immediate area Description of spell: Storm Strike can only be used during combat. It cause from 1 to 10 points of damage. FlameStrike Range of Spell: 40 feet Area of Spell: immediate area Description of spell: The FlameStrike spell will cause from 2-8 units of life point damage against anyone it. It can only be used during combat. FlameBall Range of Spell: 40 feet Area of Spell: 10 feet Description of spell: The FlameBall spell is a combat spell. It causes from 4-15 units of damage against anyone struck with it. Lightening Range of Spell: 40 feet Area of Spell: immediate area Description of spell: The Lightening spell is a combat spell. It causes from 1-15 units of damage. Open Doors Range of Spell: not applicable Area of Spell: immediate area Description of spell: The Open Doors spell is used to open locked doors magically. The greater the level of the magic user, the better chance there is of opening the door. Silence Range of Spell: 40 feet Area of Spell: immediate area Description of spell: The SIlence Spell is a special spell that is only thrown during combat. A character affected by silence cannot use any magic spells for from 1-4 turns. APPENDIX D Summary of character values Strength- From 5% to 100%. Reflects how hard a character can hit an enemy. For every day that a character does not rest, they lose 20% of their strength. Magic- From 5% to 100%. Reflects how effectively a character can cast a spell during combat. For every day that a character does not rest, they lose 20% of their Magic effectiveness. Luck- From 5% to 100%. Reflects how good a character is at ducking during combat. Life Points-Reflects the vitality of a character. Each character has a life point potential, which reflects how robust a character is. To restore life, a character must rest. armor Effectiveness- How much armor a character is wearing. No armor gives a character light protection, leather armor gives a character medium protection, and plate armor gives a character heavy protection. A shield gives a measure of extra protection. APPENDIX E Program setup- Normally, this program is supplied in a single self-extracting file. If you retrieve this program off of a bulletin board, there is a chance that the program has been broken up into smaller pieces to enable quicker download. If that has happened, re-assembling the program might be difficult. To ensure correct re-assembly of the program, below follows a list of the files that must be in each sub-directory. In the Main program directory, must be the following files: ENCOUNTR 1.MAP 2.MAP 3.MAP 4.MAP PROG.EXE CHARACTE.RS SHAREW.PRN BANDOR2.EXE ENCOUNTR FULLTEXT OMBUDSMN.ASP LETTERS MAGIC README.TXT MAIN2 MAIN2.EXE MAP MONSTERS OBJECTS PAL1.SAV PARTY FILE_ID.DIZ CONFIG.EXE SETTINGS ITEMP.BAS MAIN.DIR Total # of bytes= 377703 bytes Under the main directory should be 5 directories, labeled: FMEM, MMEM, VOC, MISC, and PCX. In the FMEM sub-directory should be all files that meet the wildcard format: F*.MEM In the MMEM sub-directory should be all files that meet the wildcard format: M*.MEM In the MISC sub-directory should be the following: [.] [..] 1.MEM 2.MEM 3.MEM 4.MEM 5.MEM 6.MEM 7.MEM 8.MEM 9.MEM ALTAR ARMORY1.MEM ARMORY2.MEM ARMORY3.MEM BANDIT.TXT BT1.MEM BT2.MEM BT3.MEM BUSH COUNCIL1.MEM COUNCIL2.MEM COUNCIL3.MEM CYRAPHUS.TXT DARK1.TXT DEAD1.MEM DEAD2.MEM DEAD3.MEM DEATH E.MEM ELIXBEG.TXT ELIXEND.TXT ESC.MEM EXPLODE FBEAST.TXT FIRE FIRE1.MEM FIRE1.TXT FIRE2.MEM FIRE2.TXT FIRE3.MEM FORD FOUNTAIN FTELL.BAS FTELL1.MEM FTELL1.TXT FTELL2.MEM FTELL2.TXT FTELL3.MEM GORGE.TXT GORGE1.TXT HIT.MEM HUT INTRO.TXT INVEBEG.TXT INVEEND.TXT KEGALE1.MEM KEGALE2.MEM KEGALE3.MEM LANOTHI.TXT LEFT.MEM M1 M10 M11 M12 M2 M3 M4 M5 M6 M7 M8 M9 MAPLE MISS.MEM MOUTH N.MEM NO.MEM NOTE.TXT O10 O11 O12 O13 OBJECTS.MEM OGRE.TXT OK.MEM OSI PINE PRIEST REGENT RIGHT.MEM RIVER ROCK RT1.MEM RT2.MEM RT3.MEM S.MEM SALTAR.MEM SBUSH.MEM SFIRE.MEM SFOUNT.MEM SGK.TXT SGKBEG.TXT SGKEND.TXT SMAPLE.MEM SMOKE SO1.MEM SO10.MEM SO11.MEM SO12.MEM SO13.MEM SO14.MEM SO15.MEM SO16.MEM SO2.MEM SO3.MEM SO4.MEM SO5.MEM SO6.MEM SO7.MEM SO8.MEM SO9.MEM SPINE.MEM SROCK.MEM STOPBEG.TXT STOPEND.TXT STORCH.MEM SUIT.MEM TABLE1.MEM TABLE2.MEM TABLE3.MEM TEMPLE1.MEM TEMPLE2.MEM TEMPLE3.MEM TORCH TRAIN1.MEM TRAIN2.MEM TRAIN3.MEM TRAINER TRAINER.TXT TREASUR1.MEM TREASUR2.MEM TREASUR3.MEM VERTICAL.MEM W.MEM WIN.TXT WORM.TXT YES.MEM 148 file(s) 404360 bytes 149286912 bytes free Basically, the following wildcards will get you there: *.mem (any mem files that weren't M*.MEM or F*.MEM) M*. (all M files without an extension) *.TXT (all text files) In the PCX sub-directory should be the following files: [.] [..] INTROPIC.1 INTROPIC.10 INTROPIC.2 INTROPIC.3 INTROPIC.4 INTROPIC.5 INTROPIC.6 INTROPIC.7 INTROPIC.8 INTROPIC.9 LOGO1.MEM LOGO2.MEM MAIN.1 MAIN.10 MAIN.2 MAIN.3 MAIN.4 MAIN.5 MAIN.6 MAIN.7 MAIN.8 MAIN.9 SCREEN0.1 SCREEN0.10 SCREEN0.2 SCREEN0.3 SCREEN0.4 SCREEN0.5 SCREEN0.6 SCREEN0.7 SCREEN0.8 SCREEN0.9 SCREEN1.1 SCREEN1.10 SCREEN1.2 SCREEN1.3 SCREEN1.4 SCREEN1.5 SCREEN1.6 SCREEN1.7 SCREEN1.8 SCREEN1.9 SCREEN2.1 SCREEN2.10 SCREEN2.2 SCREEN2.3 SCREEN2.4 SCREEN2.5 SCREEN2.6 SCREEN2.7 SCREEN2.8 SCREEN2.9 SCREEN3.1 SCREEN3.10 SCREEN3.2 SCREEN3.3 SCREEN3.4 SCREEN3.5 SCREEN3.6 SCREEN3.7 SCREEN3.8 SCREEN3.9 SCREEN4.1 SCREEN4.10 SCREEN4.2 SCREEN4.3 SCREEN4.4 SCREEN4.5 SCREEN4.6 SCREEN4.7 SCREEN4.8 SCREEN4.9 74 file(s) 503630 bytes Basically, the files that meet the following wildcards: SCREEN*.* *.PCX INTROPIC.* LOGO*.* MAIN.1-MAIN.10 Finally, in the VOC sub-directory should be the following: [.] [..] 1.DRV BASH.VOC CHAINS.VOC COUNCIL.MUS DEAD.MUS DRIP.VOC FLOURISH.MUS INTRO.VOC LAUGH.VOC MAIN.MUS STEPS.VOC THUNDER.VOC WHOOSH.VOC WIN.MUS FLOURISH.CMF MAIN.CMF FMDRV.COM MAINBACK.CMF 20 file(s) 416019 bytes Wildcards of *.CMF, *.DRV, FMDRV.COM, *.VOC and *.MUS will meet bill.