
			BANDOR 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

Make your check out to Don Lemons.

Registered users will receive the hints guide, and $5.00 off the next
two games in the trilogy, Bandor II-The Wrath of the Storm Giant King, and
Bandor III-The Final Encounter, as well as support via mail.


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 required. 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. Bandor is the first in a trilogy of  Dungeons 
& Dragons style 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 Mist Forest.  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 Training Grounds. Within the confines of the 
Training Grounds lie skilled masters who can increase your skill in the art 
of combat, and can teach the Clerics and Magic-Users of your party valuable 
advanced spells. There is a fee of 100 gold pieces for training, so be sure 
not to come to the Training Grounds 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 
Underworld.

 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 
hit point that must be restored for a character.  If you constantly have to 
raise a character from the dead, keep an eye on their stamina! Each 
time a player is raised from the dead, the cost is 1 stamina point.  If 
a character has no stamina points left, they cannot be restored from the 
dead.  The Temple priests also offer divination for the cost of 10 gold 
pieces.

 To the west of the Council lies the Keg & Ale tavern. The Keg & Ale offers 
several features.  Weary questers can rest in peace there, Gossip may be 
overheard concerning events going on in and around the town, 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 Tree 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. Within the city proper there is an old solder, 
Jessup, who can show you the way.

 To the northeast of the council, next to the Armory, sits the gateway to the 
Underworld.  Lately, many creatures have been sighted within the City Slums - 
unnatural creatures that have been wrecking the city proper.  One of the 
concerns of the city fathers is that some creatures have been slipping 
through the gate and invading the city itself.  One of your tasks will be to 
stop this incursion and to cleanse the Underworld so that the city may 
expand into it.  It is also rumored that the Storm Giant King himself sits 
on his throne somewhere in the Underworld, and is even now gathering his 
minions to overthrow the city.
 
 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---
 Two disks are provided with the game. The first disk contains a program 
labeled INSTALL.EXE.  At the DOS prompt for your floppy, run this 
program by typing INSTALL. The program will ask you for the the directory 
you wish to copy the program into. 

  Once this has been done, change to the directory that you have specified 
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.  
		    
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 CTVoice driver being available.  Typically, the
	  driver, CTVoice.SYS, 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
	  CTVOICE.SYS driver.

	  If the \DRV directory is not present, then the program will hang
	  when it attempts to produce digitized sounds.

 Also suppled with BANDOR is a  README.EXE file. This file will contain any 
information added to the game after the creation of this manual. 

 If by chance you have received this game off of a bulletin board in a 
compressed format, then be sure of the following:  A directory is created:  
The directory must contain two sub-directories- FMEM and MMEM.  Copy all of 
the programs, PCX files, DAT files, etc into the directory you have created.  
The files that meet the wildcard match of F*.MEM MUST be moved to the FMEM 
subdirectory.  Move the files that meet the wildcard match of M*.MEM to the MMEM
subdirectory.  Run the  CONFIG program as described above. to indicate 
your preferences for sound and to create the Settings file that contain 
the startup parameters.

---Mouse Usage---
A mouse is required 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.


---Startup---
To start the game, change your directory to the one in which the BANDOR game 
is located, and type BANDOR.   The game will open with the logo and then go 
into the BANDOR 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.

---Starting a Quest--- 

You start each session of BANDOR 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 
		level 1 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, 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      The most important characteristic for a Fighter. This is the 
	      measure of how much a person can carry and how hard they can 
	      hit in battle.

Piety         The most important characteristic for a Cleric. This 
	      characteristic is a measure of the character's holiness and  
	      devoutness. A high amount of piety can gain a cleric an 
	      extra spell.

Magic         Is a basic statement of the character's magic ability This 
	      characteristic is most important for magicians, gaining them an 
	      extra spell for high magic quotient.

Dexterity     Is a basic statement of the reflexes and coordination of a 
	      character. This characteristic is most important for thieves. A 
	      high dexterity can help save a person from being hit in battle.

Stamina       Is a basic statement of the hardiness of a character, and 
	      impacts how much damage they can take during  battle.


Hit Points    Are a measure of how much damage a character can take. The more 
	      hit points a character has, the more they can be hit.

Armor Class   (AC) A measure of how protected a character is from being hit. 
	      The Armor Class of a character measures not only what armor a 
	      character has on, but their dexterity and their stamina as 
	      well. The lower the Armor Class of a character, the better they 
	      are protected from harm.

  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 fighters because 
	      of their high stamina levels, and their great strength. 
	      They have non 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-Orcs   A combination of Orcs and Humans, they tend 
	      to be stronger than humans, and are particularly useful against 
	      large monsters for they have no fear. They have little or no 
	      ability at magic, however.

Halflings     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.  
  
Clerics-  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 fighters, but are stronger than pure Magic-users. 
	  Clerics are notable in that they will not use sharp weapons.

Magic-Users  start as the weakest of the characters, but as their level progresses, they become the most feared of adventurers, throwing fireballs and lightening bolts and quickly evening up the odds of the worst battles.

Fighters     are the stalwarts of the party. Fighters 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 fighters (especially when hitting someone from 
	     behind). There main special ability is the ability to pick locks.
	     Note that the Half-Elves and Half-Orcs can be combination 
	     characters.
	     
 Once you have selected the CREATE Character Menu, you will notice that the 
menu options will change to:

		     FACE
		     RACE
		     PROF
		     ALIGNMENT
		     ROLL
		     END  

 Click on FACE to change the face of the character. You have eight different 
faces to display. Use the horizontal arrows to select the face that you wish, 
and then click on the OK button when you are finished.  Once you have 
selected the face, the system will provide you with a text entry area in 
which you may enter the name of your character (from 1-15 letters). Enter 
the name, and hit ENTER when finished.

 RACE/PROFESSION/ALIGNMENT are all changed in a similar manner. Clicking on 
any one of these presents you with the horizontal arrows that you used in the 
Change FACE option.  Select the RACE/PROFESSION/ALIGNMENT of the character.  
Click on the OK button when finished.

Level is a reflection of the character's overall ability. All characters 
       created in BANDOR are 1st level characters.  A 1st level magician can 
       learn one spell (except in the case of Magicians with a high 
       Intelligence, or a Clerics with a high Wisdom, who are capable of 2 
       spells). 
       
ROLL- allows you to re-roll for the values for this character. The values for 
      each character will fall between 1 and 18, with 18 being the best. For 
      Fighters, a roll of 18 will provide an extra percentage  value. The 
      percentage indicates how much is added to their strike when they hit 
      another character. 
	
 When you have created the character they way that you want, select END 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 1st level. 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.  next to the movement arrows is displayed the options 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). Below 
this is a red line indicating their current hit points. As this line moves 
closer to  the left side, 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.

Options- 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.
  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 hit points, you must rest.   One hit point is 
	     restored for every hour that you rest.  Rest is also used for 
	     memorizing spells by magic users.  One spell is restored for 
	     every 4 hours that you rest.  

	    To select spells for memorization, select MEMORIZE SPELLS from 
	    the Rest menu.  Select the magic user.  The game will display the 
	    spells that the user knows, and the number of spells that they 
	    have left to memorize.  Select the spells that you wish the Magic 
	    User to memorize.
	
	    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.

	    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 manipulatable 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 face.

The Inventory screen- The inventory screen lists all of the objects that a 
character is carrying (up to 20 objects).  Four objects at a time are 
displayed.  To scroll through the inventory, click with the left mouse key 
on the up/down arrows next to the inventory displayed.  Below the inventory 
display is a pictorial layout 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.

  When you move items onto 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.  At any time, you may cast a 
healing spell (Cure Minor Wounds, Cure Major Wounds).  To cast a spell, 
click on the spell.  Use the horizontal arrows next to the character's face 
to scroll to the character that you wish to heal, and click the left mouse 
key over the character's face.  The healing spell will be cast.

---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 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 level.

	 If you select bash, you may select any character. The ability of the 
	character to bash the door is proportional to their level.  A Fighter 
	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 Golden Apple.  One of the commissions 
that the council offers is asking you to find and return a Golden Apple to 
them from the forest.  During your travels, of you come upon the Apple, pick 
it up, and return it to the Council, who will reward you with experience 
points 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 level of ability.  The higher level a 
quester is, the more hit points 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 
fighters 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-  Once you go into battle, the bottom of the screen changes.  The 
options menu, and the compass go away, and you are left instead with the 
arrow display, supplemented by two additional horizontal arrows. To move a 
character turn them in the appropriate direction by clicking with the mouse 
on the right/left curved arrows.  Move them forward by clicking the mouse on 
the up arrow, move them back by clicking on the down arrow, move them to the 
left or to the right by clicking on the left or right arrows.  To end your 
movement, click anywhere with the right mouse button.  Note that if you move 
into the vicinity of a monster, there is a chance that the monster will turn 
on you and hit you.  

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"

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 fighters 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 Magic User, 1 Cleric
1 Fighter, and 1 Fighter/Thief. The Fighters 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 Gold Apple can be found, and fight your way across the ford to
kill the Black Dragon that haunts to South East corner of the forest.

 When you are finally ready, cross over into the City Slums. The GateKeeper
at the gate will ask you for 100 gold pieces for a fee. Don't fight him if you
can avoid it!

 Good luck, and good questing.


			APPENDIX A
 Experience points required to advance in level.                       
    Cleric 
Level   Hit Points Required
0-1     1,500
1-2     3,000
2-3     6,000
3-4     13,000
4-5     27,500
5-6     55,000
6-7     110,000
7-8     225,000
8+(ea)  225,000

   Fighter
Level   Hit Points Required
0-1     2,000
1-2     4,000
2-3     8,000
3-4     18,000
4-5     35,000
5-6     70,000
6-7     125,000
7-8     250,000
8+(ea)  250,000

   Magic User
Level   Hit Points Required
0-1     2,500
1-2     5,000
2-3     10,000
3-4     22,500
4-5     40,000
5-6     60,000
6-7     90,000
7-8     135,000
8+(ea)  150,000

   Thief
Level   Hit Points Required
0-1     1,500
1-2     3,000
2-3     6,000
3-4     12,000
4-5     25,000
5-6     50,000
6-7     100,000
7-8     200,000
8+(ea)  200,000

 Fighter/Thief
Level   Hit Points Required
0-1     4,000
1-2     8,000
2-3     16,000
3-4     32,000
4-5     50,000
5-6     100,000
6-7     150,000
7-8     200,000
8+(ea)  200,000

Fighter/Magic User/Thief
Level   Hit Points Required
0-1     10,000
1-2     30,000
2-3     50,000
3-4     70,000
4-5     90,000
5-6     110,000
6-7     150,000
7-8     200,000
8+(ea)  200,000

				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 level of the monster, and it's size.
	
	The amount of damage a monster can take (it's hit points) are a 
	multiple of 8 times its level- i.e. a level 2 monster will have from 
	2-16 hit points. 
	
	The resistance to magic of a monster is a reflection of how easily it 
	can withstand a wizards' or a cleric'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.
	
	Size is a statement of how large the monster is in comparison to a 
	player character. Larger monsters are more easily hit by certain 
	weapon, but can generally take more damage.  Smaller monsters are 
	less easily hit, but can take less damage.
	
	Magic states any spells that the monster might be capable of using.
Giant Ants
	Level 1
	Resistance to Magic: Normal
	Size: Normal
	Magic: None

Wild Bulls
	Level 3
	Resistance to Magic: Normal
	Size: Normal
	Magic: None

Black Dragons
	Level 5
	Resistance to Magic: 35%
	Size: Larger than Human
	Magic: Fireball

Dwarves
	Level 1
	Resistance to Magic: 25%
	Size: Normal
	Magic: None

Kobolds
	Level 1
	Resistance to Magic: Normal 
	Size: Normal
	Magic: None

Lizards
	Level 1
	Resistance to Magic: Normal 
	Size: Normal
	Magic: None

HobGoblins        
	Level 1
	Resistance to Magic: Normal 
	Size: Normal
	Magic: None

Bandits
	Level 2
	Resistance to Magic: Normal 
	Size: Normal
	Magic: None

The Storm Giant King
	Level 7
	Resistance to Magic: 65%
	Size: Normal
	Magic: Fireball

C'Dor
	Level 3
	Resistance to Magic: 25%
	Size: Normal
	Magic: None

			APPENDIX C
Magic Spells

The spells listed here are divided between combat and non-combat spells. For 
each of the combat spells listed, each person has two attempts to avoid the 
spell. The first is their native resistance to magic.  (see the Appendix B). 
The second is the person's saving throw. The saving throw is a rolls of the 
dice from 1-20. If the roll is at or below the person's level, then the 
normal damage caused by the spell is halved.  During combat, there must be a 
minimum of 10 feet between the wielder of the magic and any enemies.


Sleep
	Minimum Level for Magician: 1
	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.

Cure Lt Wounds
	Minimum Level for Cleric: 1
	Minimum Level for Magician: 4
	Range of Spell: 40 feet
	Area of Spell:  immediate area
	Description of spell:   This spell will restore from 1-4 hit points of any character touched by the spell. IT can be used in battle or during normal movement.

Magic Missile
	Minimum Level for Magician: 1
	Range of Spell: 40 feet
	Area of Spell:  immediate area
	Description of spell:   The Magic Missile spell can be used only in combat. The Magic Missile spell will cause from 1-4 hit points of damage against anyone hit with it. The Magic Missile spell is unique in that there is no saving throw.

FlameStrike
	Minimum Level for Cleric: 3
	Range of Spell: 40 feet
	Area of Spell:  immediate area
	Description of spell:   The FlameStrike spell will cause from 2-8 units of hit point damage against anyone it. It can only be used during combat.
FlameBall
	Minimum Level for Magician: 4
	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.
Cure Major Wounds
	Minimum Level for Cleric: 4
	Range of Spell: 50 feet
	Area of Spell:  immediate area
	Description of spell:   The Cure Major Wounds spell  cures from 3-8 hit points of damage.
Lightening
	Minimum Level for Cleric: 4
	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
	Minimum Level for Magician: 1
	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 
	Minimum Level for Magician: 3
	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.
