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1992-03-06
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14KB
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244 lines
BARDS TALE SOLUTION
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 armour, 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 armour class
drops as their level rises. Mine eventually had an armour
class of LO wearing only a robe. They also can do the most damage
unarmed in actual combat. When you first leave the Adventurer's
Guild, explore the city. Visit Garth's Armoury, 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.
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 over stress
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.
Part 3
Harkyn's Castle
Harkyn's Castle is located in the northeast corner of Skara Brae.
Atthis 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'sTower 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 re-enter 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 warm-up
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
givesyou 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).
end.