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-
- THE BARD'S TALE
- Part 1
-
- THE BARD'S TALE is a multi-character role-playing game in the tradition of the
- WIZARDRY series. It was written by Michael Cranford of Interplay Productions
- and distributed by Electronic Arts.
-
- The game begins in the town of Skara Brae, where the evil wizard Mangar the
- Dark has isolated the town from all help by casting a spell of eternal winter
- on the surrounding countryside. Mangar has defeated all the good wizards and
- warriors of note in the town and has infested the town with his evil minions.
- The task now before you as junior magic casters and warriors is to defeat
- Mangar and restore Skara Brae to its rightful inhabitants. Oh yes, you should
- bring a bard along to record your deeds. He will sing your praises if you
- succeed, or croon a dirge at your funerals.
-
- The magic system used in the game is rich in diversity. A magic user must
- start out as either a magician, specializing in casting magical effects on
- non-magical objects, or a conjurer, who deals with the instantaneous creation
- of objects and effects through magic. After learning at least 3 spell levels in
- a magic art, a magic user can change from one class to another. But do not be
- too hasty: after leaving one class you can never go back to it.
-
- Once a magic user becomes proficient in at least one art, he can then become a
- sorcerer. Sorcery deals with the magic of illusion and magical perception. If a
- magic user becomes proficient in at least two of the arts, he can then become a
- wizard. Wizardry deals with the summoning and control of supernatural
- creatures. The experience points required to advance a level as a wizard are
- much higher than the other magic classes. It is best to let your magic user
- advance all the way to level 7 in whichever art he is in before changing
- classes. But be sure to change class after he has attained level 7 of the art.
- In the dungeons there are many traps for the unwary; you never know who will be
- killed and what spells are required to save your party from extinction.
-
- There are several different fighter classes available in the game: monks,
- paladins, hunters, warriors and rogues. All have different strengths and
- weaknesses. During combat only the first three members of your party can
- physically fight or be attacked; the last three can cast spells. It pays early
- in the game to have three fighters of some type to protect your magic users
- from physical combat and free them to concentrate on a magical attack.
-
- The bard is a unique individual who can fight, albeit poorly, and cast six
- magical spells by playing an instrument. You must have one along, as this is
- the Bard's Tale.
-
-
- THE BARD'S TALE
- Part 2
-
- 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 3
-
- 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 Gran Plaz. After entering 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 4
-
- 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 sh}uld 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 musthhDen 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).
-
-