(C) 1999, E. Nesterenko (Jam / XPJ)
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You're probably intrigued: what kind of paper is hidden
under such a name? It's very simple. Looking through some time
ago, rates ZX-Revue, old spectrophone, and many others
edition, I was ... Well, not
something that surprised ... rather annoyed. Than
exactly? And that's it: everything
permeated "Elite". Discussion
flight, weapons, battles, search
Rakksly etc. etc. No, I do not
have against Elite - it's certainly a game
century, but! Why do we forget the other,
less great game, wondering parallel
the absence of "masterpieces"?
One of the main merits spectrophone
(Because of which I think he's the best magazine on the Speccy)
lies in the fact that his editorial office is located and
"whirled" is far not new, but great games, "drifting" in their
mass. I think you already understand what I am
'm going ... ;)) Yes, I'm on the Bardo. " In Spf # 18
was published proprietary instruction
(Among other things, with misspellings in the names of
Some spells) then Spf # 20 was
Article Andrew Shkolnikov, (incidentally, a big hello to him
when he suddenly these lines reads), but more ... No hearing,
nor spirit. No in one magazine.
What's the matter? Does not anyone realize
all the charms of the game Bard's Tale?! Do not believe it!
Rather, there was another - ordinary players
not familiar with the RPG, just could not find
the correct approach to this interesting, but
very difficult (especially at first) game.
Frankly, I myself needed to spend a lot of time to deal with
"Bard".
So, this article I want to open
series of publications on the game Bard's Tale, and
early to tell how all the same it needs to be started.
Naturally, before you read further, I strongly advise
finding Spectrofon # 18 (or even better, and # 20) and
carefully Having examined the proprietary instructions, try
play. There may be hiding a particular problem: if you have a
proprietary version of the magazine, with protection, then read
on if freecopy - can leapfrog ahead.
How to make a shipment to Bard's Tale
1) Copy-protected disc, for example,
in "Softcopy".
2) Run "McDONALD" and set
It all modes to zero or "off";
The first track to be copied - 0, pos
glaciers - 1.
3) Copy the track, if there is a message
error, press Enter, until it becomes
O.K.
4) On the drive-up, remove all files after
File "b.tales .3" (can not all,
only that space vacant)
5) It is on this disc copy, and do from
load. And the first will be loaded
huddle, because the second will not work. Aude
on the shipment takes 4 sectors, so
that think for themselves, as you need
space for shipment.
All this, of course, terrible distorted, so
that if you have freecopy-version,
you're in luck. ;))
Now, when you have the opportunity to save the state of the
game, you can start playing. Another point about the shipment:
written, as you already understood, can only be in the guild of
adventurers, so that the first best is not far away
depart.
Personally, I advise you to always re-elected themselves new
characters, rather than taking a ready force. Firstly, in the
final squad a fiery horn, and the level they have already
the second, and that's unfair ... And yet
I can say that the prof. classes it sucks selected, and the
parameters of the heroes not so hot.
From what prof. classes better
be squad?
Well, first of all, always need a bard
otherwise you can not go somewhere.
Secondly, the two magician: Conjurer and the Magician, no doubt
about it. But as first-line ... Needed, of course, at least
a character with multiple attacks. They
can be a warrior, paladin and monk.
Warrior and paladin, of course, can fasten
on more armor than a monk, but the fact is that at level 13
(even if the skill of both = 18), he would still have LO, I'm
not talking about the fact that the monk beat first. The monk
is only one drawback - he weakly beats the initial levels. But
then ... So the monk must take one.
As for the hunter, the sense of
him in the end not very much, and in early
very little! Armor is not cool to wear it
can beat weaker monk at first level, and this his mortal blow
you probably do not need, and here's why. Suppose you are faced
with a strong monster and have strong monsters usually good
reaction, therefore, be able to strike first Only the monk (if
you have one).
Let's say, a monk killed a monster, and you
hope that it will finish off the hunter. Not
far from it! Hunters in 90% of cases simply
not enough skill to hit a second, and hence
second will be a monster hit.
But he can not hit
weak, believe me. ;))
Dragon, for example, can
at a time to roast the whole
your team, well, in the extreme
If one kills the hero. And why do you then
a mortal blow? Or at
You have 24,000 to revive a hero? I doubt it.
Therefore, I suggest taking two (or better
three) monks. It all depends on whether
if you want to take attacker. In my
think it is a cracker is the most useless member of the group.
Judge for yourself: in front row, he will not be able to go -
the parameters not the same, and behind what is it for? Trap
that is, discharged? Yes, it's the chickens on the laughter.
No shit he is not discharged. There are, however,
rumor that an attacker needs to find
magic items, but something I never
had ever seen. There were only mithril swords. Well if you
really really want, you can take a cracker, just remember: he
would fight the first 3-4 levels, then the bard becomes
steeper.
What race is preferable to
and what parameters are more important?
All classes are divided into two groups: men
and wizards. Important for the soldiers three options: agility,
(most important) the strength and good luck. Dexterity
determines the AU force - strike lucky - the probability of a
happy outcome if it enters the trap. Observed that if, say, you
open the trunk with POISON NEEDLE, poisoned, will be the hero
with minimal success, regardless of who opened the trunk.
For wizards main parameters -
dexterity, intelligence and luck, and I believe that agility is
even more important intelligence. The fact that mages with low
AC will cast spells already after
monsters attacked the detachment. All, of course, depends on
the type of monster, but if your wizard will be able to utter a
spell before opponent, the outcome of the entire battle can be
resolved in your favor. Intelligence is
mana, well, about good fortune, I have already spoken.
For the cracker is the most important stroke of luck.
About the races I can say the following: the most versatile,
in fact, half-elves - they are best suited to any prof. class.
But mages better to take out elves - will give more mana.
I think we need to clarify one point:
which means "race fit better? Here
two subtleties. First: when you throw
bone, defining the parameters of the hero, takes into account
race hero. It is clear that half-orcs RND intelligence would be
more likely to fall less than an elf, and the power - on the
contrary. But is a second point: when the level increased
hero, and sure to increase Hit Points,
(And magicians - mana) so here is to improve the RND
also depends on the race of the hero! Therefore, the elves,
for example, will give an increase in the level of more mana
than a half-elves, but less Hit Points.
Generally, an optionally choose to race
strictly "canon": a cracker - the hobbit
Mage - Elf Warrior - half-orcs. I know a man who chose all the
heroes ... Hobbits! Fellowship of the Ring just some. :)) The
advantage of this choice is that everyone had a knack at once
(!) 18 points, and hence by 2 best AU
and it is very important for level 1. Plus
Good luck. But the drawback - the fact that
higher levels of specialization affected poor: little mana
mages weak strike from soldiers, etc.
How to navigate the terrain?
But here's squad is selected, and it's time to go to search
adventure. (Just wanted to add: "on
my ass:)) Yes, one serious
obstacles to the passage of "Bardo" is the lack of cards, so I
have to ... yes, guys have to pick up the paper and ... (No,
not what you think) pencil. And then to paint, draw and
draw. First, at the same time better include
pause (and it will fly monsters and slaughtered for no reason
at all) and then, when your heroes will be steep, and so.
How to find a Qualifying Board, energy storage Roscoe,
taverns, etc.? Very simple - go into every building and
checking. ;)) Anyway, first I'll a little help ...
Of course, the worst to come.
We have a dungeon, (dungeons) and their,
neither more nor less - 16
pieces. There are also encountered
"Dark" (where is extinguished
any torch or light spell) and teleportatory, and traps, and
monsters, but particularly insidious lies in the fact that
Dungeon cyclical. This
means that if you take a step, say, to the north, while your
coordinate is 21, then you find yourself in a location with
coordinates no vertical 22 and 0. (And I must say that
size of all dungeon'ov in the game is 22 * 22
location)
If this trick is to understand, then to draw a map is even
easier, because not knowing what location of the labyrinth is
ladder (well that on which you get here) can be safely
draw from it, and you can cancel at any
location - a maze of some cyclical.
General remarks
The game has some inaccuracies. For example, in view of
parameters of the hero (Keys 1-6) team TRADE (Trade Gold)
is actually a team of Trade
Item, ie, "Transfer object" rather than "gold pass". Pressing
the "T", should indicate number of the item that you want to
transmit, and then the number of players who pass, and he
will receive this item.
Incidentally, if you want to wait
night without having to fight, rather
simply enter in the view menu options.
There is also a typo in spell names: GRRE, INOG, MAGA, OGST,
WIOG, WIGI.
Also in Spf # 20 stated that after 13
the level of the Council requires a lot of unimaginably
experience - more than a thousand. So, do not
mistake, it actually requires more than one hundred and fifty
thousand. ;) Exception only to wizards, to change the class.
The same warning about
treatment and recovery. In the temples of the restoration of
one HP is worth 10 coins, so if you lack the 20 items have
lay out two hundred. It's still all right,
but that's not God give you poison or wear out a hero - have to
pay around 23000! For recovery - about 24000. Mana regeneration
is similar to health - 10 coins for each item. Remember this!
Young fighters on the note:
1) "Not sure - Do not run."
Before engaging in battle, think for their forces. From
"ordinary" monsters the coolest - the barbarians (Conan,
probably :))) They have HP = 22-30; dangerous as mercenaries,
"tramps", orcs and mountain dwarves. Most weak - kobolds.
Monsters of the night specifically to watch out for witches,
wizards and casters: they actively use magic
and quantity of 5-10 pieces
you know how many
"Ruleza" can conjure ... Platypus - is
something akin to mercenaries;
wolves are more rabid
dogs, but they have a steep
reaction; zombies can poison, (rare, but
yet ...) but against them
works fine "HOWA". Interesting monks
Jedi: HP they have 3.6 points, but they have a good reaction,
and the impact they may have be somewhere around 20-25 points.
Well, about the monsters and statues, I do not speak - try
it yourself. > - [
2) "All is not gold that in the trunks
lies ... "
In the dungeons, you'll find rooms that are treasure chests.
More precisely, in these rooms sit monsters, killing whom, you
will find a chest. If they do not kill you
will not find anything. So
Now, in the trunks almost
always hidden pitfalls.
If you have a lot of mana
- No problem: chant "TRZP", and all traps
no. But here's climb in the chest with his bare hands, I do not
advise it, because likely to poison (or even what a surprise to
receive) is about 50%, although Much depends on luck. If luck
16-18, you can climb. The same applies to the
attempts to eliminate the trap. Done
this is so: username trap, pressing Enter,
and ... see for yourself. ;)
Why am I am? And the fact that if
you have little mana "TRZP", should not come
in a room with chests and much more convenient
simply stand and wait for monsters
themselves to attack you. In this case, the experience
money and perhaps items you get
without there chests. True, the probability of finding a few
items decreases, but no one will die from the poison.
If you still want to defuse the traps
hand, I can tell some of the most common types:
POISON NEEDLE - poisons
DART - strikes
BLADE - strikes
Before the "Disable Trap", make
"Examine Trap", - you can learn the type of trap
with a probability of about 5%.
3) "Together cheerfully to walk in open spaces."
Try to always have a team of specialists. Once you have cast
the call, then only need mana, well up to have to look for
"buddy" in the dungeons. If you just stand and wait, the
probability of meeting with the wish to join to you a monster
above is even higher in locations some stairs, in hallways near
bedrooms with cool monsters.
Who better to take? Definitely - the dragon.
But chances of finding willing to enter into force dragon is
very small, so not squeamish, and other monsters. Well
take of wolves - they have a good speaker, and blow
about 20 points. Good idea to help spell taken to the
detachment wizards. And yet, any help will not interfere - for
free and sweet vinegar. ":))
How to improve the AU special? When you take the monster
squad, it is possible the AU improve by 2-3 points, as well as
your heroes. Let's say your a bard sings a song protective, and
spell "MYSH", in sum improves AC by 3 units. So,
if the bard to give the command to sing the song again,
or utter the mantra once more, a specialized "correct" your
speakers at 3. If you feel sorry for Mana and voice Bard - wait
for the battle, after She'll be fine. The only drawback - in
combat specialists will still be only have their own AS, if
Of course, he did not utter a protective spell.
Treat a special inappropriate. (Well
Is that a dragon)
4) "penny ruble protects".
How to save mana? The city is easier -
there mana is restored all the time (if the street date) but in
dungeons all is: night, day - is not restored,
and all! So before you enter the dungeon, set all the current
cast: lighting, compass, security, superzrenie,
levitation. Then, wait for mana becomes maximum. Give the
command to sing the bard song, and then order him to drink, and
only then get down.
Not tranzhirte mana wasted. If you can see,
that will cope with the enemy fighters, there is nothing to
help them with magic. Do not use the spell "SOSH", "BASK",
"AIAR", - confused from them a little, and mana is spent.
Well, enough information to
finally start to play seriously in the Bard's
Tale? Be bold, but if you have any questions or comments -
please write the address you know.
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