User manual GAMES PC THE FEEBLE FILES

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[. . . ] Nay, it did not begin like all others, for on that day we celebrated the victory over Mangar that had so recently liberated our city. Bards from the world over arrived in Skara Brae to play and herald the brave deeds of those heroes who saved us. The townspeople danced in the streets with happiness, and the great festival filled all with an overwhelming joy of life and renewed hope for the future. Then Mangar's Master, The Mad God Tarjan, arrived to reduce our day of celebration into a day of mourning. [. . . ] The Scrapwood Tavern, for one, still does good business. Despi Refugee Camp Once, there was a home to travelers called the Adventurer's Guild. Wayfarers stopped there when they wanted to slake a thirst, engage in merriment, or just rest their weary feet. Now that the plague has descended and Skara Brae has been shattered, the Refugee Camp serves as the gathering point for travelers. Although lacking the niceties of the Adventurer's Guild (tables, heating, vermin-free bedding), you can still do the same things in the Refugee Camp. Come here to create characters, form a party, and save characters to disk. This is where you will begin every game and where you will be returned should all your party perish during the quest. Review Board Once, this housed the representatives from each of the ten different classes from all over the Realm. They were responsible for advancing adventurers with enough experience points to higher levels. Now, the Old Man sits on the Board, and he alone will answer to your call for advancement. Tips from the Refugee Camp - Places · Your first adventure should be in the Mad God's dungeon in Skara Brae. Here you'll build your savvy for fighting, spellcasting, and adventuring. The Bard's Tale III Scrapwood Tavern Drink up!You may want to fill up a wineskin here so your Bard will not have to go thirsty in some of the more inhospitable, tavernless areas. While you're here, ask the barkeep how things are going. . . · Avoid Potential traps. It will disarm any trap, including the Gas Cloud trap, famous for its toxic fumes. The most powerful and dexterous characters and monsters usually strike first. In evenly matched battles, the outcome often depends on who lands the first blow (hope you have good dexterity). The monsters that you kill during combat are removed from your foe's ranks so their bodies don't pile up and interfere with battle. If anybody dies in your ranks, they are moved to the end of your party list. When combat ends, treasure and experience points are distributed among the survivors. You can increase or decrease the scrolling speed of the combat messages. See the Command Summary Card for details on how to do this on your computer. The Bard's Tale IIITM Tips from the Refugee Camp - Combat · Don't underestimate the value of dexterity. Use high dexterity and high level characters to attack especially fearsome monsters. Less dexterous characters may not survive long enough to get in the first strike. · Remember, lower is better when it comes to armor class. Use spells or Bard songs to lower it further and give you an advantage during combat. · If you're attacked by more than two groups of monsters, focus on the magic users first. [. . . ] During combat, this keeps the monsters from calling for additional help. Safety Song: Sets up an an anti-monster aura, so foes won't randomly attack you. Sanctuary Score: Lowers the party's armor class level up to a maximum of 15 points. Miscellaneous Spells These spells are available to all magic users. The catch is that you've got to find them before you can use them. [. . . ]

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