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Bardtale need help needed

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Kevin Fisher

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May 15, 1995, 3:00:00 AM5/15/95
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LAMPE (dla...@s-cwis.unomaha.edu) wrote:
: Can someone tell me where the sewers and catacombs are
: located? Any help and advice appreciated. Also what was your
: line up for beating the game (char. race and class).
: Thanks.

Ghad it's been a while...but I believe you get to the sewers through
the wine cellar of the inn in one of the corners of Skara Brae. Just
order (W)ine and they'll let you into the cellars to get it.

The catacombs are entered by visiting the temple of the Mad God. You'll
have to tell the priest the name of the Mad God (which I think you
find in the sewers). The Temple entrance is facing outwards into the
plaza at the centre of Scara Brae.

Wow! It's been about 9 years since I've played this game! With all the
interest for BT I've seen in this group, it's made me want to play it
again! I'll have unmothball my '64 next time I'm home to visit Mom...


--
Kevin G. Fisher |
fis...@waterloo.hp.com | "Why is that toy on your head??"
My opinions, not HP's |
MIME Mail OK! | http://polkaroo.tor.hookup.net/~kgf/home.html

Jeremy A. Gaudet

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May 15, 1995, 3:00:00 AM5/15/95
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In article <3ovn52$2...@s-cwis.unomaha.edu>, dla...@s-cwis.unomaha.edu (LAMPE) says:
>
> Can someone tell me where the sewers and catacombs are
>located? Any help and advice appreciated. Also what was your
>line up for beating the game (char. race and class).
>
> Thanks.

Sewers are entered by going into the Scarlet Bard Tavern and ordering Wine.
The first level is the Wine Cellar, everything beneath are the sewers. The
Catacombs are entered through the Temple in the Grand Plaza... you have to
know the name of the god "Tarjan".

The plaza is easy to find, but to find the Tavern, head south from the
guild...

.--. _____________________
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|\._____\ \/ /_____./| | -==(UDIC)==- ||
< . _____ .<> _____ > |-------------------||
|/~ ~\ /~ ~\| | Jeremy A Gaudet ||
|. | | jga...@direct.ca ||
| | | ||
| .| |___________________||
|. | (____________________(_)
/ .. \
/.. ..\
~~\. /~~ Iolo! Quick, the Avatar is being attacked!
\/ Oh, hey... is that a TAVERN over there?

- Sir Dupre

Sean Dees

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May 15, 1995, 3:00:00 AM5/15/95
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(LAMPE) writes:
>
> Msg-ID: <3ovn52$2...@s-cwis.unomaha.edu>
> Posted: 12 May 1995 13:17:22 GMT
>
> Org. : University of Nebraska at Omaha (Student CWIS)

>
> Can someone tell me where the sewers and catacombs are
> located? Any help and advice appreciated. Also what was your
> line up for beating the game (char. race and class).
>
> Thanks.

Sewers are under the Inn on Sinister Street. (Order Wine). Catacombs are
located under the Mad God's Temple. (Say the password you learn in the
sewers).
Paladin
Fighter
Rogue
Magician
Sorceror
1 other magic user.
(Some people stongly recommend using a Bard instead of the Paladin or
Fighter.)
Good Luck. If you need help, drop me a line. (I finished it recently).

--
-Sean Dees.
Sean...@Mindlink.bc.ca
(Finished BT I, III, MM II, Ultima I, II, IV, Wiz I & II)


Phillip Carter

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May 15, 1995, 3:00:00 AM5/15/95
to
LAMPE inquired:

>: Can someone tell me where the sewers and catacombs are

>: located? Any help and advice appreciated. Also what was your
>: line up for beating the game (char. race and class).

The sewers can be entered by using the stairs leading downwards from the
Wine Cellar of the Scarlet Bard. The Scarlet Bard's inn can be found
on Rakhir Street. Inquire about some wine and the bard will send you down
into the cellars after your own wine. Explore the wine cellars and you will
find steps leading downward to the sewers.

The catacombs can be entered by visiting the temple of the Mad God. The
clue that will help get you into the catacombs will be given to you by
a magic mouth in the sewers.

My lineup for the game, first time around:

1) Warrior
2) Paladin
3) Warrior
4) Bard
5) Magician (later Conjurer, then Sorcerer, then Wizard, then Archmage)
6) Conjurer (later Magician, then Sorcerer, then Wizard, then Archmage)

Many times through by now, my favourite lineup is:

1) Paladin
2) Hunter
3) Warrior
4) Bard
5) Archmage
6) Archmage

Rogues are useless, since any member in the party can disarm traps on
chests once they are searched, and your mages can cast spells to perform
other roguish tricks. The monk is the best fighter of all, but is not
very magic resistant and has very few hit points compared to other characters
(which is a problem when facing four groups of dragons at once, all of
them using breath weapons on you).

>: Thanks.

You're welcome.

Cheers,
Phil

--
Phil Carter -- car...@phoenix.cs.uga.edu
"Atheism's a clean place, Agachak, a flat, gray, empty place where man
makes his own destiny, and let the Gods go hang. I didn't make them; they
didn't make me; and we're quits on all of that." King Urgit

Rick_Micha...@cup.portal.com

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May 16, 1995, 3:00:00 AM5/16/95
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It is called "The Bard's Tale". I'd strongly recommend you use a Bard as
one of your part members. A fair amount of the game revolves around
the Bard. You find a number of magical instuments that are only playable
by the Bard, for instance a Fire Horn if I remember correctly, that does
mass damage to all opponets. There's a huge battle in one of the castles
where you are up against something like 80 opponets. Two magic users &
a Bard equiped with a Horn make it winable. The Bard is a generalist
IMO similar to a Ranger in other RPGs. He can play a tune to increase moral
as well as use some magical items & is a passable fighter. All this & how
do you recharge a Bard's abilities? Magic crystals? Power Ring? No! You
just bring him to a tavern & buy him a beer! Just like real life!
Rick

Jeremy A. Gaudet

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May 16, 1995, 3:00:00 AM5/16/95
to

> Sewers are under the Inn on Sinister Street. (Order Wine). Catacombs are
>located under the Mad God's Temple. (Say the password you learn in the
>sewers).
>Paladin
>Fighter
>Rogue
>Magician
>Sorceror
>1 other magic user.
>(Some people stongly recommend using a Bard instead of the Paladin or
>Fighter.)
>Good Luck. If you need help, drop me a line. (I finished it recently).
>
>--
> -Sean Dees.
> Sean...@Mindlink.bc.ca
>(Finished BT I, III, MM II, Ultima I, II, IV, Wiz I & II)

Unless I missed something here, you can't finish the game without a Bard in
the party for Harkyn's Castle.

Martin Friedrich

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May 19, 1995, 3:00:00 AM5/19/95
to
car...@phoenix.cs.uga.edu (Phillip Carter) writes:

>LAMPE inquired:

>1) Warrior
>2) Paladin
>3) Warrior
>4) Bard
>5) Magician (later Conjurer, then Sorcerer, then Wizard, then Archmage)
>6) Conjurer (later Magician, then Sorcerer, then Wizard, then Archmage)

Where's your Thief? You'll need an experienced one if you play BT3.
BTW, if you intend to play the later BTs as well, transfer your characters
from the earlier games if you want to have a chance. I found it to be a
good idea to leave BT1 with about 500HP each, BT2 with about 2000HP each.

>Many times through by now, my favourite lineup is:

>5) Archmage
>6) Archmage

Alas, there are no Archmages in BT1. They are only available in BT2 and 3.

>Rogues are useless, since any member in the party can disarm traps on
>chests once they are searched, and your mages can cast spells to perform
>other roguish tricks. The monk is the best fighter of all, but is not
>very magic resistant and has very few hit points compared to other characters
>(which is a problem when facing four groups of dragons at once, all of
>them using breath weapons on you).

But you'll need your Rogue in BT3. Hunters are nice as well, I'd exchange
one of your two warriors for a hunter, who's able to do critical hits.
Monks btw, later do up to 200 or even 400 HP damage in BT1 (around 2000 in
BT3:) which makes them good fighters as well. And they have a natural
AC of LO, later in the course of the game.

To get HP en amsse is absolutely no problem, if you know how:) At least
there was a way on the C64...

-Efchen
--
/~\ | Martin Friedrich IRC/MUD: Efchen
C oo | Postfach 1602 Solace TAPPMud: 141.65.40.11 6510
_( ^) | 91006 Erlangen Dragon m...@surprise.pro.ufz.de
~\ | GERMANY -=(UDIC)=- email:efc...@solace.franken.de

greuel matthew frank

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May 21, 1995, 3:00:00 AM5/21/95
to
My lineup included:

1.)warrior
2.)hunter
3.)monk
4.)bard
5.)archmage
6.)archmage

monks and hunters are both BAD. At higher levels hunters will critically
hit their opponent most of the time and monks are just plain nasty.
Don't bother with creating a thief. Just trapzap any chests you want.
You get that spell quick enough. Get a good horn(frost is nice) for your
bard and you will kick you will have a very strong party.

Good luck

Matt

Phillip Carter

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May 21, 1995, 3:00:00 AM5/21/95
to

I listed my first lineup in BT I:

>>1) Warrior
>>2) Paladin
>>3) Warrior
>>4) Bard
>>5) Magician (later Conjurer, then Sorcerer, then Wizard, then Archmage)
>>6) Conjurer (later Magician, then Sorcerer, then Wizard, then Archmage)

Martin answered:

>Where's your Thief? You'll need an experienced one if you play BT3.
>BTW, if you intend to play the later BTs as well, transfer your characters
>from the earlier games if you want to have a chance. I found it to be a
>good idea to leave BT1 with about 500HP each, BT2 with about 2000HP each.

I didn't use a Thief. The original poster was inquiring about my FIRST
lineup when playing the game. I have played through BT I and II and
am fully aware that transferring your characters is the best way through.

>Alas, there are no Archmages in BT1. They are only available in BT2 and 3.

Not exactly. Any mage who has mastered all seven spell levels for each
of the four mage classes is considered an Archmage. You'll notice that
above I listed the order I used to become an archmage for each character.

The Archmage doesn't have a class to himself as in BT II (and possibly III
too -- I haven't played it) but still has the use of any spell he wants.

>But you'll need your Rogue in BT3. Hunters are nice as well, I'd exchange
>one of your two warriors for a hunter, who's able to do critical hits.
>Monks btw, later do up to 200 or even 400 HP damage in BT1 (around 2000 in
>BT3:) which makes them good fighters as well. And they have a natural
>AC of LO, later in the course of the game.

Obviously you need a rogue in BT III -- "The Thief of Fate" is a strong hint
in that direction. But read the original post. The question was, what
is the best lineup for BT I?

Since the Warrior can use the Spectre Snare (which does an automatic critical
hit) and can use better shields and armour than the hunter, the hunter
becomes somewhat redundant. I don't recall if the Paladin can use the Snare
or not, but having a Paladin as the group leader was usually best since they
are so magic resistant. The third fighting character I tend to shift around
depending on what I feel like using at the time -- monk, hunter, or even
another paladin or warrior. Generally I don't use monks because they have so
few hit points, despite their fighting skills. They are so vulnerable to
magic that they aren't much use against higher-level monsters such as those
found in Mangar's tower. Even an AC of LO tends to get hit frequently then.

The best lineup for BT II or III may be quite different for some people. I
still stick by my lineup for BT I, though.

>To get HP en amsse is absolutely no problem, if you know how:) At least
>there was a way on the C64...

Yes. Go into Mangar's tower and wander about for a couple hours until you
get bored. Then teleport out and go advance a couple levels. Or go to
Harkyn's Castle, fight the four groups of 99 berserkers, and go grab a
quick sandwich while the battle is progressing.

Cheers,
Phil

--
Phil Carter -- car...@phoenix.cs.uga.edu
"Atheism's a clean place, Agachak, a flat, gray, empty place where man
makes his own destiny, and let the Gods go hang. I didn't make them; they

didn't make me; and we're quits on all of that." -- Urgit, King of the Murgos

Vctr113062

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May 21, 1995, 3:00:00 AM5/21/95
to
car...@phoenix.cs.uga.edu (Phillip Carter) writes:
>>LAMPE inquired:
>
>>1) Warrior
>>2) Paladin
>>3) Warrior
>>4) Bard
>>5) Magician (later Conjurer, then Sorcerer, then Wizard, then Archmage)
>>6) Conjurer (later Magician, then Sorcerer, then Wizard, then Archmage)
>
efc...@solace.franken.de (Martin Friedrich) writes:
>Where's your Thief? You'll need an experienced one if you play BT3.

Not exactly. You'll need a thief for BT3, but when you transfer your
experienced party over you can just create a level 1 thief and have the
other six members protect her until she's strong enough to look out for
herself. Worked great for me. Heck, you can pull a cheap trick or three to
shower your thief (or anyone else) with as much experience as you'll ever
need; I've posted it before, but if anyone wants it reposted I'll oblige.
BTW you never need any special members in your BT3 party to complete the
game.

Thieves suck in BT1 and BT2. They can't fight, can't cast spells, and
can't use most of the better magical items. They can open chests, but so
can the extremely cheap Trap-Zap spell. Big whoop. On the other hand,
thieves rule in BT3 due to their new critical hit capability and ability
to sneak up on distant opponents. The disarm-chests and identify-objects
skills are a bonus.

My BT party was:

Jackson Briggs = paladin
Reptile = hunter
Liu Kang = monk (geomancer)
John Carlton = bard
Kung Lao = archmage
Shang Tsung = archmage
Kitana = thief

If the names appear familiar, it's probably just your imagination. ^_^ The
first six guys were my party for BT I & II. I'd have a Wind Dragon
accompany them in BT1, & a Blast Dragon accompany them in BT II (when they
didn't need a specific special member to get past certain points in the
game.) In BT III, I rolled up Kitana and eventually changed Liu Kang into
a Geomancer (I strongly advise the presence of a Geomancer for BT III;
their divination spells are extremely helpful and the Earth Maw spell
kills monster groups that are immune to virtually everything else.)

>BTW, if you intend to play the later BTs as well, transfer your
characters
>from the earlier games if you want to have a chance. I found it to be a
>good idea to leave BT1 with about 500HP each, BT2 with about 2000HP each.
>

Yikes! That's pretty high. My party left BT I with about half as many hit
points, and didn't get more than 1,000 hit points each until near the end
of BT III. We still trashed all the monsters (it's just a matter of
strategy. :)

>>Many times through by now, my favourite lineup is:
>
>>5) Archmage
>>6) Archmage
>

>Alas, there are no Archmages in BT1. They are only available in BT2 and
3.
>

Yes and no. There isn't a group of specific "Archmage" spells in BT I,
but magic-users who have mastered all seven spell levels of the four mage
classes are loosely considered "Archmages". The instruction manual says
so. ^_^

>>Rogues are useless, since any member in the party can disarm traps on
>>chests once they are searched, and your mages can cast spells to perform
>>other roguish tricks.

Yep (in BT1 & BT2).

>The monk is the best fighter of all, but is not
>>very magic resistant and has very few hit points compared to other
>characters
>>(which is a problem when facing four groups of dragons at once, all of
>>them using breath weapons on you).
>

If your monk wears a "Breathring" he'll be immune to stuff like that, and
carrying a pair of "Elf Boots" will help against evil spells. The monk is
probably the best fighter in BT1 and BT2, 'cause he dishes out the damage
and gets an big armor class bonus as he advances in level. However, monks
aren't all that great in the more advanced worlds of BT3. Other fighters
pick up more damaging weapons and better armor. That's why I found it
extremely useful to make my monk into a Geomancer. Sure, he lost the AC
bonus and multiple attacks, but by then the thief could switch places with
him on the roster (putting him out of harm's way) and his spells were many
times more deadly than any wimpy little 800-pont attack anyway.

>But you'll need your Rogue in BT3. Hunters are nice as well, I'd exchange
>one of your two warriors for a hunter, who's able to do critical hits.

My hunter wasn't so hot in BT1 & BT2, but by the end of BT3 he had a 98%
chance of getting a critical hit. Yowza!

>Monks btw, later do up to 200 or even 400 HP damage in BT1 (around 2000
in
>BT3:)

Clearly, you worked your BT3 characters up to a higher level than I did.
:) The Earth Maw spell still beats anything a monk could dish out, hands
down.

>which makes them good fighters as well. And they have a natural
>AC of LO, later in the course of the game.
>

>To get HP en amsse is absolutely no problem, if you know how:) At least
>there was a way on the C64...
>

BTW, as long as we're rambling about character classes I'll add that
warriors didn't seem worth bothering with. Paladins are about as lethal,
resistant to enemy spells, and can use some items that warriors can't.

Victar, fan of S&S, DW, BT I-III, & MM I - World of XEEN

THE PSI-CORP IS YOUR FRIEND
TRUST THE CORP
We're everywhere... for your convenience!

Phillip Carter

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May 22, 1995, 3:00:00 AM5/22/95
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Victar pointed out:

>BTW, as long as we're rambling about character classes I'll add that
>warriors didn't seem worth bothering with. Paladins are about as lethal,
>resistant to enemy spells, and can use some items that warriors can't.

Yes, but the Warriors can use diamond plate mail armour, which is better
than anything the Paladins can use. If my memory serves me correctly,
the Warriors can also use the Spectre Snare, while Paladins cannot -- and
you can hardly deny THAT's a useful item. =) =)

I do like Paladins tho, usually have one in my first slot.

BTW, interesting choice of names for the characters...=)

sm...@lehigh.edu

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May 22, 1995, 3:00:00 AM5/22/95
to
In article <3pomhm$t...@newsbf02.news.aol.com>, vctr1...@aol.com (Vctr113062) w
rites:

>car...@phoenix.cs.uga.edu (Phillip Carter) writes:
>>>LAMPE inquired:
>>
>>>1) Warrior
>>>2) Paladin
>>>3) Warrior
>>>4) Bard
>>>5) Magician (later Conjurer, then Sorcerer, then Wizard, then Archmage)
>>>6) Conjurer (later Magician, then Sorcerer, then Wizard, then Archmage)
>>
>efc...@solace.franken.de (Martin Friedrich) writes:
>>Where's your Thief? You'll need an experienced one if you play BT3.
>
Aw, who needs fighters or thieves anyway. Archmages, that's the ticket. NUKE
'em till they glow! Gosh, I loved the Armegeddon spell :)

bye.
============================================================================
Hey! It's THE Avatar
(note the "THE"; I'm more than the garden-variety Paragon of Virtue!)
a.k.a sm...@lehigh.edu


Kevin Fisher

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May 22, 1995, 3:00:00 AM5/22/95
to
Phillip Carter (car...@phoenix.cs.uga.edu) wrote:


: Yes. Go into Mangar's tower and wander about for a couple hours until you


: get bored. Then teleport out and go advance a couple levels. Or go to
: Harkyn's Castle, fight the four groups of 99 berserkers, and go grab a
: quick sandwich while the battle is progressing.

: Cheers,
: Phil

Actually, in anticipation of BT II I exercized my characters to near
GOD like status...after killing Mangar I kept going back to do it
again and again...needless to say, I had all the experience, gold and
specter snares I could ever hope for. I had Mangar's tower practically
committed to memory by the time BT-II appeared..

(what was WITH that hat Mangar was wearing? I always thought it was rather
funny looking...it made him look more like a gunslinger than a mad wizard..)

Phillip Carter

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May 23, 1995, 3:00:00 AM5/23/95
to
Kevin suggested a way to advance quickly in BT I...

>Actually, in anticipation of BT II I exercized my characters to near
>GOD like status...after killing Mangar I kept going back to do it
>again and again...needless to say, I had all the experience, gold and
>specter snares I could ever hope for. I had Mangar's tower practically
>committed to memory by the time BT-II appeared..

That was pretty much what I did too. Storing up Thor figurines came in handy
when I felt like picking up a powerful special slot member. I would wander in
Mangar's tower for a couple hours picking up exp until I had the feeling
I was going to wander up against something that was likely to stone my
characters, then I would go beat up on Mangar and go advance some more levels.

Having all that gold made it lots of fun to start new characters -- they
could have anything they wanted right off the bat...=)

>(what was WITH that hat Mangar was wearing? I always thought it was rather
>funny looking...it made him look more like a gunslinger than a mad wizard..)

THANK YOU!!! I thought I was the only person who saw this.

Martin Friedrich

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May 24, 1995, 3:00:00 AM5/24/95
to
vctr1...@aol.com (Vctr113062) writes:

>>Where's your Thief? You'll need an experienced one if you play BT3.

>Not exactly. You'll need a thief for BT3, but when you transfer your
>experienced party over you can just create a level 1 thief and have the
>other six members protect her until she's strong enough to look out for
>herself. Worked great for me. Heck, you can pull a cheap trick or three to
>shower your thief (or anyone else) with as much experience as you'll ever
>need; I've posted it before, but if anyone wants it reposted I'll oblige.

Yes? I'm listening:) I only know of a way in BT1 and BT2 in the C64 versions.

>BTW you never need any special members in your BT3 party to complete the
>game.

Wrong. You need a Thief in BT3, without a thief, you *cannot* kill
Tarjan. I tried, but *only* the backstab of a Thief can kill Tarjan.
NO spell, NO other Character, NOTHING can even harm Tarjan. I tried.
Again, C64 version. Others might differ.

>Thieves suck in BT1 and BT2. They can't fight, can't cast spells, and
>can't use most of the better magical items. They can open chests, but so
>can the extremely cheap Trap-Zap spell. Big whoop. On the other hand,

Huh, I need my Spell Points for something else:)

>thieves rule in BT3 due to their new critical hit capability and ability
>to sneak up on distant opponents. The disarm-chests and identify-objects
>skills are a bonus.

>>BTW, if you intend to play the later BTs as well, transfer your


>characters
>>from the earlier games if you want to have a chance. I found it to be a
>>good idea to leave BT1 with about 500HP each, BT2 with about 2000HP each.

>Yikes! That's pretty high. My party left BT I with about half as many hit
>points, and didn't get more than 1,000 hit points each until near the end
>of BT III. We still trashed all the monsters (it's just a matter of
>strategy. :)

It is? I see no use for strategy when there are Tarjan Warriors in Malefia
(BT3), who hit for 400HP each time, even with me having an AC of -50.
*sigh* Bard's Tale proportions:)

>>Alas, there are no Archmages in BT1. They are only available in BT2 and
>3.
>>
>Yes and no. There isn't a group of specific "Archmage" spells in BT I,
>but magic-users who have mastered all seven spell levels of the four mage
>classes are loosely considered "Archmages". The instruction manual says
>so. ^_^

Well, but as there are Archmages in BT2, you can't call them so:)

>>But you'll need your Rogue in BT3. Hunters are nice as well, I'd exchange
>>one of your two warriors for a hunter, who's able to do critical hits.

>My hunter wasn't so hot in BT1 & BT2, but by the end of BT3 he had a 98%
>chance of getting a critical hit. Yowza!

My characters all had 100% ion every skill they could aquire, already
when I transferred them from BT2;)

>>Monks btw, later do up to 200 or even 400 HP damage in BT1 (around 2000
>in
>>BT3:)

>Clearly, you worked your BT3 characters up to a higher level than I did.
>:) The Earth Maw spell still beats anything a monk could dish out, hands
>down.

Nope, thy began BT3 with about Level 15 *big grin*
But in their long lives they aquired hundreds of Levels.

Martin Friedrich

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May 24, 1995, 3:00:00 AM5/24/95
to
car...@phoenix.cs.uga.edu (Phillip Carter) writes:

>>Where's your Thief? You'll need an experienced one if you play BT3.

>>BTW, if you intend to play the later BTs as well, transfer your characters
>>from the earlier games if you want to have a chance. I found it to be a
>>good idea to leave BT1 with about 500HP each, BT2 with about 2000HP each.

>I didn't use a Thief. The original poster was inquiring about my FIRST


>lineup when playing the game. I have played through BT I and II and
>am fully aware that transferring your characters is the best way through.

And I only suggested creating a Thief alrready now so he has an experienced
one later in BT3.

>>Alas, there are no Archmages in BT1. They are only available in BT2 and 3.

>Not exactly. Any mage who has mastered all seven spell levels for each


>of the four mage classes is considered an Archmage. You'll notice that
>above I listed the order I used to become an archmage for each character.

But he does not have the Spells of the class "Archmage" in BT2. He'll be
*NO* Archmage when being transferred to BT2.

>The Archmage doesn't have a class to himself as in BT II (and possibly III
>too -- I haven't played it) but still has the use of any spell he wants.

Except the Archmage Spells from BT2:)

>>But you'll need your Rogue in BT3. Hunters are nice as well, I'd exchange
>>one of your two warriors for a hunter, who's able to do critical hits.

>>Monks btw, later do up to 200 or even 400 HP damage in BT1 (around 2000 in

>>BT3:) which makes them good fighters as well. And they have a natural


>>AC of LO, later in the course of the game.

>Obviously you need a rogue in BT III -- "The Thief of Fate" is a strong hint


>in that direction. But read the original post. The question was, what
>is the best lineup for BT I?

Yes, but if you plan to play BT3 as well, and that was what I wrote, you
should create a thief now. If you plan to play BT1 *only* forget the Thief.
But I'd recommed playing all BTs, as they're good:)

>The best lineup for BT II or III may be quite different for some people. I
>still stick by my lineup for BT I, though.

But I found BT3 pretty much impossible, if you create a new party.
I had much difficulties with may super-characters from BT1. So all I
suggested was thinking in advance, if you play on.

>>To get HP en amsse is absolutely no problem, if you know how:) At least
>>there was a way on the C64...

>Yes. Go into Mangar's tower and wander about for a couple hours until you


>get bored. Then teleport out and go advance a couple levels. Or go to
>Harkyn's Castle, fight the four groups of 99 berserkers, and go grab a
>quick sandwich while the battle is progressing.

No. Wrong. You'd need 200.000xp to advance a level above 20 or so.
There's a better way, to advance about 13 levels, when you've been
at the Berserkers' :)
So, each time you visit the Berserkers you get to advance 13 Levels. *bg*

Ben Morgan

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May 25, 1995, 3:00:00 AM5/25/95
to
In article <3pomhm$t...@newsbf02.news.aol.com> vctr1...@aol.com (Vctr113062) writes:
>My BT party was:
>Jackson Briggs = paladin
>Reptile = hunter
>Liu Kang = monk (geomancer)
>John Carlton = bard
>Kung Lao = archmage
>Shang Tsung = archmage
>Kitana = thief

Nice lineup. I always used:

Groo (fighter, sometimes a hunter)
Pal (Thief)
Drumm (Monk, sometimes a fighter)
The Minstrel (bard - duh!)
Arba (Magician->Sorcerer->Wizard->Conjuror->Archmage)
Dakarba (Conjuror->Sorcerer->Magician->Wizard->Archmage)

with some backups:

Taranto (fighter)
The Sage (standard mage progression)
Rufferto (standard mage progression, don't ask me why)

I played several times, so the characters sometimes changed when I would lose
the disk and had to start over again.

I had the party saved under "The Groo Crew".

---------------------------------------------------------------------
Ben Morgan | Better to be thought a fool than to open your mouth
be...@cnct.com | and eliminate all doubt.
Paradox, Inc. | -- Mark Twain
Brujah Forever |
---------------------------------------------------------------------

Matuse

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May 27, 1995, 3:00:00 AM5/27/95
to
In article <3pomhm$t...@newsbf02.news.aol.com> vctr1...@aol.com (Vctr113062) writes:
>car...@phoenix.cs.uga.edu (Phillip Carter) writes:
>>>LAMPE inquired:
>efc...@solace.franken.de (Martin Friedrich) writes:
>>Where's your Thief? You'll need an experienced one if you play BT3.

>If the names appear familiar, it's probably just your imagination. ^_^ The


>first six guys were my party for BT I & II. I'd have a Wind Dragon
>accompany them in BT1, & a Blast Dragon accompany them in BT II (when they
>didn't need a specific special member to get past certain points in the
>game.)

Nah, the best special member for BTII was a kringle brother. Get your
archmage alone in the group, and cast the brkr spell, and it fills up the
group with kringles...ungroup all the lame ones, recast to your own whim,
and its easy to get one with over 1k hp.

>Yikes! That's pretty high. My party left BT I with about half as many hit
>points, and didn't get more than 1,000 hit points each until near the end
>of BT III. We still trashed all the monsters (it's just a matter of
>strategy. :)

Strategy is nothing...bring a set of stone swords for each person in your
group who can use it, and they kill everything in a single hit. I went with
a paladin, a warrior, a monk (who geomanced) 2 archmages, and a
chronomancers (who used to be an archmage), and the entire game was a
combat joke until maelafia, and even then, it was still a combat joke,
just an annoying map.

>>But you'll need your Rogue in BT3. Hunters are nice as well, I'd exchange
>>one of your two warriors for a hunter, who's able to do critical hits.
>
>My hunter wasn't so hot in BT1 & BT2, but by the end of BT3 he had a 98%
>chance of getting a critical hit. Yowza!

Hunters are the epitome of worthless in BTIII, stone swords are 100%
critical hit every time :)

Fighter classes in general were useless in BTII after a certain
point...they simply couldn't hit a damn thing, I'd end up equipping them
all with aram's knives, and hurling them (an automatic hit) every round.
3 archmages was a big help tho :)

Vctr113062

unread,
May 29, 1995, 3:00:00 AM5/29/95
to
>In article <3pomhm$t...@newsbf02.news.aol.com> vctr1...@aol.com
(Vctr113062)
>writes:
>>car...@phoenix.cs.uga.edu (Phillip Carter) writes:
>>>>LAMPE inquired:
>>efc...@solace.franken.de (Martin Friedrich) writes:
>>>Where's your Thief? You'll need an experienced one if you play BT3.
>
>>If the names appear familiar, it's probably just your imagination. ^_^
The
>>first six guys were my party for BT I & II. I'd have a Wind Dragon
>>accompany them in BT1, & a Blast Dragon accompany them in BT II (when
they
>>didn't need a specific special member to get past certain points in the
>>game.)

mat...@netcom.com (Matuse) writes:
>Nah, the best special member for BTII was a kringle brother. Get your
>archmage alone in the group, and cast the brkr spell, and it fills up the

>group with kringles...ungroup all the lame ones, recast to your own whim,

>and its easy to get one with over 1k hp.
>

They have good AC & hit points, but lack a critical hit capability. I
prefer to have a special member that I can count on to take out at least
one bad guy per round. :)

>>Yikes! That's pretty high. My party left BT I with about half as many
hit
>>points, and didn't get more than 1,000 hit points each until near the
end
>>of BT III. We still trashed all the monsters (it's just a matter of
>>strategy. :)
>
>Strategy is nothing...bring a set of stone swords for each person in your

>group who can use it, and they kill everything in a single hit.

Yes, the stoneblades were very useful in BT2, and my characters were able
to bring them into BT3, but the transferred stoneblades lost their
critical hit capablity. My Paladin would swing a stoneblade and inflict a
measley 9 hp damage. I never found any other stoneblades in all of BT3. My
Paladin eventually settled on a Holy Lance that, combined with his
mutliple attack capability, inflicted 1000+ hp damage per round.

>I went with
>a paladin, a warrior, a monk (who geomanced) 2 archmages, and a
>chronomancers (who used to be an archmage), and the entire game was a
>combat joke until maelafia, and even then, it was still a combat joke,
>just an annoying map.
>

Malefia was mostly a combat joke, with the exception of the Pit Fiends(?).
2 of them would hurt us with spells from 30 feet away and NOTHING would
touch them (not even the NUKE spell!) except for Bard's Deathhorns and the
Geomancer's Earth Maw spell.

>>>But you'll need your Rogue in BT3. Hunters are nice as well, I'd
exchange
>>>one of your two warriors for a hunter, who's able to do critical hits.
>>
>>My hunter wasn't so hot in BT1 & BT2, but by the end of BT3 he had a 98%
>>chance of getting a critical hit. Yowza!
>
>Hunters are the epitome of worthless in BTIII, stone swords are 100%
>critical hit every time :)

I wonder if you played a slightly different version of BT III than I did,
'cause I didn't see stoneblades anywhere. I know the IBM version of BT II
by Slash corp. had slight differences from the previous Commedore version,
'cause I've played both...


>
>Fighter classes in general were useless in BTII after a certain
>point...they simply couldn't hit a damn thing, I'd end up equipping them
>all with aram's knives, and hurling them (an automatic hit) every round.
>3 archmages was a big help tho :)
>

My paladin could hit the weaker Malefia creatures OK, it was the monk who
was useless at higher levels... until we turned him into a Geomancer, so
that he sling the magic along with our archmage and chronomancer. (Of
course, being a mage he could cast the NUKE spell too :)

Rache Bartmoss

unread,
May 29, 1995, 3:00:00 AM5/29/95
to
vctr113062 # aol.com@242:4900/99.0 meinte am 29.05.95
zum Thema "Re: Bardtale need help needed":

vac> My paladin could hit the weaker Malefia creatures OK, it was the monk who
vac> was useless at higher levels... until we turned him into a Geomancer, so
vac> that he sling the magic along with our archmage and chronomancer. (Of
vac> course, being a mage he could cast the NUKE spell too :)

Aww, you converted your monk?? I dropped my Paladin. The monk is THE best
fighter... But only, of course, if you give him no (!) weapon. Compared to
that a Paladin is a wimp. I made mine the Geomancer.

Oh, folks, how much I would like another BT. Never before has being
munchkin been so much fun. :-) :-)

CYa.... Rache_B...@digital.fido.de


Matuse

unread,
May 30, 1995, 3:00:00 AM5/30/95
to
In article <3qbmr0$6...@newsbf02.news.aol.com> vctr1...@aol.com (Vctr113062) writes:
>>In article <3pomhm$t...@newsbf02.news.aol.com> vctr1...@aol.com
>(Vctr113062)writes:

>>>car...@phoenix.cs.uga.edu (Phillip Carter) writes:
>>>>>LAMPE inquired:
>>>efc...@solace.franken.de (Martin Friedrich) writes:
>mat...@netcom.com (Matuse) writes:
>>Nah, the best special member for BTII was a kringle brother. Get your
>>archmage alone in the group, and cast the brkr spell, and it fills up the
>>group with kringles...ungroup all the lame ones, recast to your own whim,
>>and its easy to get one with over 1k hp.

>They have good AC & hit points, but lack a critical hit capability. I
>prefer to have a special member that I can count on to take out at least
>one bad guy per round. :)

I tried using the charm spell on those little ninja fucks in "That
Dungeon" (its been a really long time, and i don't remember the dungeon
names very well). Cause they have 100% critical hit...but after fiddling
with them for a while, I went back to my kringle brother.

>>>Yikes! That's pretty high. My party left BT I with about half as many
>hit
>>>points, and didn't get more than 1,000 hit points each until near the
>end
>>>of BT III. We still trashed all the monsters (it's just a matter of
>>>strategy. :)
>>
>>Strategy is nothing...bring a set of stone swords for each person in your
>
>>group who can use it, and they kill everything in a single hit.
>
>Yes, the stoneblades were very useful in BT2, and my characters were able
>to bring them into BT3, but the transferred stoneblades lost their
>critical hit capablity. My Paladin would swing a stoneblade and inflict a
>measley 9 hp damage. I never found any other stoneblades in all of BT3. My
>Paladin eventually settled on a Holy Lance that, combined with his
>mutliple attack capability, inflicted 1000+ hp damage per round.

Strange, I had exactly the opposite experience...in BTII, the stone
blades never did a damn thing, but in BTIII they were the bane of the
universe. I mean, geeze, I killed toe-jam (errr, tarjan) with a single
hit from the things.

>>I went with
>>a paladin, a warrior, a monk (who geomanced) 2 archmages, and a
>>chronomancers (who used to be an archmage), and the entire game was a
>>combat joke until maelafia, and even then, it was still a combat joke,
>>just an annoying map.
>>
>Malefia was mostly a combat joke, with the exception of the Pit Fiends(?).
>2 of them would hurt us with spells from 30 feet away and NOTHING would
>touch them (not even the NUKE spell!) except for Bard's Deathhorns and the
>Geomancer's Earth Maw spell.

Hmm, memory vague there, My usual strategy for the guys that like to hand
back is 1) sneak the thief up to stab them to death, 2) use the geomancer
spell that brings all opponents to 10', and then cut 'em to shreds.

>>>>But you'll need your Rogue in BT3. Hunters are nice as well, I'd
>exchange
>>>>one of your two warriors for a hunter, who's able to do critical hits.
>>>
>>>My hunter wasn't so hot in BT1 & BT2, but by the end of BT3 he had a 98%
>>>chance of getting a critical hit. Yowza!
>>
>>Hunters are the epitome of worthless in BTIII, stone swords are 100%
>>critical hit every time :)
>
>I wonder if you played a slightly different version of BT III than I did,
>'cause I didn't see stoneblades anywhere. I know the IBM version of BT II
>by Slash corp. had slight differences from the previous Commedore version,
>'cause I've played both...

Well, I never found a blade on BTIII, I carted a bunch of them over from
BTII. On a lark I tested them, just to see (cause they didn't work at ALL
in 2), found that they ruled, and that was all she wrote.

And I played the AppleII version.

>>Fighter classes in general were useless in BTII after a certain
>>point...they simply couldn't hit a damn thing, I'd end up equipping them
>>all with aram's knives, and hurling them (an automatic hit) every round.
>>3 archmages was a big help tho :)
>>

>My paladin could hit the weaker Malefia creatures OK, it was the monk who

>was useless at higher levels... until we turned him into a Geomancer, so

>that he sling the magic along with our archmage and chronomancer. (Of

>course, being a mage he could cast the NUKE spell too :)

BT3 I never had any trouble hitting anything. It was BT2 (which I
eventually stopped playing out of total frustration) that my group was
composed of pathetic weaklings, despite having near ideal equipment, 3
full-class archmages, and no one below level 50 (or maybe higher).

Vctr113062

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May 31, 1995, 3:00:00 AM5/31/95
to
[...]

mat...@netcom.com (Matuse) writes:
>I tried using the charm spell on those little ninja fucks in "That
>Dungeon" (its been a really long time, and i don't remember the dungeon
>names very well). Cause they have 100% critical hit...but after fiddling
>with them for a while, I went back to my kringle brother.
>
I remember those guys. The first time I played BT2, I was on a friend's
computer. I had two archmages in back, and four fighters up front. Every
round, I'd instruct one archmage to cast Heal All and the other, faster
archmage to cast Mangar's Mallet. Then what would happen each round is

a) The ninja bastards kill my front four party members
b) Mangar's Mallet would take out some of the ninja
c) The front four party members are brought back to life, fresh for
another round

Repeat until yer outta spell points. ^_^ The ninja are deadly, but quite
vulnerable to magic (which makes them poor party members if you're going
up against wizards 'n' such.)

The second time I played BT2, I was on my own & just trying to give my
party some extra experience in preparation for BT3. I just brought a pair
of speedboots and ran from everybody in the third level of the Maze of
Dread.

[...]


>
>Strange, I had exactly the opposite experience...in BTII, the stone
>blades never did a damn thing, but in BTIII they were the bane of the
>universe. I mean, geeze, I killed toe-jam (errr, tarjan) with a single
>hit from the things.
>

Strange is the right word, since Tarjan is supposed to be invulnerable to
everything except one specific weakness, and stoneblades aren't supposed
to be it ;-)
[...]


>BT3 I never had any trouble hitting anything. It was BT2 (which I
>eventually stopped playing out of total frustration) that my group was
>composed of pathetic weaklings, despite having near ideal equipment, 3
>full-class archmages, and no one below level 50 (or maybe higher).

Yeah, the combat in BT2 dragged on and on and on... (in fact, I'd say this
was the biggest weakness of the entire BT series. Might & Magic had a much
nicer balance of combat vs. riddles & puzzles). The second time I played
it, my party was just doing quick run-and-grabs to get the wand segments,
and the final battle with Lagoth Zanta was touch-and-go at times.

Matuse

unread,
Jun 1, 1995, 3:00:00 AM6/1/95
to
In article <3qjdik$r...@newsbf02.news.aol.com> vctr1...@aol.com (Vctr113062) writes:
>[...]

>mat...@netcom.com (Matuse) writes:
>>BT3 I never had any trouble hitting anything. It was BT2 (which I
>>eventually stopped playing out of total frustration) that my group was
>>composed of pathetic weaklings, despite having near ideal equipment, 3
>>full-class archmages, and no one below level 50 (or maybe higher).
>
>Yeah, the combat in BT2 dragged on and on and on... (in fact, I'd say this
>was the biggest weakness of the entire BT series. Might & Magic had a much
>nicer balance of combat vs. riddles & puzzles). The second time I played
>it, my party was just doing quick run-and-grabs to get the wand segments,
>and the final battle with Lagoth Zanta was touch-and-go at times.

It wasn't that the combat dragged on, it was that it was over in a single
round. I went to the dreamstone dungeon, and those shithead "mike's
golems" would walk in and wipe out my whole group in a single round,
mallets and healalls notwithstanding, even running didn't help after a while.

Dungeon of Dread I actually enjoyed :)


Martin Friedrich

unread,
Jun 1, 1995, 3:00:00 AM6/1/95
to
sm...@Lehigh.EDU writes:

>In article <3pomhm$t...@newsbf02.news.aol.com>, vctr1...@aol.com (Vctr113062) w
>rites:

>>car...@phoenix.cs.uga.edu (Phillip Carter) writes:
>>>>LAMPE inquired:
>>>

>>>>1) Warrior
>>>>2) Paladin
>>>>3) Warrior
>>>>4) Bard
>>>>5) Magician (later Conjurer, then Sorcerer, then Wizard, then Archmage)
>>>>6) Conjurer (later Magician, then Sorcerer, then Wizard, then Archmage)
>>>

>>efc...@solace.franken.de (Martin Friedrich) writes:
>>>Where's your Thief? You'll need an experienced one if you play BT3.
>>

>Aw, who needs fighters or thieves anyway. Archmages, that's the ticket. NUKE
>'em till they glow! Gosh, I loved the Armegeddon spell :)

There is no armageddon spell in Bard's Tale.

Martin Friedrich

unread,
Jun 1, 1995, 3:00:00 AM6/1/95
to
vctr1...@aol.com (Vctr113062) writes:

>They have good AC & hit points, but lack a critical hit capability. I
>prefer to have a special member that I can count on to take out at least
>one bad guy per round. :)

And I prefer Monsters who could take out more than one enemy in one round,
such as Dragons or a Demon Lord:)

>Yes, the stoneblades were very useful in BT2, and my characters were able
>to bring them into BT3, but the transferred stoneblades lost their

I took my Spectre Snares from BT1 to BT2, very useful:)

>critical hit capablity. My Paladin would swing a stoneblade and inflict a

And Stoneblades didn't lose their petrifying power in BT3. Not for me.
Unfortunately Spectre Snares won't be transferred from 2 to 3.

>measley 9 hp damage. I never found any other stoneblades in all of BT3. My
>Paladin eventually settled on a Holy Lance that, combined with his
>mutliple attack capability, inflicted 1000+ hp damage per round.

>>Hunters are the epitome of worthless in BTIII, stone swords are 100%

>>critical hit every time :)

>I wonder if you played a slightly different version of BT III than I did,
>'cause I didn't see stoneblades anywhere. I know the IBM version of BT II
>by Slash corp. had slight differences from the previous Commedore version,
>'cause I've played both...

The PC versions play different from the C64 versions. I dare say the C64
versions are the better ones. They also had better graphics. YES!:)

Jeremy A. Gaudet

unread,
Jun 3, 1995, 3:00:00 AM6/3/95
to

>>Aw, who needs fighters or thieves anyway. Archmages, that's the ticket. NUKE
>>'em till they glow! Gosh, I loved the Armegeddon spell :)
>
>There is no armageddon spell in Bard's Tale.
>
>-Efchen
>--
> /~\ | Martin Friedrich IRC/MUD: Efchen
> C oo | Postfach 1602 Solace TAPPMud: 141.65.40.11 6510
> _( ^) | 91006 Erlangen Dragon m...@surprise.pro.ufz.de
> ~\ | GERMANY -=(UDIC)=- email:efc...@solace.franken.de

He was close... Armegeddon, Gotterdamurung...

Rache Bartmoss

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Jun 3, 1995, 3:00:00 AM6/3/95
to
efchen # solace.franken.de@242:4900/99.0 meinte am 01.06.95

zum Thema "Re: Bardtale need help needed":

esfd> >Yes, the stoneblades were very useful in BT2, and my characters were
esfd> >able to bring them into BT3, but the transferred stoneblades lost their
esfd>
esfd> I took my Spectre Snares from BT1 to BT2, very useful:)

The only REALLY usefull things to have the Death Horns from BT3 (always
carried two of them) and of course these daggers that let Rogues hide in
Shadows with 100% success rate. Very useful in the Shadow realm. (Sceadu?)

esfd> The PC versions play different from the C64 versions. I dare say the C64
esfd> versions are the better ones. They also had better graphics. YES!:)

Especially BT3. Boy do I hate those PC gfx! ;-(

CYa.... Rache_B...@digital.fido.de

Foo Jee Ming

unread,
Jun 4, 1995, 3:00:00 AM6/4/95
to
mat...@netcom.com (Matuse) wrote:

I've played BT 1, 2 and 3 before, and I'm just curious about
something.

In BT 1 and 2, do you guys REALLY walked around making your own maps
of the dungeons? I had a look at the clue books for both of them, and
they're damn confusing, esp with those spinners!

I didn't finish BT 1, but I did it with BT 2. Maybe the party with
hacked attributes helped? ;-) Hey, maybe that's why the final battle
was such a cinch! :)


Foo Jee Ming
Kuala Lumpur, MALAYSIA
* PGP Public Key available upon request *

Jonathan J. Sy

unread,
Jun 4, 1995, 3:00:00 AM6/4/95
to
Does anybody know where I can get these old interplay RPG's? I can't find
them ANYWHERE anymore!

By the way, Dragon Wars was a cool game. A little too easy though.

Vctr113062

unread,
Jun 4, 1995, 3:00:00 AM6/4/95
to
[...]
>>Aw, who needs fighters or thieves anyway. Archmages, that's the ticket.
NUKE
>>'em till they glow! Gosh, I loved the Armegeddon spell :)
>
efc...@solace.franken.de (Martin Friedrich) writes:
>There is no armageddon spell in Bard's Tale.
>
He was probably referring to the Gotterdamurung spell, which has the input
code NUKE. I assumed "gotterdamurung" might be German "armageddon" or
something like that, but I don't know German. (looking at your .sig) you
do, right? Could you please translate for us? ^_^
[...]

>>I wonder if you played a slightly different version of BT III than I
did,
>>'cause I didn't see stoneblades anywhere. I know the IBM version of BT
II
>>by Slash corp. had slight differences from the previous Commedore
version,
>>'cause I've played both...
>
>The PC versions play different from the C64 versions. I dare say the C64
>versions are the better ones. They also had better graphics. YES!:)
>
>-Efchen
>--
> /~\ | Martin Friedrich IRC/MUD: Efchen
> C oo | Postfach 1602 Solace TAPPMud: 141.65.40.11 6510
> _( ^) | 91006 Erlangen Dragon m...@surprise.pro.ufz.de
> ~\ | GERMANY -=(UDIC)=- email:efc...@solace.franken.de

Well, here's my quickie comparison list:

In Commedore BT2, spells cast by party special members or breath weapons
from special members could never damage your enemies. In IBM BT2, they
could (I liked Blast Dragons because they had a critical hit capability
and a breath weapon. :)

In Commedore BT2, spell-drain special squares were invisible to Sorceror
Sight (though you could sense hit-drain special squares.) In IBM BT2,
Sorceror Sight detected both types of special squares.

In Commedore BT2, you could enter the casinos and play a game similar to
blackjack (only you had to tip the dealer. :) In IBM BT2, the casinos were
gone.

I'd agree with you that the Commedore version had better graphics. In
Commedore BT2, there were four different dungeon wall patterns: light blue
(Dark Doman, Fanskar's Castle, Dargoth's Tower), pink with bones (Tombs),
deep blue bricks (Oscon's Fortress, Destiny Stone) and garish yellow
wallpaper (Maze of Dread, Grey Crypt). In IBM BT2, there were two
different dungeon wall patterns: sewer green and reddish sewer green with
skulls. :-P One particular note: the Sage looks much younger in the IBM
version than the Commedore version.

The bard tunes sounded different from the Commedore version, though they
still had the same game effects. The melodies of the Commedore BT2 songs
were recycled in various IBM BTI & BT2 songs, except for the Commedore's
"Zanduvar Carack." Which is a shame since that one was the prettiest of
the seven... ^_^ I'd say that the Commedore had better music.

The IBM version clarified at least one riddle. The Grey Crypt magic mouth
that warns the party that it's passing the point of no return gave hints
about the answers to the Sphinx's riddle, saying something about "from
death" and "wizely". Those phrases weren't in the Commedore version.

In the Commedore version, you couldn't cast spells or use magic items in
an anti-magic zone (except bard magic items). In the IBM version, you
couldn't cast spells but could use magic items in an anti-magic zone.

The Commedore version called one magic item a "nospen ring." The spelling
error was fixed in the IBM version, where they call it a "nospin ring".

That's all the ones off the top of my head. Overall, the Commedore version
looked & sounded nicer, but the IBM version was easier to play.

Jason L Tibbitts III

unread,
Jun 5, 1995, 3:00:00 AM6/5/95
to Foo Jee Ming
>>>>> "FJM" == Foo Jee Ming <f...@krynn.pl.my> writes:

FJM> In BT 1 and 2, do you guys REALLY walked around making your own maps
FJM> of the dungeons?

Yes. It was tedious. It was also fun and rewarding. I mapped every
square of every level; I think I still have my BT2 maps around somewhere.

FJM> I had a look at the clue books for both of them, and they're damn
FJM> confusing, esp with those spinners!

Clue books? Bah! With most clue books, the game becomes a waste of many
hours just to see the ending animation. You miss the meat in the middle.

FJM> I didn't finish BT 1, but I did it with BT 2. Maybe the party with
FJM> hacked attributes helped?

Wow. Hacked attributes. As if your characters weren't already obscenely
strong by the end. Heck, if you chose your destiny knight right you could
never die.

--
Jason L. Tibbitts III - ti...@tcamc.uh.edu - 713/743-8687 - 221SR1
System Admin: Texas Center for Advanced Molecular Computation
1994 PC800 "Kuroneko" DoD# 1723 GM/CS/S
d--- -p+ c++++ l++ u+++ e+ m---(++) n--- s/-- h* f+ g+ w+ t- r- y+**

Matuse

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Jun 5, 1995, 3:00:00 AM6/5/95
to
In article <3qsn96$7...@jaring.my> f...@krynn.pl.my writes:
>mat...@netcom.com (Matuse) wrote:
>>In article <3qjdik$r...@newsbf02.news.aol.com> vctr1...@aol.com (Vctr113062) writes:
>>>mat...@netcom.com (Matuse) writes:
>>>>BT3 I never had any trouble hitting anything. It was BT2 (which I
>>>>eventually stopped playing out of total frustration) that my group was
>>>>composed of pathetic weaklings, despite having near ideal equipment, 3
>>>>full-class archmages, and no one below level 50 (or maybe higher).
>>>
>>>Yeah, the combat in BT2 dragged on and on and on... (in fact, I'd say this
>>>was the biggest weakness of the entire BT series. Might & Magic had a much
>>>nicer balance of combat vs. riddles & puzzles). The second time I played
>>>it, my party was just doing quick run-and-grabs to get the wand segments,
>>>and the final battle with Lagoth Zanta was touch-and-go at times.
>
>>It wasn't that the combat dragged on, it was that it was over in a single
>>round. I went to the dreamstone dungeon, and those shithead "mike's
>>golems" would walk in and wipe out my whole group in a single round,
>>mallets and healalls notwithstanding, even running didn't help after a while.
>
>I've played BT 1, 2 and 3 before, and I'm just curious about
>something.
>
>In BT 1 and 2, do you guys REALLY walked around making your own maps
>of the dungeons? I had a look at the clue books for both of them, and
>they're damn confusing, esp with those spinners!

>
>I didn't finish BT 1, but I did it with BT 2. Maybe the party with
>hacked attributes helped? ;-) Hey, maybe that's why the final battle
>was such a cinch! :)

Mapmaking is an art.

The new thing of have automappers is a nice convenience, but I will
either flat-out memorize a place, or make a map of it.

As for spinners...equip your monk with a nospin ring, and those cease to
be any kind of problem :)


Vctr113062

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Jun 6, 1995, 3:00:00 AM6/6/95
to
mat...@netcom.com (Matuse) wrote:
>>In article <3qjdik$r...@newsbf02.news.aol.com> vctr1...@aol.com
(Vctr113062)
>writes:
>>>[...]

>>>mat...@netcom.com (Matuse) writes:
>>>>BT3 I never had any trouble hitting anything. It was BT2 (which I
>>>>eventually stopped playing out of total frustration) that my group was

>>>>composed of pathetic weaklings, despite having near ideal equipment, 3

>>>>full-class archmages, and no one below level 50 (or maybe higher).
>>>
>>>Yeah, the combat in BT2 dragged on and on and on... (in fact, I'd say
this
>>>was the biggest weakness of the entire BT series. Might & Magic had a
much
>>>nicer balance of combat vs. riddles & puzzles). The second time I
played
>>>it, my party was just doing quick run-and-grabs to get the wand
segments,
>>>and the final battle with Lagoth Zanta was touch-and-go at times.
>
>>It wasn't that the combat dragged on, it was that it was over in a
single
>>round. I went to the dreamstone dungeon, and those shithead "mike's
>>golems" would walk in and wipe out my whole group in a single round,
>>mallets and healalls notwithstanding, even running didn't help after a
>>while.
>

When I was playing on the Commedore, I shared a party with a friend, and
between us we kicked them up to approximately level 100 or so, which was
strong enough to survive battles in the Destiny Stone. (As for the Mike's
Golems & such, the first 4 party members are human shields while the two
archmages in back cast Mangar's Mallet & Heal All :).

The second time I played, my party was transferred from BT1 & the
archmages were only level 7, so I had my party leader carry a speedboots
(which help you run away from encounters) and ran from everything that
moved.

f...@krynn.pl.my (Foo Jee Ming) writes:
>I've played BT 1, 2 and 3 before, and I'm just curious about
>something.
>
>In BT 1 and 2, do you guys REALLY walked around making your own maps
>of the dungeons?

In my case, yes. For BT especially, you NEED maps to get absolutely
anywhere, unless you've got a superhuman memory. You need 'em in BT3, too.
BT3 has an automap feature, but you lose the automap every time you leave
a specific dungeon level and return, or save the game & return.

I prefer to draw maps as I go on whether there's an auto-mapping feature
or not. The auto-maps are nice supplements that use to check the accuracy
of my hand-drawn maps. One reason I like to do this is because I can make
notes of where idol X or fountain Y is on my own map, but I can't write
the locations on the computer screen (except World of XEEN, where the
computer even records notes for you! XEEN is the most user-friendly CRPG
I've ever seen. :)

>I had a look at the clue books for both of them, and
>they're damn confusing, esp with those spinners!
>

It helps if you can a "nospen" or "nospin" ring. Carrying it will
automatically deactivate all spinners. You might pick up such a ring as
loot while hacking your way through the Grey Crypt.

Incidentally, BT2 has some of the most diabolically devious maps you'll
ever find. If you can map BT2, you can map virtually anything. ^_^

Rache Bartmoss

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Jun 7, 1995, 3:00:00 AM6/7/95
to
vctr113062 # aol.com@242:4900/99.0 meinte am 04.06.95

zum Thema "Re: Bardtale need help needed":

vac> He was probably referring to the Gotterdamurung spell, which has the
vac> input code NUKE. I assumed "gotterdamurung" might be German "armageddon"
vac> or something like that, but I don't know German. (looking at your .sig)
vac> you do, right? Could you please translate for us? ^_^

I think Armageddon is fairly close. The correct german word is
Goetterdaemmerung. (with two little dots on th o and a ;). I however like to
refer to it as Goetterhaemmerung.. ;) (ie, beating the living crap out of gods)


CYa.... Rache_B...@digital.fido.de

Martin Friedrich

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Jun 10, 1995, 3:00:00 AM6/10/95
to
vctr1...@aol.com (Vctr113062) writes:

>[...]
>He was probably referring to the Gotterdamurung spell, which has the input
>code NUKE. I assumed "gotterdamurung" might be German "armageddon" or
>something like that, but I don't know German. (looking at your .sig) you


>do, right? Could you please translate for us? ^_^

Yep, okay, right, I was wrong:) Götterdämmerung is Armageddon. Strange
spelling in english, though;)

>The Commedore version called one magic item a "nospen ring." The spelling
>error was fixed in the IBM version, where they call it a "nospin ring".

It was Nospin Ring in my C64-Version.

>That's all the ones off the top of my head. Overall, the Commedore version
>looked & sounded nicer, but the IBM version was easier to play.

And faster;)

Rache Bartmoss

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Jun 14, 1995, 3:00:00 AM6/14/95
to
efchen # solace.franken.de@242:4900/99.0 meinte am 10.06.95

zum Thema "Re: Bardtale need help needed":

esfd> It was Nospin Ring in my C64-Version.

It is possible that it was called "nospen" on Amiga. A friend of mine had a
few problems with a "nospen" ring. I always thought it was a problem of
pronounciation for him to realize it was "No Spin" and not "nosPEN". However,
now I'm not so sure. Perhaps he really had a "nospen" ring.

CYa.... Rache_B...@digital.fido.de

Kevin Fisher

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Aug 2, 1995, 3:00:00 AM8/2/95
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Rick_Micha...@cup.portal.com wrote:
: It is called "The Bard's Tale". I'd strongly recommend you use a Bard as
: one of your part members. A fair amount of the game revolves around
: the Bard. You find a number of magical instuments that are only playable
: by the Bard, for instance a Fire Horn if I remember correctly, that does
: mass damage to all opponets. There's a huge battle in one of the castles
: where you are up against something like 80 opponets. Two magic users &
: a Bard equiped with a Horn make it winable. The Bard is a generalist
: IMO similar to a Ranger in other RPGs. He can play a tune to increase moral
: as well as use some magical items & is a passable fighter. All this & how
: do you recharge a Bard's abilities? Magic crystals? Power Ring? No! You
: just bring him to a tavern & buy him a beer! Just like real life!
: Rick

Actually, I thought the game was called "Tales of the Unknown, Volume 1:
The bard's Tale" (just being nitpicky :).

I believe a bard is absolutely essential in this game, as there are parts
you just can't get by (at least not easily) without one. In Harkyn's
tower you NEED a bard to open the secret door behind the throne, no
other character will do. I suppose you could Phase Door back there,
but I haven't tried this. My memory is a bit fuzzy on this, but I
think that the only one who can wield the crystal sword (to kill the
crystal golem :) is a bard, as well. The Bard tune's are extremely
useful in just keeping your characters alive in the early stages
of the game, and some of them help recharge spell points. So yeah,
a bard is essential. But they're really terrible fighters, as they
don't gain multiple attacks.

Brent Veltkamp

unread,
Aug 3, 1995, 3:00:00 AM8/3/95
to
> Actually, I thought the game was called "Tales of the Unknown, Volume 1:
> The bard's Tale" (just being nitpicky :).
>
> I believe a bard is absolutely essential in this game, as there are parts
> you just can't get by (at least not easily) without one. In Harkyn's
> tower you NEED a bard to open the secret door behind the throne, no
> other character will do. I suppose you could Phase Door back there,
> but I haven't tried this. My memory is a bit fuzzy on this, but I
> think that the only one who can wield the crystal sword (to kill the
> crystal golem :) is a bard, as well. The Bard tune's are extremely
> useful in just keeping your characters alive in the early stages
> of the game, and some of them help recharge spell points. So yeah,
> a bard is essential. But they're really terrible fighters, as they
> don't gain multiple attacks.
>
> --
> Kevin G. Fisher |
> fis...@waterloo.hp.com | "Why is that toy on your head??"
> My opinions, not HP's |
> MIME Mail OK! |

Actually you do not need a bard to win, but it is a lot harder to win without
one. As for the Crystal Sword any Paladin, Warrior, Bard or Hunter can use it.
Also the bards party heal song during combat is real useful, especially early
on when you have no money(enter party attack and let the bard sing and heal
all of your wounds for free). As for being a terrible fighter that is true
but putting the bard in the forth slot excludes him from physical combat.
That position lets him play instrument after instrument and the only way to
hurt him is with magic. As for the throne, my memory is vague but it was on
the first floor of the castle and Phase Door worked on the first level.

Last note, to kill the crystal golem you only had to have one party member
carry a crystal sword, there was no need to wield it(even though it was a
decent weapon).
--
********************************************************************
* Brent Veltkamp * Motorola, Inc. *
* Software Engineer * 1301 East Algonquin Road *
* * IL02/Room 1308 *
* br...@tr.comm.mot.com * Schaumburg, IL 60196 *
********************************************************************

Paul James Zoski

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Aug 3, 1995, 3:00:00 AM8/3/95
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Kevin Fisher (fis...@waterloo.hp.com) wrote:

: Actually, I thought the game was called "Tales of the Unknown, Volume 1:


: The bard's Tale" (just being nitpicky :).

Is it that or "Bard's Tale 1: Tales of the Unknown." The third game is
definetly "Bard's Tale 3: The Thief of Fate." That's why I ask.

: I believe a bard is absolutely essential in this game, as there are parts
The Bard is essential, but there are ways around this. For example, you
can leave your bard at the guild and go adventuring with 3 monks and 3
arch-mages for a bit. Then you can go back and pick up the bard when you
need him.

: --

Kevin Fisher

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Aug 3, 1995, 3:00:00 AM8/3/95
to
Paul James Zoski (pj...@news-host.ms.uky.edu) wrote:
: Kevin Fisher (fis...@waterloo.hp.com) wrote:

: : Actually, I thought the game was called "Tales of the Unknown, Volume 1:
: : The bard's Tale" (just being nitpicky :).

: Is it that or "Bard's Tale 1: Tales of the Unknown." The third game is
: definetly "Bard's Tale 3: The Thief of Fate." That's why I ask.

Ah, just to follow up (again) on this..according to the Interplay FAQ:

Q: What RPGs has Interplay developed and/or published?
A: Many over the course of the years. Here is a list:

Bard's Tale I
(actually titled "Tales of the Unknown, Volume 1: The Bard's Tale")
Bard's Tale II: The Destiny Wand
Bard's Tale III: The Thief of Fate [see footnote 1]

Kevin Fisher

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Aug 3, 1995, 3:00:00 AM8/3/95
to
Paul James Zoski (pj...@news-host.ms.uky.edu) wrote:
: Kevin Fisher (fis...@waterloo.hp.com) wrote:

: : Actually, I thought the game was called "Tales of the Unknown, Volume 1:
: : The bard's Tale" (just being nitpicky :).

: Is it that or "Bard's Tale 1: Tales of the Unknown." The third game is
: definetly "Bard's Tale 3: The Thief of Fate." That's why I ask.

I'll let you know in a couple of days :) I'm taking a vacation and I'll
be visiting my parents, so I'll dig up the original box...that is, if
she didn't throw it away after I moved out :). I'm pretty sure
it's "Tales of the Unknown...". I believe the Interplay Faq (that
I've seen posted here a few times) has the correct name in it.

: : I believe a bard is absolutely essential in this game, as there are parts


: The Bard is essential, but there are ways around this. For example, you
: can leave your bard at the guild and go adventuring with 3 monks and 3
: arch-mages for a bit. Then you can go back and pick up the bard when you
: need him.

True. I guess the thief is the most useless character, until you hit
BT-III where he actually earns his keep. After your mages are strong
enough, TRZP is better than having a thief.

Martin Friedrich

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Aug 5, 1995, 3:00:00 AM8/5/95
to
fis...@waterloo.hp.com (Kevin Fisher) writes:

>Actually, I thought the game was called "Tales of the Unknown, Volume 1:
>The bard's Tale" (just being nitpicky :).

Actually it's The Bard's Tale I: Tales of the Unknown:)

>I believe a bard is absolutely essential in this game, as there are parts

>you just can't get by (at least not easily) without one. In Harkyn's

Wrong. You don't need a Bard at all.

>tower you NEED a bard to open the secret door behind the throne, no
>other character will do. I suppose you could Phase Door back there,

Cast a PHDO on another wall and step through, or APAR you to the desired
spot.

>but I haven't tried this. My memory is a bit fuzzy on this, but I
>think that the only one who can wield the crystal sword (to kill the
>crystal golem :) is a bard, as well. The Bard tune's are extremely

Fuzzy memory:) Wrong. All the fighters can use the Crystal Sword.

>useful in just keeping your characters alive in the early stages
>of the game, and some of them help recharge spell points. So yeah,

I always and only used the one lowering the AC. When you are fully
equipped later, even this song is useless.

>a bard is essential. But they're really terrible fighters, as they
>don't gain multiple attacks.

They are terrible fighters and are not essential.

Martin Friedrich

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Aug 5, 1995, 3:00:00 AM8/5/95
to
fis...@waterloo.hp.com (Kevin Fisher) writes:

>Ah, just to follow up (again) on this..according to the Interplay FAQ:

>Q: What RPGs has Interplay developed and/or published?
>A: Many over the course of the years. Here is a list:

> Bard's Tale I
> (actually titled "Tales of the Unknown, Volume 1: The Bard's Tale")
> Bard's Tale II: The Destiny Wand

That's definitely wrong, be it a FAQ or no, the game is called
"The Destiny Knight", the name of BTI is wrong, too, my box says:
"The Bard's Tale" and below "Tales of the Unknown".

> Bard's Tale III: The Thief of Fate [see footnote 1]

BTW, *why* is that important?:)

Vctr113062

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Aug 6, 1995, 3:00:00 AM8/6/95
to
efc...@solace.franken.de (Martin Friedrich) writes:
[...]

>I always and only used the one lowering the AC. When you are fully
>equipped later, even this song is useless.

The Bard's songs in BT1 are mostly useless, but in BT2 Sanctuary Score
gives you a higher AC bonus depending on the difficulty of the dungeon
you're in. It's particularly useful in the crypt.

fis...@waterloo.hp.com (Kevin Fisher) writes:
>>a bard is essential. But they're really terrible fighters, as they
>>don't gain multiple attacks.
>
>They are terrible fighters and are not essential.

Bards are lousy with hand-held weapons, but they can also use Firehorns to
attack an entire group of monsters in combat - a very handy ability if
you're facing, say, 99 Beserkers... ^_^

Victar
hackslashhackslashchopchopchophackslashhackslashhack
Bard's Tale I - III * Might & Magic I - V
Dragon Wars * Swords & Serpents
Shining in the Darkness * Arcana * Don't Go Alone
hackslashhackslashzapzapzapzaphackslashhackslashhack

Ivan Racan - Wooster

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Aug 18, 1995, 3:00:00 AM8/18/95
to
Hm... It has been a long time since I played and finished both Bard's Tale
and Destiny Knight (1988 or so, on Amiga 500)... As for the Bards, totally
useless charcters that just take up a place in the party, as a friend of mine
used to say, and he never finished either Tale, I suggest you just hang on to
Bard you have and curse in your party, and keep playing... While MAMAs in
Bard'sTale or The Dream Spell in Destiny Knight ZZGO (Hell, you can't cast
it anyway untill you find
the wall where it is written on:) seem very efective, Bard's songs will
proove themselves important!!! Hm.. I guess I am just rambling, seems so
long ago since I played it, and it feels nice to remember. Anyway, if you have
any questions, feel free to EMail me. I'll try to remember.. I still have the
originial notebook I used to map the dungeons and write down the riddles, so I
can look things up for you... Just a sidenote, if you manage to solve Snare #6
I believe, Oscon's Fortress, than you can trully think of other RPG or FRP
game's riddles as a joke!!! And I mean it! ###HAVE FUN###

Ivan Racan


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