#02
30 сентября 1995 |
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Part 3 - Free games instructions.
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* PART 3 - FREE GAMES INSTRUCTIONS *
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EMULATE! GAMES PACK 2
Welcome to Emulate! Games Pack Number 2.
There's certainly some great games for you
to play in this months pack. First we
start off with the epic Bards Tale. A
massive 17-level RPG with 80 spells for
you to learn. We also have two exclusive
games for you to play, which have never
been seen before! Firstly, there is "Join
the Jet Set" By Richard Hallas. A JSW
game, worthy of Matt Smith himself! And
secondly, we feature a pre-release version
of Street Hawk. Both this and the actual
release are included here for you to
compare.
If these weren't enough, we also have the
follow-up to last months Wally game -
Everyones A Wally. Adventure fans have a
double helping with the two- part "Loads
of Midnight" and also the excellent Zenobi
game "Retarded Creatures and Caverns"
Also featured in this months editions is
another massive POKES list, this time in a
database fromat compiled by Hynek Med
(xmedhO2@drson.vse.cz) There is also a
special program called SPECTEST, created
by our own techincal editor to use with
your Emulator. See Technical section for
more details. Have fun and ENJOY THE
PROGRAMS!!
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THE BARDS TALE
The Bards Tale is the first in a series of
Tales Of The Unknown, set in the city of
Skara Brae which is threatened by an evil
mage called Mangar.
OBJECTIVE
Your most important goal is to find Mangar
and "persuade" him to release the once
harmonious city from his evil control.
Your second goal is to develop characters
who are capable of surviving the layer of
obstacles, mazes and evil henchmen who
protect Mangar. Your third goal is to
explore the entire world of The Bards
Tale . There are numerous goodies, puzzles
and special places in the city such as the
legendary catacombs or the walled off
towers.
HOW TO CREATE A CHARACTER
1. While in Adventurers guild, select a
race.
2. Characters attribute numbers are
displayed.
3. If you are satisfied with the "roll of
the dice", choose a character class, then
name this character. If you are not
satisfied "re-roll the dice".
4. After being named, the character will
be saved to disc or tape, ready to
adventure.
USING THE PRE-BUILT PARTY
For your convenience, you will find a
pre-built party already waiting for you
when you enter the guild for the first
time. The party is called A-Team. They are
even outfitted with weapons and armour.
CHARACTERS
RACES - There are 7 different races
which a character can be:
HUMAN - While being of hardier stock,
this character is nonetheless like you or
me.
ELF - The elf is slight of build, though
taller than a human and very inclined to
magic.
DWARF - Short, stout, very strong and
healthy though not too intelligent, they
make superb fighters.
HOBBIT - Being nimble and dexterous and
smaller than dwarves, they make excellent
rogues.
HALF-ELF - Slightly bigger and stronger
than an elf, though not as magical, makes
half-elves good all rounders.
HALF-ORC - Although not as despicable as
his orc parent, this large strong goblin
like creature, is no beauty.
GNOME - These short tempered creatures
are similar to dwarves, though more
inclined to magic.
CHARACTER ATTRIBUTES
Each character you create has 5
attributes which define his physical and
mental prowess. These attributes are
assigned a random value from 1 to 18 (18
being the best). For each race there is a
lowest possible number for each attribute
and high attribute scores will give
characters an edge.
STRENGTH (ST) - Affects the amount of
damage a character does in hand to hand
combat.
INTELLIGENCE (IQ) - A high IQ gives
Mages bonus spell points.
DEXTERITY (DX) - A high DX makes
characters harder to hit and helps them
strike the first blow in combat.
CONSTITUTION (CN) - A very healthy
character (ie, a high CN) gets bonus hit
points and thus is harder to kill.
LUCK (LK) - A lucky character will be
more likely to avoid nasty traps, evil
magic and the like.
OTHER CHARACTER STATISTICS
ARMOUR CLASS (AC) - Gives the level of
protection a character has from physical
attack and ranges from 10 (totally
unprotected) to -10 (called LO) HIT POINTS
(HITS) - Measures how much damage a
character can take before he dies.
CONDITION (COND) - Shows the characters
present number of hit points.
SPELL POINTS (SpPt) - Shows current
spell point status. A characters maximum
spell points are listed in his view
character mode.
EXPERIENCE POINTS - Measures how much
experience a character has gained is his
profession. The higher the number the
better the character.
GOLD - The unit of currency in this
world. The more you have, the better.
LEVEL (LV 1) - A measure of acheivement
within a characters class. LV 1 is a
novice and LV 13 would be a master. New
levels are awarded by the review board
based on the characters experience points
and new levels generally mean increased
attribute scores, hit points, spell points
among others.
SPELL LEVELS (e.g. MAGI 3) - Shows the
highest level spells a character can cast
(There are 7 levels of magic spells for
each of the 4 mage classes). A new spell
level is awarded every other experience
level, i.e. LV 1 Magician has MAGI 1, at
LV 3 he has MAGI 2 until at LV13 he has
MAGI 7 and can go no further.
ITEMS - These fall into 10 catagories:
Weapons; shields, armour, helms; gloves;
musical instruments; figurines; rings;
wands and miscellaneous. Only 1 item of
each type can be equipped at one time.
CHARACTER CLASSES
There are 10 different character
classes, but only the first 8 can be
seleceted for a newly generated character.
WARRIOR - Can use nearly every weapon
there is and for every four levels of
experience after the first they get an
extra attack in combat.
PALADIN - Fighters sword to fight evil
and uphold honour and purity, they can use
most weapons even some that no other
fighters can. They get multiple attacks at
higher levels and have an increased
resistance to evil magic.
ROGUE - A professional thief who can
search for traps and disarm them. He is
only so so in combat and prefers to hide
in the shadows.
HUNTER - Can use most weapons and has
the unique ability (which grows with
experience) to strike a critical hit,
instantly killing an opponent.
MONK - Trained to fight without weapons
or armour, is an almost inhuman fighting
machine at higher levels.
BARD - Bards were once warriors now
turned wandering minstrel, although they
can still use most weapons, they do not
get multiple attacks. Bards have 6 magical
tunes which can be long lasting and
continue to play even if other songs were
played during combat. Or the songs can be
abbreviated for use in combat and thus
have different effects than the longer
versions. These short songs will only last
for one round of fighting. Only one song
can be played at a time (by any bard) and
if a second is played, the first will end.
A bard can play as many songs as he has
expereince levels before his throat
becomes dry. Then its off to a tavern for
a drink to rejuvenate his voice.
CONJURER - Deals in the physical
craetion of real things like fire, light
or healing.
MAGICIAN - Deals with magic as it
affects physical objects like enchanting a
sword or making armour stronger.
SORCERER - Deals with the creation and
manipulation of illusion. This class is
unavailable to newly created characters.
WIZARD - Deals with the summoning and
control of supernatural creatures from the
negative plane. This class is unavailable
to newly created characters.
THE COMBAT SYSTEM
The Bards Tale is a game of fighting,
its the only way to build experience.
Fortunately, Magar and his minions are
very evil, so kill them if you can. At the
outset of combat a list of foes is given
broken down into the number of foes in
each group. The maximum is four groups
with 99 monsters per group. Combat is
divided into a series of rounds. At the
start of each round, each character
decides what action he will undertake,
unless, of course, your party runs away.
These options are as follows:
ATTACK FOES - To physically assault foes
in the first or second group of monsters.
PARTY ATTACK - Assault another member of
the party, including special members.
DEFEND - Do not attack which reduces the
chance of being hit.
USE AN ITEM - Uses an item held in the
characters inventory and currently
equipped.
BARD SONG - Bards can play a short song
to aid the party during the combat.
CAST A SPELL - The spell code must be
entered and a target identified.
HIDE IN SHADOWS - A rogue can try to
avoid combat altogether by hiding. The
first 3 characters in your party can be
attacked physically by monsters and can
attack back. The last 3 can only be strucj
by magic and can only attack back with
magic. The first 2 groups of monstersare
the only monsters who can attack or be
attacked physically. The most dextourous
characters or monsters usually make the
first strike, but luck, character level
and character class also affect this. At
the end of a combat round, dead monsters
are removed and dead characters are
shuffled to the back fo your party.
Treasure and experience points are split
equally among the battles survivorsonce
all your foes are defeated.
SPECIAL MEMBERS
The special slot (marked S) is for
monsters who can join your party either by
introducing themselves to the party or by
being created/summoned by magic. Specials
cannot be controlled, but they will fight
for you until killed (or disbelieved if an
illusion).
PLACES
Use your map to guide you around Skara
Brae
UNMARKED BUILDINGS
Most building are unmarked, but some of
them are inhabited by evil creatures. So
kick in a few doors and find them. When
you exit a building, it will be directly
behind you.
THE ADVENTURERS GUILD
The Guild is where all the adventures
begin and where you form a party.
GARTHS EQUIPMENT SHOPPE
Is where characters acn buy, sell or
identify items and pool all the gold to
buy expensive items. Unique items, found
in dungeons, remain in Garths possession
only until they are sold unlike toher
items of which he has an unlimited supply.
THE REVIEW BOARD
Upon your request in person, the board
will determine whether that character has
enough experience points for advancement
to higher levels. The Board teaches new
spells to mages who qualify for higher
spell levels, but charges for this
training.
You will have to do a bit of exploring
to find the Review Board, and its closed
at night.
TAVERNS
These are the Bards favourite place for
gossip and refreshment. Theres even a
tavern named after him.
ROSCOES ENERGY EMPORIUM
If you need your spell points in a
hurry, see Roscoe. But be prepared for
electrifyingly high fees.
TEMPLES
Temples are divine places of complete
healing and resurrection but only at a
price.
DUNGEON DELVING
"Dungeon" refers to and indoor labyrinth
from towers to catacombs with a varied
number of levels for each. You can go up
or down to levels via stairways, portals
and teleportation.
Stairways are not visible from a
distance unlike portals (which are holes
in the floor or ceiling). You will not
fall through a portal by standing on it,
you must command a character to do so. If
he jumps down a portal he will take damage
unless he is using a teleportation spell.
The only way to go up a portal is by
levitation.
The location of dungeon entrances are
well kept secrets, but there are plenty of
hints in Skara Brae.
THE MAGIC SYSTEM
Magic is power, though it is not always
necessary or wise to rely on magic,
because magic is by no means foolproof.
There are some places where magic never
functions, and some monsters who are
highly resistant to spells. If your party
has wandered into an anti-magic zone, all
residual spells, except light spells, are
cancelled.
Residual spells keep working for more
than just an instant and most cause a
graphic symbol to appear on the screen, to
keep the player aware that the duration
has yet to expire.
All spells have a point cost and the
mage casting them expends some of his
internal energy. This enegry is
replenished in direct sunlight and may be
regenerated at Roscoes Energy Emporium or
in special regeneration zones.
To cast a spell, type in the 4-letter
code which is a rough abbreviation of the
spell name.
There are magical items hidden in the
dungeons and carried by the monsters of
the Bards Tale and the most powerful are
secreted in the most challenging dungeons
and are guarded by ferocious monsters.
When you win one, you should be very
proud.
CHANGING CLASS
Mages who have attained at least the
third level in one mage class, may then
change to another. If a mage changes
class, his experience points are reset to
zero, but he retains all his hit points,
spell points and magic knowledge. He can
no longer progress in the old mage class
nor may he rejoin it. A mage can become a
Conjurer, Magician or Sorcerer as a second
class and he can become anything as a
third class. A mage who has knowledge of
all 7 spell levels in all four classes is
called an Archmage. The most powerful
being in the world of The Bards Tale.
BARD SONGS
1.FALKENTYNES FURY
Increases the damage your party will do in
combat.
2.THE SEEKERS BALLAD
Produces light when exploring.
Increases the partys chance of hitting a
foe with a weapon during combat.
3.WAYLANDS WATCH
Calms your foes, making them do less
damage in combat.
4.BADHR KILNFEST
Heals the Bards wounds while travelling.
Heals the partys wounds during combat.
5.THE TRAVELLERS TUNE
Makes the party more dexterous thus more
difficult to hit.
6.LUCKLARAN
Sets up a partial anti-magic field, giving
the party better protection against
spells.
*** THE SPELL BOOK ***
CONJURER SPELLS
Level 1
MAFL 2 VIEW MEDIUM
MAGE FLAME - A small mobile "torch" will
appear and flot above the spell caster as
he travels.
ARFI 3 1 Foe ---
ARC FIRE - A fan of blue flames jets from
the casters fingers, doing 1-4 hits of
damage, times the casters level, to a
selected opponent.
SOSH 3 SELF COMBAT
SORCERER SHIELD - The mage is protected by
an invisible "shield" turning aside many
blows that would otherwise hit him.
TRZP 2 30` ---
TRAP ZAP - Disarms any trap, including
traps on chests, within 30 feet, in the
direction the mage is facing.
Level 2
FRFO 3 GROUP COMBAT
FREEZE FOES - Binds your enemies in
magical force, slowing them down and
making them easier to hit.
MACO 3 --- MEDIUM
KIELS MAGIC COMPASS - A compass of
shimmering magelight appears above the
party and shows the direction they face.
BASK 4 CHAR COMBAT
BATTLESKILL - Increases one of your party
members skill with weapons, increasing the
accuracy and ferocity of his attacks.
WOHL 4 CHAR ---
WORD OF HEALING - With the utterance of a
single word, the mage cures a party member
of minor wounds, healing 2-8 points of
damage.
Level 3
MAST 5 GROUP ---
ARCYNES MAGESTAR - A bright flare ignites
in front of a group of your enemies,
temporarily blinding them and causing them
to miss the next combat round.
LERE 5 VIEW LONG
LESSER REVELATION - An extended "Mage
Flame" spell that also reveals secret
doors.
LEVI 4 PARTY SHORT
LEVITATION - Partially nullifies gravity
causing the party to float over traps, or
up or down through portals.
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