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J'ai joué avec la version PC mais les plans concordent avec la version ZX Spectrum.
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NOTICE TEXTE n° 1 (38.6 Ko)
The Bard's Tale
Electronic Arts
This document is divided into three sections:
* The "Spectrum Ref Card" sheet
* The manual
* The "Party Merger program" sheet
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The Bard's Tale (TALES OF THE UNKNOWN)
Volume 1
Spectrum Ref Card
GETTING STARTED
Remove all peripherals except a tape player, turn on the computer and the
monitor. Now follow either the tape or disk loading instructions as
appropriate.
Tape:
If your Spectrum is a 128K machine, first select 48K Basic mode from the
opening menu. Insert tape 1, boot side up into the cassette player and
rewind fully. Type LOAD "" press the ENTER key and then press PLAY on the
recorder. The main program will now load and run.
Disk:
Once you have switched on and the opening menu appears on the screen, insert
the disk into the drive boot side up. Then press the ENTER key to select the
option LOADER from the opening menu. The main program will now load and run.
The A-TEAM are a good beginning party of adventurers who are equipped and
ready to do battle; they are the starting party automatically loaded into
the character slots. Type E to E(xit) the Guild and enter the town of Skara
Brae. To learn how to create your own adventurers, form your own parties,
remove characters or rearrange their order, see the end of these instructions.
Hint: The first dungeon is the wine cellar of the only tavern in town which
serves wine. It's on Rakhir Street.
SAFETY AND DEATH
Let's face it, the sort of streets where you are ambushed by Kobolds, Orcs
and Zombies are dangerous and the streets of Skara Brae are especially
dangerous at night. Beginning parties, therefore, should not be shy about
spending the night in the Adventurer's Guild. When you enter the Adventurer's
Guild, you are assumed to have stayed for the night and you will always leave
early the next morning.
Don't despair if you lose a favourite party member, you can either pay to
have him resurrected at a temple or reload the party from your most recently
saved version. (This will mean that you will lose any experience, gold and
items which you have accumulated since you last saved the party.) You could
also save the party with the dead member, then use the EDITOR (loading and
using the Editor is explained elsewhere in these instructions) to remove the
dead member from the party and replace just him from a previously saved
party and then re-save the party. (This method means that only the dead
character will lose experience points, though you will have to leave the
game to use the EDITOR.)
MOVING ABOUT
I - move forward J - turn left
K - kick a door open L - turn right
VIEWING CHARACTERS
Press the number (1-6) of the character whose statistics you wan to view.
(You cannot view the creature in the special slot.) In the view character
mode, you have the following options:
E(quip) a character with an item. You will be prompted for the item
number (1-8).
Press 0 to unequip all of a character's items.
T(rade) an item. Type the item number at the prompt. To trade gold,
type G. Then type the number of the character you want to
give the item to.
D(rop) an item. Type the item number at the prompt.
P(ool) all gold. This gives all of the party's gold to the character
being viewed.
Press the Break (or Symb Shift and Space together) key to leave the view
character mode.
COMBAT COMMANDS
If monsters attack, press F to F(ight) or R to R(un). (Note: You do not
always get to run just because you want to, though nimble high level
characters will usually get away.) You can press P(arty attack) at any
time to voluntarily enter intra-party combat. In combat you have the
following options:
A(ttack) monsters in the first two ranks, hand-to-hand. This command is
only available to the first three party members.
D(efend) lessens the chances of being hit by a monster for that combat
round.
U(se) a magical item. The character must be equipped with an item to
use it.
B(ard) song. Available only to Bards. Sing one of the 6 Bard tunes
for one combat round only.
C(ast) a spell. Available to magic users. Type in the code letters
for the spell at the prompt.
H(ide) in shadows. Available only to Rogues.
OTHER ADVENTURING COMMANDS
C(ast) a spell when not in combat. At the prompt, type in the number
of the character who will cast the spell, then type in the code
for the spell.
P(arty) attack will start intra-party combat at any time.
B(ard) song. Available only to Bards. Sing one of the 6 Bard tunes
while wandering.
N(ew) order for the party. At the prompt, type the numbers of the
members in the order you want them to march.
U(se) an item. Some items, like torches, must be activated with this
command in order to work. Type the number of the character who
has the item, then pick the item (by typing its number) from
that character's equipment list. Some items run out of power
after only one use.
E(levate) to go up a portal. This command only works in dungeons and the
party must have a levitation spell in operation.
D(own) to go down a portal. This command only works in dungeons.
The Symb Shift and the RIGHT cursor key will increase the speed of the
scrolling text in combat.
The Symb Shift and the LEFT cursor key will increase the speed of the
scrolling text in combat.
Press the Break (or Symb Shift and Space together) key to pause and any
other key to resume.
HOW TO FORM NEW PARTIES AND CREATE A NEW CHARACTER
Characters can be created and parties formed only in the Adventurer's Guild.
While in the Guild, you have the following commands available:
C(reate) a new character. Select the race and class for the character as
prompted, then type in a character name up to 15 letters and
spaces. Press ENTER to enter the name and add the character to
the party.
R(emove) a character from the party. Type in the name of the character
you wish to remove from the party and press ENTER. Make sure
that if you want to make use of the character at a later date,
that a party containing the character has been previously saved
to tape or disk, as removing a character wipes them from the
memory without saving them.
L(oad) a party. You will be prompted to type in the name of a
previously saved party. Tape users then insert your party
tape and use rewind / fast-forward to position the tape, then
press Play on your recorder to load in the party. Disk users
insert your party disk and press ENTER. You can abort a load
by pressing the Break (or Symb Shift and Space together) key.
S(ave) a party. You will be prompted for a name to save the party
under. Tape users insert your party tape and use rewind /
fast-forward to position the tape, then press Play and Record
on your recorder. The screen will blank and you should then
press any key to start the save. Disk users insert your party
disk and press ENTER.
(Note: Tape users save each party under a different name and make a note of it.
Save a party two or three times in succession under the same name just in case
you get a bad load. Do not repeatedly save over the top of your old parties,
as if you make a mistake you will have erased all your hard work!)
Q(uit) the game. This will end your current game and return to Basic.
E(xit) the Guild. Your party will leave the Guild and enter the streets
of Skara Brae.
EDITOR
The Editor program allows you to transfer party members between different
parties. To use the Editor you must first exit from the game (remembering to
save the party) and then load the Editor separately. The Editor is loaded by
resetting your machine and executing the LOADER menu option by pressing ENTER
for disk users. Tape users can find the Editor directly after the main
program on the boot side of tape 1. Enter 48k mode and type LOAD "" and then
press ENTER followed by Play on the tape recorder; the program will now load
and run. (Note: It is necessary to save the party from the Editor program and
then reload The Bard's Tale and then reload the party.)
CASSETTE COUNTER POSITIONS
You should find it useful to write down the tape counter position of the
various multi-load sections so that you can fast forward to them easily.
Tape position Section
_____________ Editor
_____________ City Map
_____________ Sewers
_____________ Mad God's Catacombs
_____________ Harkyn's Castle
_____________ Kylearan's Amber Tower
_____________ Mangar's Tower
E01062EY
ELECTRONIC ARTS (R)
Home Computer Software
ELECTRONIC ARTS LIMITED
11/49 STATION ROAD, LANGLEY, BERKS SL3 8YN, ENGLAND
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MANUAL
THE BARD'S TALE
ELECTRONIC ARTS
THE BARD'S TALE
The Bard's 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 Bard's 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 Adventurer's guild, select a race.
2. Character 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 character's present number of hit
points.
SPELL POINTS (SpPt): Shows current spell point status. A
character's 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 achievement within a character's
class. LV 1 is a novice and LV 13 would be a master. New levels
are awarded by the review board based on the character's
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 categories: 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 selected 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 sworn 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 experience levels before his throat becomes dry.
Then it's off to a tavern for a drink to rejuvenate his voice.
CONJURER: Deals in the physical creation 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 Bard's Tale is a game of fighting, it's the only way to build
experience. Fortunately, Mangar 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 character's 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 struck
by magic and can only attack back with magic. The first 2 groups
of monsters are the only monsters who can attack or be attacked
physically.
The most dexterous 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 of your party. Treasure and experience
points are split equally among the battles survivors once 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 ADVENTURER'S GUILD
The Guild is where all the adventures begin and where you form
a party.
GARTH'S EQUIPMENT SHOPPE
Is where characters can buy, sell or identify items and pool all
the gold to buy expensive items. Unique items, found in dungeons,
remain in Garth's possession only until they are sold unlike other
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 it's
closed at night.
TAVERNS
These are the Bard's favourite place for gossip and refreshment.
There's even a tavern named after him.
ROSCOE'S 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 any 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 energy is replenished in direct
sunlight and may be regenerated at Roscoe's 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 Bard's 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 Bard's Tale.
BARD SONGS
1. FALKENTYNE'S FURY
Increases the damage your party will do in combat.
2. THE SEEKER'S BALLAD
Produces light when exploring.
Increases the party's chance of hitting a foe with a weapon during combat.
3. WAYLAND'S WATCH
Calms your foes, making them do less damage in combat.
4. BADH'R KILNFEST
Heals the Bard's wounds while travelling.
Heals the party's wounds during combat.
5. THE TRAVELLER'S 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.
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CONJURER SPELLS
Level 1 MAFL 2 VIEW MEDIUM
MAGE FLAME - A small mobile "torch" will appear and float above
the spell caster as he travels.
ARFI 3 1 Foe ---
ARC FIRE - A fan of blue flames jets from the caster's 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
KIEL'S 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 ---
ARCYNE'S 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.
WAST 5 GROUP ---
WARSTRIKE - A spray of energy springs from the mages extended
finger, sizzling a group of opponents for 4-16 hits of damage.
Level 4 INWO 6 SPECIAL ---
ELIK'S INSTANT WOLF - Summons a giant, extremely fierce wolf to
join your party.
FLRE 6 CHAR ---
FLESH RESTORE - This powerful healing spell restores 6-24 hit
points to a party member and cures poisoning and insanity.
POST 6 FOE ---
POISON STRIKE - Hurls sharp needles from the mages finger into
a selected monster, poisoning it.
Level 5 GRRE 7 VIEW LONG
GREATER REVELATION - Functions like Lesser Revelation only it
illuminates a wider area.
WROV 7 CHAR COMBAT
WRATH OF VALHALLA - Makes a member of your party fight with the
strength and accuracy of ancient Norse heroes for the entire combat.
SHSP 7 GROUP ---
SHOCK-SPHERE - A large globe of intense electrical energy
envelops a group of enemies, doing 8-32 hits of damage.
Level 6 INOG 9 SPECIAL ---
ELIK'S INSTANT OGRE - Materializes the biggest, meanest ogre you've
ever met to ally with your party.
MALE 8 PARTY INDEF
MAJOR LEVITATION - Levitates the party like the Level 3 spell,
but its effects last until dispelled.
Level 7 FLAN 12 PARTY ---
FLESH ANEW - Operates like Flesh Restore, but affects every
member of the party.
APAR 15 PARTY ---
APPORT ARCANE - Allows the party to teleport anywhere within a
dungeon except for places protected by teleportation shields.
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MAGICIAN SPELLS
Level 1 VOPL 3 CHAR COMBAT
VORPAL PLATING - Causes the weapon (or hands) of a party member
to emit a magical field that inflicts 2-8 points of additional
damage.
AIAR 3 SELF COMBAT
AIR ARMOUR - Makes the air around the mage bind itself into a
weightless suit of armour.
STLI 2 VIEW SHORT
SABHAR'S STEELIGHT - Causes all metal near the party to glow with
a magical light, illuminating the surrounding area.
SCSI 2 PARTY ---
SCRY SIGHT - Reveals to the mage his location in a dungeon.
Level 2 HOWA 4 1 FOE ---
HOLY WATER - Holy Water sprays from the mages fingers, doing 6-24
points of damage to any undead foe.
WIST 5 1 FOE ---
WITHER STRIKE - Causes a selected foe to be turned old, reducing
his ability to attack and defend in combat.
MAGA 5 CHAR COMBAT
MAGE GAUNTLETS - The hands (or weapon) of a party member more
deadly, adding 4-16 points of damage to every wound he inflicts.
AREN 5 30' SHORT
AREA ENCHANT - Causes the dungeon walls within 30 feet of a
stairway to call out if the party is headed toward the stairs.
Level 3 MYSH 6 PARTY MEDIUM
YBARRA'S MYSTIC SHIELD - The air in front of the party forms a
shield, as hard as metal, which precedes the party as they move.
OGST 6 CHAR COMBAT
OSCON'S OGRESTRENGTH - Gives a selected party member the massive
strength of an ogre.
MIMI 7 PARTY COMBAT
MITHRIL MIGHT - Every member of the party has their armour's
natural strength magically enhanced.
STFL 6 GROUP ---
STARFLARE - Ignites the air around a group of enemies, searing
them for 6-24 damage points.
Level 4 SPTO 8 1 FOE ---
SPECTRE TOUCH - Drains a single enemy of 12-48 points of damage,
like a touch from death itself.
DRBR 7 GROUP ---
DRAGON BREATH - The mage breathes magical fire at a group of
foes, inflicting 8-32 points of damage to each.
STSI 7 VIEW MEDIUM
SABHAR'S STONELIGHT SPELL - All stone and earth within range of
the party glows with magical light, revealing even secret doors.
Level 5 ANMA 8 PARTY COMBAT
ANTI-MAGIC - Causes the ground to absorb a portion of the spells
cast at the party, often allowing the party to escape unharmed.
Also aids in disbelieving illusions and in turning back magical
fire like a dragon's breath.
ANSW 8 SPEC COMBAT
AKER'S ANIMATED SWORD - A magical sword will appear and fight,
like a summoned monster, in defense of the party.
STTO 8 1 FOE ---
STONE TOUCH - Usually turns a foe to stone, or a stone monster
from living stone to dead stone.
Level 6 PHDO 9 1 WALL 1 MOVE
PHASE DOOR - Turns almost any wall to air for one move.
YMCA 10 PARTY INDEF
YBARRA'S MYSTICAL COAT OF ARMOUR - Works like Air Armour but
covers all party members and lasts indefinitely.
Level 7 REST 12 PARTY ---
RESTORATION - Regenerates the bodies of every party member to
perfect condition, even curing poisoning or insanity.
DEST 14 1 FOE ---
DEATH STRIKE - Very likely to instantly kill one selected enemy.
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SORCERER SPELLS
Level 1 MIJA 3 1 FOE ---
MANGAR'S MIND JAB - Casts a concentrated blast of energy at one
opponent doing 2-8 hits of damage for each experience level of
the mage.
PHBL 2 PARTY COMBAT
PHASE BLUR - Causes the whole party to waver and blur in the
sight of the enemy, making your party difficult to strike.
LOTR 2 30' SHORT
LOCATE TRAPS - In a state of magically enheightened awareness,
the mage will be able to sense a trap within 30 feet if he faces it.
HYIM 3 GROUP ---
HYPNOTIC IMAGE - Makes a group of enemies miss the following
combat round.
Level 2 DISB 4 PARTY ---
DISBELIEVE - Reveals the true nature of an attacking illusion,
causing it to vanish.
TADU 4 SPEC COMBAT
TARGET DUMMY - A magical illusion appears in the party's special
slot. Unable to attack, it draws enemy attacks.
MIFI 4 1 FOE ---
MANGAR'S MIND FIST - A more powerful form of Mind Jab doing 3-12
hits of damage, times the mage's level.
FEAR 4 GROUP COMBAT
WORD OF FEAR - Causes a group of your enemies to quake in fear,
reducing their ability to attack and do damage.
Level 3 WIWO 5 SPEC ---
WIND WOLF - Creates an illusionary wolf to join the party. The
wolf will fight until defeated or disbelieved.
VANI 6 SELF COMBAT
KYLEARAN'S VANISHING SPELL - Turns the mage nearly invisible in
the eyes of his enemies, who will have a great difficulty in
striking him.
SESI 6 30' MEDIUM
SECOND SIGHT - The mage will experience heightened awareness and
be able to sense stairways, special encounters, spell negation
zones and other unusual occurrences.
CURS 5 GROUP COMBAT
CURSE - Causes a group of your enemies to be cursed, lessening
their morale and their ability to hit and damage you.
Level 4 CAEY 7 VIEW INDEF
CAT EYES - The mages party will all receive perfect night vision,
lasting indefinitely.
WIWA 6 SPEC ---
WIND WARRIOR - An illusionary battle ready warrior joins your party.
INVI 7 PARTY COMBAT
KYLEARAN'S INVISIBILITY SPELL - Performs a vanishing spell on the
entire party.
Level 5 WIOG 7 PARTY ---
WIND OGRE - An illusionary ogre joins your party.
DIIL 8 PARTY COMBAT
DISRUPT ILLUSION - Destroys any illusions fighting the party and
prevents new ones appearing. It will also point out any
doppelgangers in the party.
MIBL 8 ALL FOES ---
MANGAR'S MIND BLADE - An explosion of energy which inflicts 10-40
hits of damage to every opposing foe.
Level 6 WIDR 10 SPEC ---
WIND DRAGON - An illusionary red dragon joins your party.
MIWP 9 CHAR ---
MIND WARP - Drives a member of your party totally insane. Useful
for possessions.
Level 7 WIGI 12 SPEC ---
WIND GIANT - An illusionary storm giant joins your party.
SOSI 11 30' INDEF
SORCERER SIGHT - Operates like the Second Sight but lasts indefinitely.
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WIZARD SPELLS
Level 1 SUDE 6 SPEC ---
SUMMON DEAD - Gates in a zombie or skeleton to fight for the party.
REDE 4 GROUP ---
REPEL DEAD - Will inflict 16-80 points of damage to a group of
undead monsters.
Level 2 LESU 8 SPEC ---
LESSER SUMMONING - Gates in a lower elemental or demon who will,
under protest, join the party.
DEBA 8 1 FOE ---
DEMON BANE - Inflicts 32-128 points of damage to one demon.
Level 3 SUPH 10 SPEC ---
SUMMON PHANTOM - Gates in a medium level undead creature into the party.
DISP 10 CHAR ---
DISPOSSESS - Makes a possessed party member return to his normal state.
Level 4 PRSU 12 SPEC ---
PRIME SUMMONING - Gates in a medium level elemental or demon into
the party.
ANDE 11 CHAR ---
ANIMATE DEAD - Reanimates a dead character with undead strength,
making him attack your enemies as if truly alive.
Level 5 SPBI 14 1 FOE ---
BAYLOR'S SPELL BIND - Usually possesses the mind of any enemy,
forcing it to join the party and fight for it.
DMST 14 GROUP ---
DEMON STRIKE - Works like Demon Bane but affects an entire group
of demons.
Level 6 SPSP 15 SPEC ---
SPELL SPRITE - Gates in a high level undead creature into the party.
BEDE 18 CHAR ---
BEYOND DEATH - Restores life and one hit point to a dead character.
Level 7 GRSU 22 SPEC ---
GREATER SUMMONING - Gates in a greater demon and binds him to the party.
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ITEMS
Torch For light in dungeons
Lamp Longer duration than torch
Broadsword Most damaging non-magic sword
Short Sword A lighter sword
Dagger Usable by all, not too effective
War Axe A heavy damaging weapon
Halberd The most damaging non-magic weapon
Mace Most powerful weapon for a Rogue
Staff A simple cudgel
Buckler Small round shield
Tower Shield A large shield
Leather Armour The lightest armour
Chain Light mesh armour
Scale Medium weight armour
Plate The strongest non-magical armour
Robes Will dull old knives
Helm Saves the head being caved in
Leather Gloves Some protection for the hands
Gauntlets Metal gloves
Mandolin, Harp Musical instruments for bards only
and Flute
ITEM ABBREVIATIONS
FGN = Figurine, a magical statue which can come to life.
MTHR = Mithril, an elven metal with magical qualities.
ADMT = Adamant, another magical metal.
DMND = Diamond, the hardest substance known to elf.
TIPS FROM THE UNDERGROUND
* Each of the 16 mazes is set up on a 22 by 22 grid.
* Explore every square as there are plenty of specials.
* Explore the sewers, Catacombs and Castle in that order! You
should be 9th level before entering the catacombs.
* Night-time is especially nasty. Rookies stay indoors!
* Minimize damage by killing off all but one monster in either of
the first two attacking groups.
* Fill the special slot and take some heat off the party.
* Monsters will usually attack your most vulnerable characters
first, unless one of the party represents a significant threat.
* Attributes of 17 and 18 can make a difference to a character's
abilities.
* Develop a Sorcerer, Wizard and Archmage fast.
* Beware the Doppelganger. It enters your party and looks just
like one of your members.
* Make sure some of the party carry less than 8 items, otherwise
you will be unable to pick up any new magical items in the
dungeons.
* There are no cursed items. And the more it costs, the better
it works (usually)
* Locate Traps, Second Sight and Sorcerer Sight all identify
traps within 30 feet. Trapzap disarms traps within 30 feet.
* Cast a long lasting bard spell before entering a tavern. Its
like getting a free spell.
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The Bard's Tale 1
Party Merger Program
TO LOAD (Disk):
AMSTRAD: Type RUN "Editor" then press Return or Enter.
SPECTRUM +3: Insert side 2 of the disk and use the LOADER menu option
by resetting your machine and pressing Enter.
CASSETTE
The merger program is held at the very end of side one of the BOOT and GAME
cassette and is called MERGER. You can find the tape counter position easily
by setting the counter to Zero and then loading the Bard's Tale game as usual
and noting down the tape counter position once the game has started and the
default party is in the Guild. Merger will be just a little further on.
Amstrad: Type RUN "Merger" and press ENTER
Commodore: Type Load "Edit" press RETURN. Type RUN press RETURN
Spectrum: Enter Load "Merger" and press the ENTER key.
Once the Party Merger program has loaded, you mill be in the main menu and
faced with 5 options. Select an option by pressing the indicated key in
brackets; ie. press the L key to select the Load party option.
MAIN MENU
(L)oad Party: You will be prompted for the name of a previously
saved party, either from this program or the Bard's
Tale game itself. Once the party has been located on
tape or disk, the members of that party will be added
to the Character list. The Character list appears at
the top left of the screen and can contain up to 114
different characters.
(S)ave Party: This saves the party currently in the Members List
ready to use in the game.
(C)haracter Menu: This takes you to the Character sub-menu which has the
following options:
CHARACTER MENU
(D)elete Char.: This deletes the highlighted character from the
Character list. Use the up and down cursor keys to move
the highlight through the character list.
(S)ee Character: This shows the highlighted character's statistics
in the same way as the view character mode in the main
game. Press the space key to exit this option. The Pool
gold option does not work in the See character option
and you can only trade items or gold with characters in
the Members list. Equip and drop item work normally.
(C)hoose Char.: This will add the highlighted character to the next
vacant slot in the Members list if there is such a slot.
(R)ename Char.: Allows you to input a new name for the highlighted
character.
(B)ack to main Menu: Returns you to the opening menu.
(M)ember Menu: This taken you to the Member sub-menu which has the
following options:
MEMBERS MENU
(1-6) See Member: This shows the selected character's statistics in the
same way as the view character mode in the main game.
Press the space key to exit this option. Pool gold,
Trade, Equip and Drop item work as in the game and only
affect the characters in the Members menu.
(R)emove Member: At the prompt, type the number of the character you
wish to remove from the Members list and replace in the
Character list.
(N)ew Order: At the prompt, type the numbers of the members in the
order you want them to march.
(B)ack to main Menu: Returns you to the opening menu.
(Q)uit Program: Leave the program and go back to BASIC.
E0100EK
ELECTRONIC ARTS (R)
Home Computer Software
ELECTRONIC ARTS LIMITED
11/49 STATION ROAD, LANGLEY, BERKS SL3 8YN, ENGLAND