User manual GAMES PC THE FEEBLE FILES

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[. . . ] Nay, it did not begin like all others, for on that day we celebrated the victory over Mangar that had so recently liberated our city. Bards from the world over arrived in Skara Brae to play and herald the brave deeds of those heroes who saved us. The townspeople danced in the streets with happiness, and the great festival filled all with an overwhelming joy of life and renewed hope for the future. Then Mangar's Master, The Mad God Tarjan, arrived to reduce our day of celebration into a day of mourning. [. . . ] Wayfarers stopped there when they wanted to slake a thirst, engage in merriment, or just rest their weary feet. Now that the plague has descended and Skara Brae has been shattered, the Refugee Camp serves as the gathering point for travelers. Although lacking the niceties of the Adventurer's Guild (tables, heating, vermin-free bedding), you can still do the same things in the Refugee Camp. Come here to create characters, form a party, and save characters to disk. This is where you will begin every game and where you will be returned should all your party perish during the quest. Review Board Once, this housed the representatives from each of the ten different classes from all over the Realm. They were responsible for advancing adventurers with enough experience points to higher levels. During the dark days, all fled or perished in the attempt. Now, the Old Man sits on the Board, and he alone will answer to your call for advancement. Tips from the Refugee Camp - Places · Your first adventure should be in the Mad God's dungeon in Skara Brae. Here you'll build your savvy for fighting, spellcasting, and adventuring. The Bard's Tale III Scrapwood Tavern Drink up!This is the only tavern in the vicinity. You may want to fill up a wineskin here so your Bard will not have to go thirsty in some of the more inhospitable, tavernless areas. While you're here, ask the barkeep how things are going. . . · Avoid Potential traps. You'll pass on the opportunity to perform any action, which may be a wise move if you're injured. Party Attack: You will turn on a member in your party, including special members. Useful if one of your characters has been possessed and needs a good beating or if somebody who has joined your party is giving you trouble. Cast a Spell: This lets the magic users cast a spell. Enter the spell code and, if necessary, specify your target. Use an Item: You will use a magic item or missile weapon that you've prepared for use. Bard Song: Instructs a Bard to play a tune. Hide in Shadows: Rogues will slip into the shadows to avoid combat. Your presence might go undetected as the combat round commences and you'll get to advance 10 feet. If you attack an enemy in the next round who is at your range or less, you have a good chance of getting a critical hit (one that kills) because you'll be striking at the monster from behind. The first four characters in your party can be physically attacked by monsters and can also retaliate. [. . . ] The catch is that you've got to find them before you can use them. GILL, 10, Party, Medium Gilles Gills - This survival spell lets your party breathe under water. It is cumulative in effect; casting it more than once will extend the amount of time you can spend underwater. DIVA, 250, All Foes/Party, Misc Divine Intervention - This powerful spell earns its name by doing the following: 1) Turns illusionary characters into real characters; 2) Cures characters of all illnesses but age; and 3) Restores all hit points to the party. [. . . ]

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