===================Righteous Song		Ver 1.0=================	
by Ron Forte 


The time is now!  The creator of the #1 voted fan favorite Kyle's
Quest level of 2000, "Adventurama" proudly brings you his latest
work, "Righteous Song"!  This adventure is the official sequel to
the recently re-released "Have Guitar, Will Travel", but it can
be played on it's own.  However, for storyline and continuity
purposes, it is recommended that you play through "Have Guitar,
Will Travel" version 2.0, even if you remember the old version
from so long ago.  Version 2.0 introduces a few of the locations,
people and scenarios that show up in the sequel, so you will
probably enjoy the game more if you are already familiar with
"The World" of the first game. 

Both Pilot and WindowsCE versions are available for this level.
It has been extensively tested on the Palm Pilot Pro (TM) OS 2.0, 
and should be compatible with all later Pilot versions.  When I
receive my spanking new Palm V, courtesy of Kyle Poole, I'll be
sure to playtest it on that as well.  :-)
Please note that the WindowsCE version has NOT been tested, as
I have no intention of either personally testing my level on a
CE device, or ever owning a CE device.  If you are a CE owner,
please let me know if you have any CE feedback or concerns.  I'm
not sure I can help much, but I'm curious about what the issues
might be.


===============Notes from the Author===============

This is my third complete level for Kyle's Quest.  My plan was to combine
the very popular guild system of Adventurama with something that told a bit
more of a compelling story throughout.  The "plot" of Adventurama,
in my own humble and self-critical opinion, was kind of lacking in
intensity and unpredictability.  I tend to attribute it to the fact that
the vast selection of guilds and guild-related encounters left me
with precious little game resources (not to metion time and mental energy!) 
to develop any real involved storyline.  So, I came upon the idea of 
developing an adventure for Kyle's Quest which took the guild concept of 
Adventurama, but toned it down a little to make room for a really great 
story.  But where to begin?

At the same time that I was thinking about some new game ideas, I was also getting 
some requests from fans asking about sequels to "Adventurama" and my first
game, "Have Guitar, Will Travel".  Many folks realy enjoyed the story and
the humor of "Guitar", some even more so than "Adventurama".  So, I came up
with my master plan to re-vamp "Guitar" with spells, guilds and other great
KQ 3.2 features, and then use that world as a basis for an even better sequel.
After several months of hard work and patience, I think I've made something that
Kyle's Quest fans will really enjoy.

Okay, before I get to the Introduction, I think now is the time to spill 
the beans about what all this *SHE* business is that I've been referring to 
on the KQ message board... Some of you might have an issue with it:  The
main character in the game is female.  Pesonally, my friends an I have been
playing pencil-and-paper as well as computer role-playing games for many
years, and we enjoy every now and then taking on the role of someone of the
opposite gender in the game.  For the sequel to "Have Guitar, Will Travel", I 
wanted to do something to make the game unique and special, so I chose to make the
main character a young woman coming of age, just as "Adventurama" is sort of
about a young man coming of age.  If there are any guys out there who are
uncomfortable with playing a female character, all I can do is offer an
apology and mention two words: LARA CROFT!!!  Seriously, though, the plot
tends to rely heavily on the main character being a girl, and I will not be
offering an "alternate" male version of the game as Jane Britt was considerate
enough to do in "Time Fracture".  So, either play this game as it is, or
don't.  I do think it will be worth it to you if you do.  Oh, and to
kind of help to make it easier on you manly men out there who feel 
uncomfortable playing a female in the game, I'll let you in on a little 
seceret:  She likes girls!

Yep... I guess I should also let folks in on another potential issue
with "Righteous Song":  It ain't no goody-two-shoes politically correct
walk in the park.  I wanted to add a little more of my off-the-wall
style to this game, so I added language and situations that some people
might not be comfortable with, such as lesbian overtones and some minor
political jabs and stereotyping of people, all in the interest of humor,
of course.  In my opinion, none of it really "crosses the line", but 
different people have different standards, so I figured I'd mention that 
"Righteous Song" would have approximately a KQ-14 rating.  For example, 
there's no use of the f-word or the s-word, but if the idea of a latino 
carpenter named Jesus offends you, then I suggest you stay clear of this 
game.  There, that wasn't so bad was it?


====================Introduction===========================

"It has been nearly 30 years since your father, Perry of the North
achieved fame and greatness by helping to defeat the oppressive 'New
Earth Order'.  The world is now a happier, more peaceful place, but as
always, nothing is ever perfect.  Especially for you, the young Ani
of Cornwall.  You've just gotten back from a fun vacation with your
friends in the faraway land of Latka, when your parents inform you
that the time for fun and games is over.  You are 18 now, and it's
time to enroll in a guild and strive to make a name for youself
on your own, just like your mom and dad did years ago.  You take up
residence in an apartment in the big city of Brookline, ready to
show the world what you've got!"

Essentially, that's the deal.  You'll figure out the rest of the
plot as you play.  Now, especially for those who haven't played 
"Adventurama", here is a brief description of the guild system in
"Righteous song":  It's probably not as complicated as what you
have in "Adventurama", since there are only six different guilds 
in total, with no "elite" guilds, but all six will probably be somewhat 
new to you, even if you played though all of the guilds in "Adventurama".  
So read on!


==========Guilds========

When you begin the game, there are six total guilds that you may
join in order to recieve spells, training, special items and quests.
Unlike "Adventurama", there is more than one location for each of
the guild types, so you need not return to your "home guild" each time
you are in need of training.  Admission to each guild requires passing 
some sort of "test".  The characters in the game will explain the quests 
to you, but the six guilds and their features are:

Amazon:  The Amazon are an elite sect of female warroirs, who believe
	 that it's a woman's world as much as a man's.  They focus on
	 combat, body development, and brute force as a way to prove
	 the power of a woman.  They feel that spells are the tools of
	 the weak, although they do not oppose using magical weapons
	 and armor to their advantage.  There are more Amazon guilds
	 throughout the land than there are any other, which is
	 quite an advantage when travelling far from home. The exclusive
	 Amazon weapons are probably the most powerful available.

Witch:  The Witch Guild is quite similar in spirit to the Warlock guild
	of "Adventurama".  As a matter of fact, the male members are known
	as Warlocks.  Witches are very powerful and diverse spellcasters,
	and have a wide variety of spells to choose from, although if you
	are in need of decent weapons, you'll have to shop elsewhere.  They 
	have a fair number of locations available, and perhaps their greatest
	advantage is the network of magic teleporters that allow elite
	Witches to travel instantaneously between the various Witch Guilds.
	Saves a LOT of time and energy!

Diva:   Kind of like bards, but different.  Divas are very elitist musicians
	who focus their efforts on becoming well-rounded in all aspects of their
	life.  They are good with weapons, good with spells, and a bit on the
	vain side, which is why they enjoy wearing very heavy armor to protect
	their bodies from harm.  Their guilds are nicely spread throughout the
	land, so finding Arms and training should not be much of a problem for
	a travelling Diva.

Animist:  Animists are nature-lovers, plain and simple.  They specialize in
	  using the resources of the natural world to help themselves and
	  those around them.  They can use all types of spells, although
	  healing is their specialty.  They also can use powerful magical herbs,
	  which heal far better than any potion found at your local Alchemist's
	  shop.  Ther arms and armor are modest, and their best weapons are
	  those of the "organic" type, which can do severe damage to undead
	  creatures such as skeletons and ghouls.  A pretty hearty and well-rounded
	  character is an Animist.

Dervish:  The dervish guild was originally formed by a group of gypsy dancers.  But
	  don't let that fool you:  Dervishes can potentially be the most powerful
	  characters, if given time to hone their abilities.  Through focus and
	  determination, a dervish hones into the inner strength within, and at
	  high levels, can cast some very powerful psionic spells.  In addition,
	  unarmed combat can be learned and taken to unbelievable heights, although
	  the training doesn't come cheap.  Okay, so you know how Keanau Reeves was able
	  to fight in "The Matrix"?  That's the kind of thing that a high-level Dervish
	  strives for.  Since much time and effort is needed for the study of Dervish
	  ways, Dervish schools are few and far between, and teachers charge a high price 
	  for their knowledge. 

Blade:  The secretive Blades do not admit just any common thug into their ranks.  Becoming a
	member, and staying alive once you are, takes cunning and patience.  They have access
	to decent spells, especially those of stealth and protection, and they normally use light
	armor and a fairly sharp collection of weapons.  Their members can also be trained in
	simple lockpicking skills if they qualify, which can you to uncover treasures
	that would normally elude the average adventurer.  Through their special underground
	tunnel network, elite members can also travel quickly and safely between different
	parts of the land.



For the most part, once you officially join a guild, you can enter any other chapter of your guild,
and you are forbidden from entering any other guild.  Well, there is kind of one tiny loophole in
one of the guilds, but I'll let you figure that one out for yourself!

Like "Adventurama", the guilds are an integral part of a character's development.  And yes, there are 
many times when your guild will affect the way the story plays out, and many quests that are indiginous
to a particular guild.  So play it once... and play it again and again!

======Spell System=====

As with all my games for Kyle's Quest 3.2, spells in
"Righteous Song do not "level up".  And while some
can be learned from your guild trainers, most must be
found or purchased in the form of scrolls.


===========Helpful Tips=====================

1)  There are many people inhabiting the world of Righteous Song.
Unfortunately, many of them are very busy going about their
business, and will not care to talk with you.  But don't be
discouraged:  You never know who might have a helpful hint for
you!  And when you feel that you're really stuck, it never hurts to
ask your local bartender for advice.

2)  Read carefully!!!  When someone directs you to a person or
place, remember it or jot down the name or location.  They might not
repeat it!  
*Note:  I realize that this might pose a problem since,
believe me, I'm the first one to forget a name or a place, even in
real life.  So, I plan to develop a document or web page on my site
which contains little hints or spoilers that would answer some of the 
more common questions that people might have.  I also think it will
be fair for me to create a map of the world with the names of all the
towns and castles, since I forsee finding places being even more 
difficult than it was in "Adventurama".  So fear not:  Help will be
on the way! 

3)  This goes for nearly every adventure game you play.  SAVE 
OFTEN!!!  In the event of your untimely death, or worse, in the 
event that you forgot tip #2 and missed an important direction, 
it would behoove you to restart from your last saved position.

4)  Be cautious and patient!  Part of the fun in "Righteous Song"
will be developing your character and discovering things.  There's
no way you can just "head right for the main bad guy" and try to
solve the game in record time. As a matter of fact, you'll actually
have to wait until you reach certain points in your guild experience
before certain things start to happen.  And when they do, you'll
know it!

5)  Occasionally throughout the game, you will get a message along
the lines of "You're tired after a busy day, and think you should
get some rest." or "You feel like going sightseeing around town."
You don't always have to follow the suggestions immediately, but
you might want to do so eventually, because very often, it means that
something is going to happen.

6)  Please direct any questions or bugs to forteny@pipeline.com, or
post on the KQ message board.  I promise to be responsive.  Not
responsible, but responsive.

7)  Speaking of questions, I do believe that I have managed to make use
of more "Question Events" than have ever been included in a Kyle's Quest
Adventure: over 30 in total!  So, be prepared to answer a good deal of 
questions throughout the game.  Some of the questions are very critical
to how the game plays out for you, and your decision can have a great impact
on the storyline.  However, sometimes you'll come across a question along
the lines of "Do you like seafood?"  Most of the time, such questions will
only affect the response you get from a person.  Honestly, the reason I put a
lot of them in is because of the limited amount of regular and "talking" 
events that the KQ engine allows.  It gave me the luxury of adding more text to
the discussions, and it also should make the game "feel" a lot more interactive
as you play it.  Again, keep in mind that sometimes your choices are critical,
so don't just select YES or NO randomly each time.  As a rule, try to answer
as honestly as you can.  And if you really don't know, then, well... guess!

I really hope you enjoy the experience of "Righteous Song"!  As always, you
may contact me with any questions, comments, or kind words that you might have.



----------------------------------------------------------------------
Please read the following note to all users of "Righteous Song"!!!
----------------------------------------------------------------------

Now, anyone who has ever attempted to design a level for Kyle's Quest knows just
how much time hard work it takes to come up with a final product.  So much, in
fact, that the question of charging a small fee for a level has been a subject of
discussion, and there already is a level out there that users must pay for.  I 
chose to offer "Righteous Song" for free for a few different reasons.  First of
all, I tend to agree that the "spirit" of Kyle's Quest has always been to have
levels offered free of charge, at least with levels designed for KQ version 3.2.
In my opinion, Kyle's Quest gameplay is fairly straightforward and highly
dependent on the design of the game engine, and I personally don't think it warrants
charging for individual levels... yet!  Now if version 4.0 allows for true customization
of how the game works, where one level can be ENTIRELY different from another... and when
the plot of a level can be truly developed in an original fashion, then perhaps I will
write a KQ masterpiece and charge a small price for it.  The other reason I can't
realy justify charging for "Righteous Song" is that my graphics are not entirely
original.  I still use many of the stock KQ graphics, although I do make a lot of
my own alterations.  If I were going to charge, I'd make sure I started the graphics from
scratch, and I'd make sure they looked GREAT!  If KQ4 supports color, then you can
be sure I will do so, and make everything well worth the money.  But for now... this one's a
freebie!

HOWEVER!!!!!!!!!  Let us not forget the original point about how many countless hours I
spent on the train and at home writing this darn thing!  I surely feel that I deserve at
least some form of compensation for my efforts.  So, I will propose something similar to
what Kenny Axel did with "Circle of Seven" where he asked for a postcard from your home
state or region for his own collection.  (A fine idea I must say!)  So, since promoting my
band, Earth to God is always important to me, I will ask that if you enjoyed "Righteous
Song", you visit our .mp3 page at http://www.mp3.com/earthtogod/ , download one of our songs, 
give it a listen, and send me an e-mail with an honest review of it.  Just tell us what you
think, even if it's "Your guitar player is terrible" or "I absolutely despise rock music, so
I can't offer you an opinion." or even "I can't get MP3 files to work!"  Remember, this is 
completely optional, but I would appreciate the feedback and the support for my musical career.

And of course thank you again for playing "Righteous Song"!


-Ron

forteny@pipeline.com
www.earthtogod.com


=====================Version updates==========================

2.0 (July 18, 2000): KQ 3.2 compatible Beta release version.

--------------------------------------------------------------
Legal mumbo-jumbo: (c) 2000 Ron Forte.  All rights reserved. 
This level is intended for use in conjunction with the Kyle's 
Quest (TM) game engine.  It may be freely distributed by any
means, provided that no monetary transactions occur in association
with this product.  The author asks that appropriate credit be
given to Ron Forte and EarthToGod.com for design of the game
wherever possible, though it is not a legal obligation.  
In the event that any party seeks to earn a
profit through the use or distribution of this product, the
offending parties will be immediately damned to an eternity
of listening to N-Sync songs.  Have a nice day.
