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-
- THE BARD'S TALE
- Part 1
-
- Obviously, the first thing you must do is assemble your party. There is
- a beginning party (supplied with the game) already equipped with a basic
- level of armor, instruments, etc. A much better and unique option is to
- transfer characters over from either WIZARDRY or ULTIMA III. These
- characters come over as fairly senior level characters and make the
- beginning of this game much easier. This is a highly desirable
- alternative.
- If you create your own characters -- which you must do for your bard --
- pay special attention to the dexterity attribute. This attribute
- determines who strikes first in combat, and can be the difference
- between an easy encounter and one which is a struggle. Magic users
- should have a high IQ, while fighter classes should have a high
- strength. I recommend a monk as one of your fighters. Their armor class
- drops as their level rises. Mine eventually had an armor class of LO
- wearing only a robe. They also can do the most damage unarmed in actual
- combat.
-
- My starting party consisted of a monk, two paladins, a bard, a magician
- and a conjurer. At higher levels of the game, you will want to trade in
- one of your paladins and develop another magic user.
-
- When you first leave the Adventurer's Guild, explore the city. Visit
- Garth's Armory, and find the Review Board (located next to the inn on
- Trumpet Street). Don't wander too far until you get a feel for how you
- can survive. To restore hit points after fighting, visit a temple. There
- all ills -- including death -- can be cured for a price. After a fight,
- you will quite frequently find objects of some type. Keep them all. If
- you don't need them, go to Garth's and sell them for gold -- you will
- need it.
-
- Visit Roscoe's Energy emporium located off the Gran Plaz on the corner
- of Grey Knife Street. There you will get an idea what it costs to
- restore spell points.
-
- Early on, when you are still short of gold, the best way to restore
- spell points is to go into the Adventurer's Guild and just wait. This
- game is in real time, and spell points are restored as you just sit
- there. If you wait on the street or in a house, you will almost
- certainly be attacked.
-
- When you find an object after a fight or in a chest in the dungeons,
- experiment with it to find out what it is. There are no cursed items.
- Quite a few objects have magical properties that are not readily
- apparent. Here are a few of the objects that I found most useful, even
- though you won't run into these until later in the game: Kael's Axe
- seemed to be the best weapon, causing the most damage for my Paladins; a
- frost horn for your Bard, when used in combat, causes 40-70 hit points
- of damage to a group of monsters; a mage staff for your magic users
- allows them to regain spell points even in a dungeon (this is incredibly
- useful). I will leave it up to you to discover the usefulness of the
- other items found during the game.
-
- After learning the game play by wandering around the city and being
- able to survive, it is time to visit the dungeons. This is where the
- battle with Mangar will be won or lost.
-
- THE BARD'S TALE
- Part 2
-
- There are five dungeons in the game that must be explored in the
- following order: Wine Cellar and Sewers, The Catacombs, Harkyn's Castle,
- Kylearan's Tower, and Mangar's Tower. Each contains something that will
- help in the subsequent stages of the game.
- Wine Cellar and Sewers
- The easiest dungeon of them all is reached from the inn on Rakhir
- Street. Enter the inn, ask to order a drink, then select wine. You will
- then be ushered into the Wine Cellar. I cannot overstress the importance
- of mapping in this game. Whenever possible, have the MALE spell in
- operation. This will help you avoid some of the traps that are lying
- around. When you have an encounter and find a chest, always cast a TRZP
- spell to disarm any traps that may be guarding the chest.
-
- Located in the Wine Cellar are the stairs down to the Sewers. The first
- level of the Sewers contains almost nothing of interest. So locate the
- stairs to the second level of the sewers as quickly as possible and get
- down there. The second level contains one very important bit of
- information that you will need to enter the Catacombs: the name of the
- Mad God. There are also two hints to questions that will be asked in
- other dungeons. Explore this level fully to find all the hints and the
- Mad God's name. The lowest level of the Sewers is next and contains one
- item of importance for later in the game. Locate and take the stairs
- exiting from this level. Make sure you know where the stairs lead
- exactly. After this (I hope you have been visiting the Review Board
- regularly to advance levels and learn new spells), you are ready for the
- Catacombs.
-
- The Catacombs
-
- The Catacombs are reached from one of the Mad God's Temples, located on
- the east side of the Temple, ask to speak
- to the priest, then give him the Mad God's name: TARJAN.
- The first level of the Catacombs is just a survival test at this stage.
- Once you can survive there fairly easily, head for the second level of
- the Catacombs. The second level has a clue in it about the Mad God. It
- also contains a very nasty creature called a Soul Sucker that lurks in
- the southwest corner of the second level. If you decide to go in there
- and try him out, make sure you have your character disk backed up. You
- will not be able to defeat him at this stage of your development, but
- fortunately you don't have to.
- The lowest level of the Catacombs contains something you will need
- later. Once you have reached the third level of the Catacombs, you must
- use a teleport square to enter the Wizard's Realm. The teleport is
- located in the southeast corner of the dungeon. Once you are in the
- Wizard's Realm, you must defeat him to gain the Eye. After you have this
- item, you are ready to tackle Harkyn's Castle.
-
- THE BARD'S TALE
- Part 3
-
- Harkyn's Castle
-
- Harkyn's Castle is located in the northeast corner of Skara Brae. At
- this point in time, it becomes very important for you to have filled
- your special slot with the most powerful character your magic users can
- summon. If you are in the process of developing a wizard, a lesser demon
- is best.
- The first level of Harkyn's Castle contains one item of importance: the
- Crystal Sword from the southeast corner of this level. You will now
- begin to find some of the more powerful objects to experiment with
- during your encounters. After obtaining the crystal sword, head for the
- second level of the Castle. The stairs are located in the northeast
- corner of the first level.
-
- The second level of the Castle has a couple of interesting things. If
- you answer the riddle correctly ("SHIELDS") you get a magic mouth which
- can be used to cast the SOSI spell. You must also obtain the silver
- square from the southwest corner of the dungeon. The access to this is
- from a teleport located towards the middle of the northern section of
- the dungeon. The portal to the third level is located in the northeast
- section of this level.
-
- The third level of the Castle contains the entrance to Kylearan's Tower
- and some interesting opportunities. The answer to the Old Man's question
- is "SKULL TAVERN." When you encounter the berserkers located at 12E 5N
- of this level, take advantage. They can be fairly easily defeated with
- the right magic spells. You should have at least two sorcerers capable
- of casting the MIBL spell. It also helps if your bard has a frost or
- fire horn to aid the others along. When you can defeat these guys
- easily, it is time to make another magic user. You can teleport from the
- Castle entrance, fight the berserkers, teleport back to the entrance,
- exit the castle, then do it again and again until your spells run low.
- At 60,000 experience points a crack, it doesn't take long to develop a
- decent magic user. After this, it is time to attempt Kylearan's Castle.
- When you approach, and fight the statue of a Mad God located in the
- southeast corner of this level, you will be teleported inside the gates
- of Kylearan's Tower.
-
- Kylearan's Tower
-
- After the battle with the Mad God and your subsequent teleport (you did
- have the eye in your possession), go one step forward, turn right, then
- kick the door down. You will then be entering one of the two most
- difficult mazes in the game. Most of it is in the dark and there are
- riddles that must be answered. Backup your character disk before
- entering this maze. Once you are in, watch carefully for teleports: they
- are everywhere. It is extremely important that you map this maze very
- carefully. After you have reached the antimagic square from wandering in
- a very small section of the dark, the next step forward is a teleport to
- 11E 12N. Explore until you find a magic mouth that asks you to "Name the
- one of cold, foretold twofold," The answer to this one is "STONE GOLEM."
- You will then be teleported again. After this, you will enter a very
- large, dark area. In order to get out of this, you must answer the
- question posed at 12E 2N which says, "Name the Endless Byway and your
- path will be guaranteed." The answer to this is the only street in Skara
- Brae with no end, Sinister. You then can map your way through a lighted
- section to another dark area. From this dark area you must obtain the
- Silver Triangle, located at the very north of the dark area. You can
- then exit the dark area, going south from 1E 6N. After this, you will
- face the Crystal Golem (did you bring the Crystal Sword?). You can
- defeat him with conventional weapons and spells, but somebody has to
- have the crystal sword or he will reappear to block your exit.
- At this point, you can exit the tower to refresh your players or
- continue on. If you exit, when you reenter you must again answer the
- endless byway question to continue. Upon reaching the end of the snaky
- road on the east side of the maze, don't go through the south door. Take
- the door that goes west. You will then enter several rooms with spinners
- and teleports that make finding your way almost impossible. The way past
- these is southwest. When you make it, you will be teleported to 14E 1N.
- It is then an easy stroll to meet Kylearan himself. He turns out to be
- the friendly wizard and gives you a key that allows you to get into
- Mangar's Tower. He then teleports you to the stairs exiting his tower.
- You no longer need the crystal sword or the eye, and you are now ready
- for Mangar himself.
-
- Mangar's Tower
-
- If you paid heed and followed the stairs from the bottom level of the
- Sewers, you will know how to get inside Mangar's walls. If not, go to
- the Wine Cellar, teleport your party 17E 16N 3D, and take the stairs up.
- Then turn right and kick the door in. You should be at the entrance to
- Mangar's Tower.
-
- Level one of Mangar's is fairly easy to find your way around in. Follow
- the teleports and walk around until you reach the magic mouth on the
- east side of the maze. What is tricky is that after leaving the magic
- mouth, you are now on level 2 of the tower. So be careful in mapping.
-
- Level two of Mangar's is again fairly easy (not even a warmup for level
- 3). From this level you must answer the question located at 4E 15N to
- obtain the silver circle. The answer to the question is "CIRCLE." You
- must then make your way to the stairs located in the middle of the
- southern side of the maze.
-
- Level three is the hardest maze of all, but by this time you must be
- getting really proficient at mapping. You must wander around this level
- and obtain quite a number of items. First of all, you should get the
- master key, for 50,000 gold pieces, from 19E 12N. This key allows you to
- enter Mangar's through the front gate, instead of from the Sewers. You
- must then find the clues to the seven words needed to access the fourth
- level of Mangar's. Gratefully, you can teleport into and out of this
- level of the Tower. After finding the clues, you can then speak the
- seven words to the magic mouth located at 10E 4N. They must be entered
- one at a time. The words are, "LIE WITH PASSION AND BE FOREVER DAMNED."
- Stairs will then appear at 3E 9N. This is the only way to obtain
- entrance to the upper reaches of Mangar's.
-
- The fourth level of Mangar's has only one tricky part. When you first
- arrive, you have a limited number of ways you can go. After reaching a
- certain point, located in the northeast corner of the level, doors
- appear everywhere. Don't be confused. Everything maps the same, it's
- just that doors are everywhere. Eventually you will find the portal to
- level five in the southwest corner of this level.
-
- Level five is the home stretch. This easy maze leads you to the lava
- pit in the middle of the eastern side of the maze. There you dive in and
- are teleported to 10E 6N. You will then find the march up the hall of
- harm to be fruitless if you didn't bring the three silver items along.
- If you have the silver triangle, silver square, and silver circle, a
- door will appear directly north of you. After passing through this door,
- cast your REST spell to restore everybody to health and proceed directly
- north to the final battle with Mangar.
-
- The final battle itself is a large disappointment as it is fairly easy
- to defeat Mangar and his vampires, and meet Kylearan again, who gives
- you 300,000 bonus experience points. After defeating Mangar, you can
- then proceed one more square north for the last question of the game.
- The answer is "SPECTRE SNARE," which you then receive (it is good for
- binding to your party any of your opponents in battle).
-
- THE BARD'S TALE is copyrighted
- 1985 by Electronic Arts
- and Interplay Productions.
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