ZX Power #04
09 января 2000 |
|
Game room - BARD-S TALE. Sequel to "storm" classic RPG.
(C) 1999, E. Nesterenko (Jam / XPJ) __________________________________________ 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. __________________________________________
Other articles:
Similar articles:
В этот день... 21 November