Omnitrend's
-=*> PALADIN <*=-
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Owner's Manual
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TABLE OF CONTENTS
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BEFORE YOU PLAY... Delete...
1 Back-up Those Disks! Save
Problems Running Paladin Close
Limited Media Warranty 15 Quit
Limited Software Warranty Preface
2 Playing Notes Victory Conditions
Quest Status
PLAYING PALADIN
3 Notes YOUR PARTY MEMBERS
Starting Paladin 16 Basic Characteristics
Security Check 17 Movement
Starting a New Game 18 Combat
4 Order of Play 19 Magic
Movement Points 20 Types of Members
5 Deploying Your Party
Encumbrance THE OPPONENTS
6 Preface 21 Basic Characteristics
Victory Conditions Fighters
Making New Paladins Dragons
Chaining Between Quests Trolls
7 Quest Status 22 Zombies
Fighting the Enemy Sorcerers
Improving Your Paladin Spirits
8 Saving a Game in Progress
Closing Without Saving OBJECTS AND THEIR USES
Quitting Paladin 23 Encumbrance Points
What They Are and Their Use
THE BATTLE DISPLAYS
9 The Combat Window TERRAIN
The Statistics Window 26 Interior Terrain
Countdown Timer Exterior Terrain
Wideview Display Special Terrain
27 Terrain Table
THE ICONS
10 Drop Object QUEST BUILDER
Use Stairway 28 File Menu
Take Object Map Menu
11 Use Object Level Menu
Open Door 29 Palette Menu
12 Swing Sword Info Menu
13 Cast Spell Chaining Between Quests
Next Button 30 Thread Menu
Change Scale Button Party Menu
Importing Breach Squad Leaders
THE MENUS Other Functions/Design Notes
14 About Paladin...
New 32 IBM KEY GUIDE
Resume... 34 THE QUESTS

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Back-up Those Disks!

Omnitrend's Paladin is not copy protected and we encourage you to back-up
your disks prior to
play. In fact, if you haven't done so already, now would probably be a good
time!

Problems Running Omnitrend's Paladin

Should you experience a problem in running this software on your computer,
Omnitrend Software, Inc. provides
telephone assistance several times per week. Call (203) 658-6917 for the
current assistance schedule. We regret
that we cannot answer any questions regarding the play of the game or
provide hints.

Should you run across a bug in the program, please drop us a note. Be sure
to include the version number of the
game (this can be found on the "About Paladin..." dialog box) as well as a
description of the computer you are
using. All correspondence regarding the game should be mailed to:

Omnitrend Software, Inc.
MailStop 201
PO Box 733
West Simsbury, CT 06092

Limited Media Warranty

Omnitrend Software, Inc. warrants all media for a period of ninety (90)
days from the date of purchase. Should
you experience a problem within that period, return the defective disk along
with dated proof-of-purchase.
Should you have a problem out of warranty, Omnitrend Software, Inc. will
replace a defective disk for $6.00. We
regret that we will be unable to return any packing materials you use to
ship your disk.

Defective disks should be returned to:
Omnitrend Software, Inc.
MailStop 200
PO Box 733
West Simsbury, CT 06092

Omnitrend Software, Inc. will not be responsible for replacing free of charge
media within warranty that has been
subjected to misuse, damage, or excessive wear.

Limited Software Warranty

This software and the enclosed manual are sold "As is" without warranty to
their performance. The entire risk as
to the results and performance of the program is assumed by you.

The Limited Software Warranty is the only warranty of any kind, either
expressed or implied, including but not
limited to the implied warranties of merchantability and fitness for a
particular purpose that is made by
Omnitrend Software, Inc.

Neither Omnitrend Software, Inc. nor anyone else who has been involved in
the creation, production, or delivery
of this program shall be liable for any direct, indirect, consequential, or
incidental damages arising out of the
use, the results of use, or inability to use such product even if Omnitrend
Software, Inc. has been advised of the
possibility of such damages or claim. Some states do not allow the exclusion
or limitation of liability for
consequential or incidental damages, so the above limitation may not apply
to you.

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Atari ST Notes

Yuor computer must be in the low resolution mode in order to play.

Due to bugs in some versions of the ST's operating system, use of the
underscore character when
entering file names will cause the computer to crash.

To play Omnitrend's Paladin with only one disk drive, copy a quest (.QST)
file and a paladin
(.PAL) file from the Quest Disk to the Program Disk before playing. You
cannot swap the
Program and Quest disks when playing Paladin on one disk drive.

To copy files from the GEM desktop with only one disk drive, do the
following:

1) Insert the source disk in the disk drive. Double-click on the Floppy
Disk A icon and select the
file you want to copy by clicking on it and keeping the mouse button held
down.

2) With the button still held down, drag this file icon onto the Floppy
Disk B icon and release the
button. GEM will begin reading the file from the source disk.

3) When GEM asks you for Disk B, insert the destination disk. GEM may ask
for either disk
several times before the copy is complete.

Macintosh Notes

The Paladin program will run automatically when you boot the disk.

Use the "Quit to Quest" option in the Paladin program to run the Quest
Builder.

Amiga Notes

When you are using the file selector box to enter the name of a file to
save a paladin, quest, or
saved game, click the mouse pointer on the file field (the rectangular box
to the right of the word
"file") and type the name you wish to give the file. (Ex.: GAME16)

When running Omnitrend's Paladin with only 512K, some sound effects will
not be heard.

IBM Notes

The IBM version of Omnitrend's Paladin requires DOS 3.0 or higher.

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Notes

Whenever the manual refers to "the mouse button", and your mouse has more
than one button, use
the left-hand button. Omnitrend's Paladin only uses the left-hand button.

"Clicking" means "press the mouse button". "Shift-click" means "hold down
one of the shift keys
and press the mouse button at the same time".

The "current member" referred to thoughout the manual is the member who
appears in the center
of the Combat Window and whose statistics appear in the Member Statistics
Window.

Starting Omnitrend's Paladin

To play Omnitrend's Paladin, boot up the Paladin Program Disk and
double-click the "PALADIN"
icon (Paladin will come up automatically on the Macintosh). When the program
finishes loading,
the Paladin title screen will appear. To continue, click the mouse or press
any key on the keyboard.

To start the IBM version of Omnitrend's Paladin, boot up the computer under
DOS 3.0 or higher.
Insert the Paladin disk and type "PALADIN" at the prompt.

Security Check

In order to play Omnitrend's Paladin, you must correctly complete a
security check. To complete
the security check, enter the word from this manual whose location is given
by the dialog box.
"Words" are any string of characters with a space or punctuation at either
end. Once you have
entered the correct word, the program will continue.

Starting a New Game

Select "New..." from the Quest menu. An item selector box will appear. All
of the names that
appear are 'quest files'. These quest files contain all the data for your
party, the opponents, and
maps of the combat area. What you are going to create is a 'game file'. This
is a combination of a
quest file and a 'paladin file'. More on the paladin file later.

Once you have selected a quest file, the quest item selector box will be
replaced by a paladin
selector box. This is where you select the paladin for your game. A sample
paladin
"BRANDON" is included with your game. Later on, you'll probably want to
create a paladin of your own.

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Now you have to name the game file in which your current game is going to
be stored.

Once you have done this, the program will save the new game to the disk and
your game will
start.

Important - When a game file is created, it erases the paladin file you have
selected and
incorporates it into the game file. This ensures that the paladin file
can be used only by one quest
at a time. The only ways to recover the paladin file are to win the game in
progress or delete the quest with the "Delete..." menu entry. Deleting a
game file outside of the game will also erase
the paladin file which has been incorporated into it.

Order of Play

Game play in Omnitrend's Paladin alternates between moving your own party
members and the
computer moving its opponents.

The enemy combat phase will not begin until you shift click the Next icon
or all of your party
members use up their movement points.

Player Phase - Each round begins with the player having the option to move
all, some , or none of his members. You can move a member until he runs
out of movement points or you click the
Next icon.

To Start the Enemy Combat Phase - shift click the Next icon. If all of your
members have used
up their movement points for the round, the computer will automatically
enter the Enemy Phase.

Each Player Phase takes 30 seconds of game time.

Enemy Phase - When the enemy attack phase begins, the member statistics
window will
change its title to "Attacks" and the legend "Enemy Movement..." will appear.

Enemy troops appear in the combat window only when they are attacking your
men.

At the end of the enemy phase, the player phase begins again.

Movement Points

Each member is given a certain quantity of movement points (mp). All of the
member activities
except for changing the view scale (more on that later) take up a certain
number of points. For
example, moving onto a clear terrain square costs 2 mp, while swinging a
sword takes 3 mp. The
combat activiites such as taking an object, swinging, moving, and using an
object can all be
mixed at your discretion during the same turn.

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If you do not have sufficient mp for the activity you want to perform, the
computer will inform
you with an alert box.

If all of the mvement points for the current member have been exhausted, the
program will
automatically advance to the next member in the party.

Movement points for each member are based on: the member's character class,
the vitality of the
member, and the member's current encumbrance.

Deploying Your party

The members in your party always enter the quest through the entry
pentagram. The entry
pentagram must be clear in order for your members to enter. If a member is
unable to enter, the
program will jump to the enemy combat phase.

You can continue moving a member until he runs out of movement points, gets
stunned, or you
click the Next icon. Each time you click Next, the program will advance to
the next member in
the party who is in the combat zone, is not stunned, and has at least one
movement point.

In addition, you can make any member who is visible in the combat window the
current member
by holding down the Alternate key and clicking on the desired member.
(Macintosh players should
use the Option key instead of the Alternate key.)

If wands of detection and rings of farsight are available, use them
whenever possible. By saving
time searching for your objects, you raise the odds of successfully
completing your quest.

Encumbrance

There are thirteen different types of objects which
may be found in a quest. Each of those objects has
an encumbrance value. Encumbrance is a measure
of the object's bulk. Obviously, the bulkier the
type of object, the fewer of them the member may
carry.

Carrying a large number of encumbrance points has
two disadvantages. One ,the weight reduces the
number of available mp's per turn. Two, members
carrying a large quantity of encumbrance points are
more likely to be selected as a target by enemy
forces.

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Preface

The preface is a short description of your quest.

Prefaces usually include information as to the type and strength of enemy
you will be fighting and
hints as to the location of any quest objectives.

Victory Conditions

The victory conditions are:

Rescue prisoners - You must rescue all of the prisoners in the quest if
this is one of the victory
conditions.

Obtain Scrolls - This works the same way as rescue prisoners.

Exit cobat zone - All of the members in your party must find and use the exit
pentagram if this
is one of the victory conditions.

Kill n% opponents - At least n% of the opponents in the quest must be
killed if this is one of the
victory conditions.

Quest time limit - All of the other victory conditions in the game must be
satisfied before the
time limit expires. All quests have a time limit.

All of the victory conditions are non-exclusive, that is, more than one may
be in effect for a given
quest. Thus, in order to complete a quest you may have to rescue prisoners
and move all of the
party's members through the exit pentagram before the time limit expires.

Making New Paladins

If your party meets a strong foe and your Paladin is killed, you will need
to create a new one. To
create a new paladin, run the Quest Builder program and select "New
Paladin..."

Chaining Between Quests

Some quests lead directly into others. That is, when all of the surviving
members of your party
have departed through the exit pentagram and you have successfully
completed the quest, Paladin
automatically brings you to the next quest and creates a game file for you
under the same name as
your previous quest.
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There are two different ways Paladin may chain between quests. If the next
quest has members for
your party already created, your current party will be replaced by the new
one. If the next quest
does not have any members for your party, then all of the surviving party
members from your last
quest are carried over into the new quest. Their health and vitality remain
the same. None of the
objects they are carrying will be transferred to the new quest.

Quest Status

By using the Quest Status function, you can tell which victory conditions
have been satisfied and
which need more work.

The possible status displays are:

Victory Condition Complete Incomplete
----------------------------------------------------------------------------
Rescue Prisoners All prisoners recovered Not all prisoners recovered.
Obtain Scrolls All scrolls recovered Not all scrolls recovered.
Kill n% Opponents Kill objective completed More casualties needed.

Fighting the Enemy

If the enemy is using orbs of fire or fireballs, avoid clustering your
members. Try to keep at least
one square between each one. This way, you avoid having three or four
casualties from a single blast.

Conversely, orbs of fire and fireballs are most effective against clusters
of the enemy. Unless you
have a large quantity of orbs of fire or fireballs, it is wisest not to
"waste" these weapons against
single targets.

Improving Your Paladin

Your overall objective is to improve your paladin. You do this by
successfully completing
quests.

The more active a paladin is, the more likely he will see some kind of
improvement at the end of a
successful quest. Accuracy is very important but seeing and detecting
skills should be honed as
well.

Paladins who have a fine hand with the sword and possess a superior
knowledge of seeing and
detecting will achieve knighthood. With knighthood, your paladin will
receive a superior sword
and armor.
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Saving a Game in Progress

In order to save a game in progress, you must be at the beginning of the
Player Movement phase.

You may select menu entires, but clicking any of the icons or the combat
window will prevent
you from saving your game. This is the only point at which you can save
the game before
quitting.

Closing a Game Without Saving

Select "Close" from the Quest menu. When the program asks you if you want
to save the game, click No.

Quitting Paladin

Use "Quit" from the Quest menu to exit the program. If you select this at
the beginning of the
Player Movement phase, you will be given the option of saving your progress
before closing. At
any other point, the program will quit without saving.

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The Combat Window

The combat window is the largest window on the screen. During the player
combat phase, the
current player member will always appear in the center of the combat window.
During the enemy
combat phase, the current enemy member will appear in the center of the
combat window.

The Statistics Window

The member statistics window has several functions. During the Enemy Combat
phase,
information on enemy attacks are shown in the Statistics Window. During the
Player Combat
phase, this window displays the battle statistics for the
current party member. These statistics are:

Moves - the number of moves left in the current member's turn.

Vital - the vitality of the current member. If the vitality drops below 30%,
it will be displayed in
red as a warning (Macintosh version excluded).

Health - the health of the current member. If this goes to 0%, the member is
dead. When the
current member's health falls below 50%, it will be displayed in red as
a warning (Macintosh
version excluded).

Enc - the current encumbrance of the member (NOT the maximum encumbrance).
This figure will
be displayed in green if it is greater than 0. (Macintosh version excluded).

Accur - the accuracy of the current member's swordmanship. If the member is
ranger or a mage,
this is a measure of his spell casting ability as well.

Detec - the percentage chance the current member has of successfully using a
wand of detection.

Seeing - the percentage chance the current member has of successfully using
a ring of farsight.

Countdown Timer

The countdown timer displays the amount of time remaining in the quest.

Wideview Display

The wideview display is a 21 by 21 composite map of the terrain surrounding
the current member.
It can be displayed by clicking on the Change Scale icon. Information for
this wideview is
provided by other members moving through the area and rangers using wands
of detection or rings
of farsight. When rangers use the wideview, opponents appear as flashing
green squares on the Atari ST and
Amiga, nested boxes on the IBM, and as grey squares on the Macintosh.

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DROP OBJECT

Click this icon to drop an object

A dialog box will appear with a list of all the objects the current member is
carrying. Note that
the member's sword and armor will not appear on this list as they may not be
removed. Click on
the name of the object you want to drop and then click "OK".

There are several reasons you might want to drop something. A very good
reason is that you no
longer want to carry something because of its encumbrance penalty. You
might want to transfer
an object from one member to another. In addition, the sphere of deflection
works only if you
drop it.

A dropped object always lands directly underneath the current member. Only
one object may be in
a square at a time.

It takes 1 movement point to drop an object.

USE STAIRS

Click this icon to ascend/descend a staircase.

If the corresponding square above or below the staircase is blocked by
another member, the mouse
pointer will change into a stop sign. If the corresponding square is
blocked by an opponent, the
opponent will be killed and your level will be changed.

It takes 5 movement points to use the stairs.

TAKE OBJECT

Click this icon to take an object.

You can take any object directly adjacent to or in the same square as the
current member. The
object must be visible; you cannot take an object directly from another
member.

The mouse pointer will turn into a pointing hand. Click this on the object
you wish to take.

Some objects have special messages written on them. These messages appear
whenever the
object is taken.

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Whenever an object is taken, it increases the member's total encumbrance.
Encumbrance affects
the number of movement points your member will receive at the beginning of a
turn. Therefore,
heavily laden members will not move at their highest speed.

It takes 1 movement point to take an object.

USE OBJECT

Click this icon to use an object.

A dialog box will appear with a list of all the objects the current member is
carrying. Click on
the name of the object you want to use and then click "OK".

All of the objects and their uses are detailed in the section "Objects and
Their Uses."

The objects require varying amounts of movement points to use. They are:

Object Movement Points
--------------------------------------------------
Orb of Fire 5
Explosive Crystals 10
Potion of Vitality 3
Bag of Holding N/A
Potion of Healing 9
Bolt 5
Crossbow N/A
Ring of Farsight 9
Wand of Detection 15
Sphere of Deflection N/A 1
Amulet of Levitation 10
Prisoner N/A
Scroll N/A

1 Sphere is activated by dropping it.

OPEN DOOR

Click this icon to open a door adjacent to the current member.

The mouse pointer will turn into a small key. Place this key over the door
you want to open and
click the mouse. If you have enough movement points, the door will open.

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The doors require varying amounts of movement points to open. Pine doors
require 3, Oak doors
require 5, and Metal doors require 10.

SWING SWORD

Click this icon to swing the current member's sword.

The sword will be wielded in the direction that the member is facing. If
the swing does connect, a
tiny skull wll appear on the target. This holds true for opponent-initiated
attacks as well.

If the swing hits an opponent, the amount of damage that the sword
generates is subtracted from
the opponent's health, minus the amount of protection his armor provides.

Armor Non-Magical Attack Armor Non-Magical Attack
Protection Damage Protection Damage
------------------------ -------------------------------
Paladin 40% 80% Fighter 30% 65%
Mage 15% 35% Dragon 15% 35%
Ranger 15% 65% Troll 30% 45%
Swordsman 30% 65% Zombie 40% 80%
Thief 15% 45% Sorcerer 40% N/A 1
Spirit 65% 80%

1 Sorcerers only attack magically.

For example, an enemy fighter (armor protection = 30%) is hit by a swing
from your paladin
(sword damage = 80%). The result is that the enemy fighter would lose 50%
health (80% - 30% =
50% loss).
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The same holds true for your own members. Note that it is possible to shoot
your own troops by mistake, so look before you swing.

Swinging a sword requires 3 movement points.

CAST A SPELL

To case a spell, shift click the Swing Sword icon. This will cause a dialog
box with radio-type
buttons to appear.

Within your party, both Rangers and Mages can cast spells. Mages have the
full complement of
spells, while reangers can cast only Detect Secret Doors, Confuse,
Invisibility, and Speed spells.

NEXT BUTTON

Click this button to switch current members. This will advance you to the
next member in your
party or, if you have just moved the last member in the party, loop back to
the paladin.

Shift click the Next button to enter the Enemy Combat phase.

CHANGE SCALE BUTTON

Click this button to get a "wide angel" view of the surrounding terrain.
Information for this
wideview is provided by other members moving through the area and party
members using rings
of farsight or wands of detection. When rangers use the wideview, opponents
will appear as
flashing squares on the Atari ST and Amiga, as nested boxes on the IBM,
and as grey squares on the Macintosh.

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ABOUT PALADIN...

The "About Paladin..." entry displays a dialog box with information about
the program version
and release date.

NEW...

"New..." is used to start a new game. This is a three stage process.

First, select the quest you wish to play. Next, select a paladin. If
there aren't any paladin files on
the disk, you will have to create a new one with the Quest Builder program.
Finally, enter the
name under which this current game is to be saved.

When all this has been done, Paladin will create a game file, which means
that you now have a
game in progress on the disk.

RESUME...

Use "Resume..." to continue a game already in progress.

DELETE..

Use "Delete..." to delete game files. An item selector will appear with the
names of all the games
in progress. Select any one of these.

Note that using this function to delete a game file will restore the
incorporated paladin file.

SAVE

"Save" will save your current progress to the disk and continue play. You may
only save at the
beginning of your Movement and Combat Phase.

CLOSE

Use "Close" to stop a game in progress. If you select this at the beginning
of the Combat Phase,
you will be given the option to save your progress before closing. At any
other character's point,
the program will stop the current game without saving.

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QUIT

Use "Quit" to exit the program. If you select this at the beginning of the
Combat Phase, you will
be given the option to save your progress before closing. At any other point,
the program will quit without saving.

PREFACE

The preface display contains background information for the quest and
possibly clues as to the
locations and strengths of your objectives.

VICTORY CONDITIONS

The victory conditions dialog box displays the objectives which must be
completed in order to win
the game.

QUEST STATUS

The quest status dialog box displays whether or not each of the quest's
objectives have been met.

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BASIC CHARACTERISTICS

MOVEMENT POINTS - Each member is given a certain amount of movement points at the
beginning
of his turn. Almost all of the activities a party member can perform use
movement points (mp).
For example, moving onto a clear terrain square costs 2 mp, while swinging
a sword takes 3 mp.

Combat activities such as taking an object, swinging a sword, moving,
casting magic, and using
an object can all be mixed at your discretion.

If you do not have sufficient mp for the activity you want to perform, the
computer will inform
you with an alert box.

If all of the movement points for the current member have been exhausted,
the program will
automatcally advance to the next or loop back to the paladin if you were on
the last party member.

Movement points allocated to each member are based on the member's class, the
vitality of the member, and the his current encumbrance.

VITALITY - Vitality is a measure of how well-rested a party member is. The
higher the vitality, the
more moves a party member has available in subsequent turns. If a member were
at the 50%
vitality level, he would have 50% of his maximum number of moves available.

As a party member moves about, his vitality is reduced at the same rate as
his movement points.
So if aparty member with 100% vitality fired a sword (3 mp) his new vitality
would be 97%.
Vitality is replenished at the rate of heath% divided by 4, which means the
maximum rate of replenishment is 25% per turn (100% health/4=25%).

If a member's vitality is 0%, then the member is considered stunned, and he
may not
move until the next round.

HEALTH - Health is a measurement of the amount of damage a party member can
absorb before
dying. When a member's health drops to 0%, he has died.

Above 50% health, a party member cannot be killed while taking hits. Below
50%,however, a
party member can die while being hit, even if the hit does not drop his
health to 0%. As the party
member's health falls closer to 0%, the likelihood of this occurring is
much greater.

ENCUMBRANCE-This is a measure of how many objects a member can carry

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Carrying a large number of
encumbrance points has two
disadvantages. One, the weight
reduces the number of available
mp's per turn. Two, the party
member is more likely to be
selected as a target by enemy
forces.

ACCURACY - is the measurement of
a party member's accuracy with a
sword. For party members with
spell casting talent, this is also a
measure of their success rate with
spells.

DETECTING - is the measurement of how well a party member uses a
wand of detection.

SEEING - is the measurement of how well a party member uses a ring of
farsight.

MOVEMENT

As with any other function, moving your party member will consume some
movement points.
Each terrain type (grass, rocks, grating) consumes a different amount of mp
when it is entered. In
order to move your current party member into a new square, he must have at
least as many mp as
are required to enter the square.

Terrain Type MP Required Terrain Type MP Required
----------------------------------- -----------------------------------

Clear 2 Bed 5
Dirt 2 Dresser 6
Grass 2 Table 5
Light Vegetation 4 Chair 4
Heavy Vegetation 6 Wench 4
Rocky Dirt 4 Entry Pentagram 3
Rubble 4 Exit Pentagram 3
Stun Field 8 Chest 4
Stepping Stones 4 Strong Man 6
Grating 3 Water/Dirt 4
Stairs 5 Water/Blank 4
Open Door 4 Boy 3
Shepherd 4 Spilled Oil 8
Farmer 4 Hangman 6
Bard 4


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The current member will always occupy the center of the combat window.

Party members can move in the four compass directions. To move the party
member to a
particular square on his current row or column, simply click the mouse on
the square. The party
member will march into the square or as far as is possible before running
into a wall or running
out of movement points.

If the party member does not have enough mp to move into the square, the
square is not of a type
that the party member may occupy, the square is occupied by another player
party member, or the
square is already occupied by an opponent, the mouse pointer will turn into
a stop sign, indicating
movement is not allowed.

To change a party member's facing without having to move the party member
from his current
square, hold either shift key down and click on the adjacent square you wish
the party member to face. This takes 1 movement point (mp).

In addition, you can make any party member who is visible in the combat
window the current
party member by holding down the Alternate key and clicking the desired
party member.
(Macintosh players should use the Option key instead of the Alternate key.)

COMBAT

SWORDS - All party members carry swords. These swords may not be transferred
or exchanged.
Swords cannot be destroyed by combat.

Specialty Damage Sword Generates
---------------------------------------------
Paladin 80%
Ranger 65%
Swordsman 65%
Thief 45%
Mage 35%


It takes 3 mp to swing a sword.

ORBS OF FIRE - Orbs of fire will explode around friendly troops and it is
possible to detonate one in
the same square as the current party member. Orbs of fire will also
detonate oil casks, so caution
must be exercised when using them!

Orbs of fire explode in a 3 by 3 pattern, with the target in the center.
Each square receives the
equivalent of a hit from a90% sword.

EXPLOSIVE CRYSTALS - When explosive crystals are activated, they drop into
the current party
member's square. The explosive crystals ignore any objects which may already
be in the square.

- 18 -
=============================================================================

Explosive crystals will explode around friendly troops, and it is possible
to detonate one in the
same square as the current party member. Explosive crystals will also
detonate fuel tanks in the
same fashion as orbs of firs. Caution must be exercised when using explosive
crystals!

Explosive crystals explode in a 5 by 5 pattern, with the crystals in the
center. Each square
receives the equivalent of a hit from a 100% sword.

Caution: Once an explosive crystal has been activated, it cannot be aborted, but
will explode at
the end of the current party member's turn.

CROSSBOWS - A party member must have at least one bolt and one crossbow in
order to fire.

When a bolt is fired, it travels in a straight line until it hits a valid
target (i.e., a wall, a party
member, etc.) or leaves the edge of the combat zone.

A target hit by a bolt from a crossbow receives a hit equivalent to a 90%
sword.

Caution: Shooting bolts at targets not readily visible may result in damage
to other party
members or destruction of necessary quest objectives.

MAGIC

DETECT DOOR - will reveal any secret doors on previously explored terrain
until the next Enemy
Combat Phase. All of your part members will be able to see the hidden
doors.

Casting a detect door spell takes 10 movement points.

CONFUSE - makes approaching opponents think that they cannot cross
particular patches of terrain.
In some cases, this makes the enemy thnk that it cannot reach you at all.

Casting a confuse spell takes 8 movement points.

INVISIBILITY - renders the caster invisible for the next 2 rounds. The
caster cannot be followed or
attacked when invisible.

The invisibility spell cannot be cast on other party members.

Casting an invisibility spell takes 20 movement points.

MIND STUN - brings the affected enemy's vitality down to 0%, leaving it
without movement points
for the next round. Vitality is returned to the affected at the normal rate
(health/4% per round).

Mind stuns will not travel through closed doors or walls.

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=============================================================================

Casting a mind stun spell takes 10 movement points.

FIREBALL - is a ball of fire (surprise!) that travels along until it hits
something solid, like an
enemy.

Fireballs explode just like orbs of fire, doing 90% damage to the 3 x 3
area surrounding the target.

Casting a fireball spell takes 10 movement points.

SPEED - is a spell which allows the user to store up some extra movement
points for the next
round. The user casts the spell and in the next Player Phase, the user will
have an extra 15
movement points added to his total.

This cannot be cast on other party memebers.

Casting a speed spell takes 20 movement point.

TYPES OF PARTY MEMBERS

PALADIN - The paladin is your main character. This is the only type of party
member who is
created independently of any quests.

The long-range goal of Paladin is to improve this character, so it is very
important that he (or she)
does not get killed in combat. If this happens, the paladin's file will be
erased. On the other hand, as the quest difficulty level rises, you will find it more and more
necessary to use the paladin in dangerous situations.

Paladins have a very sharp sword (80% damage) and heavy protective armor.

SWORDSMEN - The swordsman is the basic parth member. They carry a heavy
sword and they have a
fairly high level of mobility.

Swordsmen usually comprise the majority of any party.

RANGER - Rangers have very light, fast armor, and carry the same swords as
swordsmen.

Rangers have spell casting ability, but they are limited to the Detect
Secret Doors, Confuse,
Invisibility, and Speed spells.

THIEF - Thieves have the same armor as rangers but a slightly lighter
sword.

MAGE - Mages wear the same armor as rangers and thieves but they carry a
very weak sword.

Mages are the primary magic using character class.

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=============================================================================

BASIC CHARACTERISTICS

All of the enemies will guard quest objectives that are in their area. For
example: if an enemy fighter is
in the same area as a scroll, there aren't any player party members around,
and capturing scrolls is
an objective, then the enemy will guard the scroll until a party member
enters the area.

FIGHTERS

Fighters are equivalent to your swordsmen.

Fighters can use crossbows and orbs of fire against your party. In
addition, certain special fighters
can also cast mind stuns against your part.

DRAGONS

The dragons you will encounter on your quest are of the smaller, more
common variety (Dracos
Vulgaris). These stunted versions of the true beast have lost the power of
flight and have a
relatively weak fire-breathing ability. Dragons attack only adjacent
squares.

TROLLS

Trolls are the dark rulers of the underground, although they often come to
the surface to spread
their evil ways.
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=============================================================================

Trolls are adept fighters and can use orbs of fire and crossbows.

ZOMBIES

Zombies are the shambling undead created by demented mages to carry out
their evil deeds.

Zombies are some of the most powerful and durable fighters due to their
non-living status.

SORCERERS

Sorcerers are mages who have fallen upon evil times. They are dangerous
because they do not
need to be adjacent to a party member in order to attack him.

Sorcerers attack solely by magic, using fireballs and mind stuns.

SPIRITS

Spirits are all that remain of malevolent creatures that died long ago.
Because they are not totally
attachec to the material plane, they have the unique ability to pass
through any object or terrain
with no resistance whatsoever.

The spirit attacks by scaring. A scare from a spirit is the equivalent of a
blow from an 80% damage sword.

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=============================================================================

ENCUMBRANCE POINTS

There are thirteen different types of objects which may be found in a
quest. Each of those
objects has an encumbrance value. Encumbrance is a measure of the object's
bulk. Obviously, the
bulkier the type of object, the fewer of them the party member may carry.

Object Encumbrance Points Object Encumbrance Points
---------------------------------- ------------------------------------
Orb of fire 1 Ring of Farsight 1
Explosive Crystals 5 Wand of Detection 3
Potion of Vitality 2 Sphere of Deflection 4
Bag of Holding 0 Amulet of Levitation 2
Potion of Healing 2 Prisoner 1
Bolt 3 Scroll 1
Crossbow 7

Members carrying a large number of encumbrance points are subject to movement
point loss.

WHAT THEY ARE AND HOW TO USE THEM

ORB OF FIRE - A short-range magical grenade.

When a orb of fire is selected, the mouse pointer turns into a crosshair.
Place this crosshair
over any pont on the same row or column as the current member and click. The
member does not need
to be facing the target.

EXPLOSIVE CRYSTALS - are a very powerful "time delay" explosive device.

When explosive crystals are used, they are dropped into the same square as
the current party
member, ignoring any other objects which may be in the square. When the
current party
member's turn is over (running out of mp's, selecting another member, or
clicking the "Next"
button) the explosive crystals will detonate.

Explosive crystals explode in a 5 by 5 pattern, with the crystals in the
center. Each square
receives the equivalent of a hit from a 100% sword.

POTION OF VITALITY - an elixir that restores vim and vigor to the character
that uses it.

Each time a potion is used it will add 50% to the character's vitality for
a maximum of 100%.

BAG OF HOLDING - is a magical bag that increases your maximum encumbrance
by 10.

The effects are cumulative; i.e., 5 bags will provide 50 extra encumbrance
points.

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=============================================================================

Each bag will automatically increase your maximum encumbrance if you are
carrying it. You do
not need to use this object.

POTION OF HEALING - is a special blend of herbs and spices that restores a
character's health.

Each time a potion of healing is used it will add 50% to the character's
health for a maximum of
100% health.

BOLT - is an arrow that fits into a crossbow.

In order to use a bolt, the character must also be carrying a crossbow.

When a bolt is fired from a crossbow, it travel in a straight line on the
current facing until it hits
a valid target (i.e., an enemy, a wall, a party member, etc.) or leaves the
edge of the combat zone.

A target hit by a bolt from a crossbow receives a hit equivalent to a 90%
damage sword.

CROSSBOW - is a crank-powered rifle-type bow for firing bolts.

A crossbow by itself may not be used but must be held in order to use a
bolt.

RING OF FARSIGHT - is a small ring which reveals all man-made structures on
the same level as the user.

In essence, this will give you the floor plans to any level the user is on.
You
must be standing adjacent to a source of water for this object to work.

WAND OF DETECTION - is a magic device that reveals a large area of land
around
the user and any enemies that might be lurking about it.

When a wand of detection is successfully used, it reveals a 17 x 17 area of
the
current level, centered around the user. If the user is not successful, it
will
show only the terrain which has already been covered.

Successful detection will only show nearby enemies as flashing squares on
the
Amiga and Atari ST, nested boxes on the IBM, and as grey squares on the
Macintosh.

SPHERE OF DEFLECTION - will absorb any incoming non-magical attacks.

A shield will also cause fireballs and orbs of fire to explode on contact,
although the blast radius
of these items will remain the same.

When a sphere of deflection is hit, there is a 10% chance it will shatter
and be destroyed.

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=============================================================================

This device does not need to be selected from Use Object because it
activates when dropped.

AMULET OF LEVITATION - allows the user to float above the ground, ignoring
terrain costs and
movement restrictions. The only terrain types an amulet of levitation will
not allow you to fly
through are closed doors, solid rock, and walls.

When the amulet is used, it remains active until; the member runs out
of movement points, you
click the Use Object icon again, select a different party member, or click
the Next button. Each
time a member uses the amulet, there is a 10% chance that he will crash at
the end of his turn.

Once an amulet has been activated, the user cannot take or drop objects,
swing a sword, use shafts,
open doors, use objects, or cast magic. If the party member ends his turn
over either a blank
(black) or full water square, he will be killed and removed from the quest.

PRISONER - Prisoners are unlucky people being held hostage by the nasty
powers-that-be.

A prisoner is not a usable item.

SCROLL - You know what a scroll is!

A scroll is not a useable item.

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=============================================================================

INTERIOR TERRAIN

WALLS - The walls come in two types: wood and stone.
Explosive crystalss
will destroy any type of wall; orbs of fire will destroy wooden walls.
Swords will not penetrate walls.

Party members canot pass through or fly above walls squares using an amulet
of levitation.

DOORS - Party members cannot move through closed doors.

Pine doors require 3 mp to open, Heavy Oak doors require 5 mp, and Metal
doors require 10 mp.

Party members cannot fly above doors squares using a amulet of levitation.

EXTERIOR TERRAIN

WATER - Party members cannot pass through water squares, although they can
fly over them if they
are using a amulet of levitation.

If a party member using a amulet of levitation ends his turn over a water
square, he is killed and
removed from the quest.

SOLID ROCK - Party members cannot fly over or through solid rock squares.

SPECIAL TERRAIN

STAIRCASES - Staircases require 5 mp to enter, and another 5 mp to use.

THE ENTRY PENTAGRAM - In order for your party members to enter the quest,
this square must be clear.

THE EXIT PENTAGRAM - If the current party member is on this square at the
end of his turn, he is
removed from the quest and will no longer be allowed to fight.

STUN FIELDS - When a party member passes through a stun field, there is a
chance that he will be
stunned and unable to move. This chance is inversely proportional to the
party member's vitality.
For example, if a party member with a vitality of 78% passes through a stun
field, there is a 22%
chance that he will be stunned.

TELEPORT PENTAGRAMS - When a party member enters a teleport square, he is
teleported to a new
location. This can be anywhere, on any level.

EMPTY (BLACK) SQUARES - Party members cannot pass through these squares,
although they can
fly over them is they are using a amulet of levitation.

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=============================================================================

If a party member using a amulet of levitation ends his turn over a black
square, he is killed.

TERRAIN TABLE

Type MP's to Enter Special Comments...
-------------------------------------------------------------------------
Walls (All Types) No Move Cannot be flown over.
Half Dirt/Half Empty No Move Can be flown over with amulet.
Half Blank/Half Empty No Move Cannot be flown over.
Blank No Move Can be flown over with amulet.
Solid Rock No Move Cannot be flown over.
Empty Interior 2
Dirt 2
Grass 2
Light Vegetation 4
Heavy Vegetation 6
Rocky Dirt 4
Interior Rubble 4
Stun Field 8
Water No Move Can be flown over with amulet.
Stepping Stones 4
Grating 3
Staircases 5
Teleport Square 5
Fence 6
Gallows No Move Cannot be flown over.
Closed Doors No Move Cannot be flown over.
Open Doors 4 Can be flown over with amulet.
Shepherd 4
Bard 4
Bed 5
Dresser 6
Table 5
Chair 4
Wench 4
Entry Pentagram 3
Exit Pentagram 3
Chest 4
Strong Man 6
Water/Dirt 4
Water/Blank 4
Boy 3
Spilled Oil 8
Hangman 6

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=============================================================================

FILE MENU

NEW - opens the mapping window and creates a new quest file.

OPEN - opens an existing quest file and displays it in the mapping
window. The Open function
will automatically display all available quest files.

CLOSE - closes the current mapping window and disposes of the quest
file. If the quest file has
been modified, the computer will ask you if you wish to save the quest
file before closing it.

SAVE - saves the current quest file currently in progress. If the current
file is untitled, it acts in the same
fashion as Save As.

SAVE AS - saves the current quest file.

QUIT - exits Quest Builder. If a file has been modified, the program will
ask if you wish to save
the changes.

MAP MENU

WHOLE VIEW - generates a compressed view of the entire current map level.
Click the mouse to
return to the normal mapping mode. If the click occurs on the whole view map,
the window will
jump to the equivalent position in the normal mapping mode. This serves as a
shortcut for
moving about the map.

FILL SCREEN - fills the screen with the currently selected terrain type.
Fill Screen will not
overwrite objects or opponents.

FILL LEVEL - fills the current level with the currently selected terrain
type. Fill Level will not
overwrite objects or opponents.

COPY LEVEL - copies the contents of the current level to another level,
excluding objectsand
opponents.

TOTALS - lists the total number of objects and opponents used in the quest.

LEVEL MENU

Use the Level menu to select the level of the quest map being shown in
the mapping
window. There are 5 levels in all.

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=============================================================================

PALETTE MENU

The Palette menu controls the parts and terrain palette.

The blank squares found on the objects and opponents palettes will only
erase objects and
opponents, not the underlying terrain. If a part will not appear where you
have clicked, then it
cannot be placed on that type of terrain.

A quest can have up to 40 objects and 50 opponents.


INFO MENU

PREFACE - is the area where you
enter information for the player
about the quest you have created.
This might be part of a story, or
just some hints.

SET VICTORY - sets the victory
conditions for the quest. RESCUE
PRISONERS means the player must
take all of the prisoners in the
quest to win. OBTAIN SCROLLS
works the same way. EXIT
COMBAT ZONE means all of the
members who are still living
must go through the exit
pentagram. KILL % OPPONENTS
requires the player to kill at least
the percentage of opponents
entered in the box to win.

The quest time limit must be set
for every quest. The other
victory conditions must be met
before the amount of time
entered in the box expires. Time
is in an hours/minutes/seconds
format.

The victory conditions can be used in combination. This means that if you
select kill 20% and
rescue prisoners, you must kill at least 20% of the opponents and rescue
all of the prisoners to
win.

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=============================================================================

CHAIN TO - displays a dialog box which allows you to enter the name of a
quest that the current
quest will chain to if the player wins.

THREAD MENU

THREAD OBJECT - jumps sequentially through the list of objects which have
been placed on the map.
When it jumps to the next object on the list, it moves the map so that the
object is in the cneter
of the screen.

THREAD OPPONENT - jumps sequentially through the list of opponents which
have been placed on
the map.

THREAD TEXT - jumps sequentially to the next terrain square that has text
on it.

PARTY MENU

MODIFY PARTY MEMBER - is used to change the basic characteristics of the
quest members. A list
box will appear with the names of all the members currently in the party.
Select a party member
by clicking on his name. Delete will delete a member and Change button will
jump to another
screen, where the member's attributes can be modified.

NEW MEMBER - generates a member for the player's party. Name the character
and select the
character's specialty using the radio-type buttons. The different
specialties generate different basic
characteristice. A party can have up to 9 members.

NEW LEADER - is used to generata a Paladin. This character is independent
of any quest. (You can generate a Paladin without opening the map window).
After you have named the Paladin, Create
Leader saves the Paladin file, after asking for a file name. This name can
be the same as the
character's name; i.e., "PIERRE". The attributes of the Paladin may not be
modified directly:
they only increase through actual combat experience.

EXAMINE LEADER - shows a Paladin's statistice. After you select a file, the
statistics are displayed.

IMPORT PALADIN - allows you to convert a Squad Leader character into a
paladin.

First, a file selector box appears. This will list any Squad Leader files
on the current parth. Select
a file and click Import.

Next, another file selector box will appear. This is to name and save your
new paladin file. Enter
a new file name. Click Save.

You now have a new paladin. If your old Squad Leader character was STAR
level, your new
paladin will be a Knight.

- 30 -
=============================================================================

Note: You cannot convert paladins into squad leaders.

OTHER FUNCTIONS

SELECTING A TERRAIN SQUARE - Click any terrain square on the palette to
select it. Clicking on the
map window will place that square on the map.

MODIFYING AN OPPONENT - Holding a Shift key and clicking on an enemy
character will
display the Modify Opponent dialog window. Use this to change opponent
attributes.

WRITING A MESSAGE ON AN OBJECT - Holding the Shift Key and clicking on an
object allows
you to write a short message which will appear whenever the player picks up
that particular
object. This can be used to hide clues within the game.

WRITING A MESSAGE ON A TERRAIN SQUARE - Holding down the Alt (Alternate)
key and clicking on a
terrain square allows you to write a short message which appears the first
time a character passes
through the square. This can be used to name rooms or make terrain-type
characters (such as the
bard) "talk".

SETTING A TELEPORT DESTINATION - Holding down a Shift key and clicking on a
teleporter square will
cause a Teleporter Destination dialog box to appear. Enter the destination
coordinates and click OK
when finished.

The program does not check as whether the destination is a valid movement
square or not. Check
twice or you might end up sending somebody into solid rock or the black
void!

QUEST DESIGN NOTES

AVOID FEUTURISM

A quest could have 5 levels, 10 party members in the party, 50 opponents, and
40 objects. Resist
the temptation! quests are generally more successful if they are quick to
start and play. Having
to move 10 party members through a maze for 40 Player phases is NOT fun.

SUPERMEN NOT WANTED HERE

Imagine a party of 10 party members, each with the maximum of everything
against a band of
normal enemies. Boring! Winning all the time is not the point of the game.
Try and create
quests in which the player must logically deploy his forces. Good quests
should be a test of the
player's decision-making ability, not the random number generator.

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=============================================================================

(IBM KEY GUIDE)
=============================================================================

PALADIN

THE FUNCTION KEYS

Key Normal Shift Alt
--------------------------------------------------
F1 New Sound Toggle
F2 Click1 Shift-Click2 Alt-Click3
F3 Resume
F4
F5 Delete
F6 Quest Status
F7 Save
F8 Victory Conditions
F9 Close
F10 Preface About Paladin

1 This is the equivalent of pressing a mouse button. If you are playing
without a mouse, use this key
whenever the manual refers to clicking the mouse button.
2 This is the equivalent of holding down the Shift key and pressing the
mouse button.
3 This is the equivalent of holding down the Alt key and pressing the mouse
button.

USING THE ICONS

If you do not have a mouse, the icons are selected using the keyboard, Keys
1 though 6 operate
the rows of icons at the bottom of the screen. The "1" key operates the
leftmost icon, Drop
Object; "2" operates the next icon, Use Stairway; etc.

The Next button is activated using the "N" key. To shift click the Next
button, hold down the
shift key while pressing the "N" key. Note: Be sure the caps lock is not
set or else whenever you
press "N", the program will assum shift "N".

The Change Scale button is operated by pressing the "S" key.

SELECTING MAP SQUARES

If you do not have a mouse, use the keyboard to select squares. The map has
a cursor that yo
move using the keyboard. It appears as a crosshair. Use the arrow keys to
move it. Remember,
without the mouse you must use the F2 key in place of the mouse button.

NOTES

The Omnitrend's Paladin disk is not bootable. You must boot your computer
from a DOS disk
prior to running Paladin. To run Paladin, type "Paladin" at the DOS prompt.
To run the
Quest Builder, type "QUEST" at the DOS prompt.

You must use DOS version 3.0 or highre to play Omnitrend's Paladin.

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=============================================================================

QUEST BUILDER

THE FUNCTION KEYS

Key Normal Shift Alt
--------------------------------------------------------------
F1 New Totals New Member
F2 Click1 Shift-Click2 Alt-Click3
F3 Resume Copy Level Modify Member
F4 Thread Oponent Fill Screen
F5 Delete Import Paladin New Paladin
F6 Thread Object Fill Level
F7 Save Examine Paladin
F8 Set Victory Whole View
F9 Close Quit
F10 Preface About Quest

1 This is the equivalent of pressing a mouse button. If you are playing
without a mouse, use this key
whenever the manual refers to clicking the mouse button.
2 This is the equivalent of holding down the Shift key and pressing the
mouse button.
3 This is the equivalent of holding down the alt key and pressing the mouse
button.

CHANGING THE PALETTE

To change the palette (the upper right-hand window that contains the map
pieces), use the "[" and "]" keys.

MOVING ABOUT THE MAP

To change levels, use the "+" and "-" keys. The "+" key will move to a
higher level, the "-" to a
lower level. The map is moved by using the arrow keys. Each tme you hold
down the shift key
and press an arrow key, it will move the map one square in the direction of
the arrow. Move the
map horizontally 8 squares at a time by holding down the control key and
pressing an arrow in the
appropriate direction. To move the map vertically 8 squares at a time, hold
down the control key
and press the page up or the page down keys.

SELECTING MAP OR PALETTE SQUARES

If you do not have a mouse, the keyboard is used to select squares. Bot the
map and the Palette
windows have cursors that you move using the keyboard. These cursors appear
as crosshairs. Use
the arrow keys to move the map cursor. Use the keys listed below to move
the palette cursor.
Remember: the F2 key is used in place of the mouse button if you do not
have a mouse.

Direction Key
---------------------
Up I
Left J
Right K
Down M

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THE QUESTS

============================================================================

The following is a list of the quests included with Omnitrend's Paladin
that you can play and
modify. Each entry includes the author's name, a difficulty rating, a brief
description of the quest,
and a strategy tip.

HOUSE by Thomas Carbone

Difficulty Rating: Easy
Synopsis: Recover a deed and a land grant from a haunted house and it's
yours!
Strategy: Explore every corner. Some of your men be overburdened.

TROJAN HOAX by Bill Leslie

Difficulty Rating: Easy/Medium
Synopsis: Rescue the disguised Princess Anne from King Agoraphobius's
Castle Recluse.
Strategy:There are two routes into the tower, if you look carefully enough.

FRIEND by Haywood Nichols

Difficulty Rating: Easy/Medium
Synopsis: Use supplies of medicine to heal your party and then rescue a
friend from a midnight troll sacrifice.
Strategy: Amulets of Levitation in combination with your rangers can prove
to be very effective for scouting-out areas. Remember that mages possess an
effective ranged weapon. Also, try not to overburdern your members
unnecessarily.

HANGING by Haywood Nichols

Difficulty Rating: Medium
Synopsis: Two ofyour village elders have been captured and sentenced to die
by handing in a short while. You must fo in and save them from the hanging.
Strategy: Your mages are mportant for long-distance firing. Exploding oil
casks will save you a lot of time.

RESCUE by Haywood Nichols

Difficulty Rating: Medium
Synopsis: Two of your men are being held by the evil trolls and a gang of
assorted riff-raff. You only have ten minutes to go in and save them from a
horrible death.
Strategy: At first glance it appears to be an impossible assault, but if
you look closely you will notice that the prisoners make the situation
winnable. Remember to use the mage's ranged firepower wisely.

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=============================================================================

ARCHERS1 by Haywood Nichols

Difficulty Rating: Medium
Synopsis: Damaga 80% of the great troll army on the opposite bank of a
river.
Strategy: Use some of your men as advanced scouts so that the mage and
archers can attack from a distance without fear of being damaged. This is
the first of two parts and only the members that survive this battle will
be able to participate in the second half. At all costs, you should be
preserving men for later on.

ARCHERS2 by Haywood Nichols

Difficulty Rating: Medium/Hard
Synopsis: Steal a formula for a brightly burning oil mixture from a small
village.
Strategy: Much of the action takes place in tight quarters where the
indiscriminate use of orbs or fire will destroy the mission objective. In
the wider areas, many of the opponents are hiding just outside your view.
Avoid the temptation to use every last movement point when exploring.

PORTALS by Haywood Nichols

Difficulty Rating: Very Hard - Knighthood Quest
Synopsis: Travel through the four Kingdoms of the Portals and recover
prisoners and scrolls.
Strategy: There is an objective to be found in each of the four kingdoms.
Conserve some of the more important tools, such as amulets or levitation
and fireballs. Do not fire ranged weapons blindly.

INLET by Haywood Nichols

Difficulty Rating: Very Hard - Knighthood Quest
Synopsis: Once again you are out to obtain someone else's documents, this
time, the navigation charts to the prosperous port of HangSee.
Strategy: Almost all of the opponents are hiding outside of your view. Move
your men in such a fashion that they have adequate protection from all
sides. Use your rangers in conjunction with amulets of levitation to cover
extensive areas quickly. It is also very important that you locate the exit
area quickly.

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=============================================================================

Paladin docs brought to you by The Southern Star.

Note: Since this manual is necessary to look up the copy protection codes
(if you do not have a broken copy of Paladin), I have started each line on
every page against the left margin. Those lines indented belong on the line
above when counting lines and words.