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Could someone rate my party? Does it look good, or would it be better if I removed someone?

Also, judging from what you can see in this screenshot, an I ready for the Destiny Stone?

(This is the Apple 2GS version.)
Attachments:
bt2_empty.png (158 Kb)
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dtgreene: Could someone rate my party? Does it look good, or would it be better if I removed someone?

Also, judging from what you can see in this screenshot, an I ready for the Destiny Stone?

(This is the Apple 2GS version.)
Umm, are you sure you have the correct picture? The party is empty.
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dtgreene: Could someone rate my party? Does it look good, or would it be better if I removed someone?

Also, judging from what you can see in this screenshot, an I ready for the Destiny Stone?

(This is the Apple 2GS version.)
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abbayarra: Umm, are you sure you have the correct picture? The party is empty.
Yes, I am sure it's the correct party. I have heard that perfection isn't when there's nothing to add, but rather when there's nothing to take away.

You might notice, however, that the picture is neither of the Adventurer's Guild nor the "Sorry, bud" screen; *that's* what's special about this picture.

As for how it happened:
* I recruited the Gandravalk in the Destiny Stone. (Really good monster to have; it breathes for 240-960 damage to a group *every* round without fail. It does help to have a decently leveled character who can cast sPBI, so maybe don't rush to make everyone an Archmage (or play Spellsong before the fight).)
* I saved the game mid-dungeon, then warped out (dreamspell to the Tombs, leave dungeon, then APAR to Tangramayne))..
* I saved the party (including the Gandravalk) at the guild, then reloaded from thd mid-Destiny Stone save.
* While back in the Destiny Stone, I recruited a Wacum the Wiz (really good monster, perhaps even better (in most areas) than that Gandravalk; it casts Mangar's Mallet every single round), warped out, then saved the party at the guild again.
* I went out with the Gandreavalk solo, then dropped it from the party. This led to a normal game over.
* I went out with the Wacum the Wiz, got the Item of K, went to Ephesus, and sold the Item of K there.
* I then dropped the Wacum the Wiz, which gave me the "Sorry, bud" screen.
* But instead of giving me a Game Over, the game left me in what I believe is Ephesus, bit the window said that I was in Tangramayne. Even though my party was empty, I could walk around.
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abbayarra: Umm, are you sure you have the correct picture? The party is empty.
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dtgreene: Yes, I am sure it's the correct party. I have heard that perfection isn't when there's nothing to add, but rather when there's nothing to take away.

You might notice, however, that the picture is neither of the Adventurer's Guild nor the "Sorry, bud" screen; *that's* what's special about this picture.

As for how it happened:
* I recruited the Gandravalk in the Destiny Stone. (Really good monster to have; it breathes for 240-960 damage to a group *every* round without fail. It does help to have a decently leveled character who can cast sPBI, so maybe don't rush to make everyone an Archmage (or play Spellsong before the fight).)
* I saved the game mid-dungeon, then warped out (dreamspell to the Tombs, leave dungeon, then APAR to Tangramayne))..
* I saved the party (including the Gandravalk) at the guild, then reloaded from thd mid-Destiny Stone save.
* While back in the Destiny Stone, I recruited a Wacum the Wiz (really good monster, perhaps even better (in most areas) than that Gandravalk; it casts Mangar's Mallet every single round), warped out, then saved the party at the guild again.
* I went out with the Gandreavalk solo, then dropped it from the party. This led to a normal game over.
* I went out with the Wacum the Wiz, got the Item of K, went to Ephesus, and sold the Item of K there.
* I then dropped the Wacum the Wiz, which gave me the "Sorry, bud" screen.
* But instead of giving me a Game Over, the game left me in what I believe is Ephesus, bit the window said that I was in Tangramayne. Even though my party was empty, I could walk around.
Did you figure all this out yourself? That is so clever. I would never have the inventiveness to do something like what you did.
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dtgreene: Yes, I am sure it's the correct party. I have heard that perfection isn't when there's nothing to add, but rather when there's nothing to take away.

You might notice, however, that the picture is neither of the Adventurer's Guild nor the "Sorry, bud" screen; *that's* what's special about this picture.

As for how it happened:
* I recruited the Gandravalk in the Destiny Stone. (Really good monster to have; it breathes for 240-960 damage to a group *every* round without fail. It does help to have a decently leveled character who can cast sPBI, so maybe don't rush to make everyone an Archmage (or play Spellsong before the fight).)
* I saved the game mid-dungeon, then warped out (dreamspell to the Tombs, leave dungeon, then APAR to Tangramayne))..
* I saved the party (including the Gandravalk) at the guild, then reloaded from thd mid-Destiny Stone save.
* While back in the Destiny Stone, I recruited a Wacum the Wiz (really good monster, perhaps even better (in most areas) than that Gandravalk; it casts Mangar's Mallet every single round), warped out, then saved the party at the guild again.
* I went out with the Gandreavalk solo, then dropped it from the party. This led to a normal game over.
* I went out with the Wacum the Wiz, got the Item of K, went to Ephesus, and sold the Item of K there.
* I then dropped the Wacum the Wiz, which gave me the "Sorry, bud" screen.
* But instead of giving me a Game Over, the game left me in what I believe is Ephesus, bit the window said that I was in Tangramayne. Even though my party was empty, I could walk around.
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abbayarra: Did you figure all this out yourself? That is so clever. I would never have the inventiveness to do something like what you did.
Everything I did individually made sense at the time. I wanted to get those two monsters into the Adventurer's Guild because they're useful for the reasons I mentioned above. (Looking at a monster list got me the information about those two monsters.) I was also taking advantage of the game having two independent saves; the characters at the guild (who can be individually saved, which allows for things like item duplication by saving one character, then turning off the game before saving the other), and the field save that can be done anywhere. Also, Garth's inventory is saved separately (and updated when you leave the shop), which provides another avenue for item duplication; I did that to save that Item of K I stumbled across.

I dismissed the Wacum the Wiz because I wanted to deathwarp back to the Adventurer's Guild (note that the D)rop command does not save the monster that's dropped, which again allows for some item duplication), and I knew from before that in BT2, unlike BT3, doing so gives you an immediate game over. What I was not expecting, however, was to respawn outside rather than in the guild, so I had to take a screenshot and make a copy of the character disk image.

By the way, I've attached a screenshot of what happens in Bard's Tale 3 if you adventure after D)ropping the last character from the party. (Saving works the same way in BT3 as it does in this version of BT2, minus Garth's and plus the fact that the entire character file is saved as a unit, so inserting the wrong character disk can be catastrophic.)

(Also worth noting that none of these tricks will work in the remaster; those useful monsters are still useful, but unfortunately the remaster doesn't let you leave them at the guild (my biggest complaint about the remaster, actually); between that and changes to monster AI, I recommend going for a Scathe Mage instead, who will cast MAMA if it can't summon and is easier to reach.)
Attachments:
Managed to reproduce this:
* Start in the Tangramayne guild.
* Form a party containing only monsters and illusions.
* Go to Ephesus.
* D)rop everyone from the party.

You'll get a game over, but afterwords you'll be in Ephesus (even though the game says you're in Tangramayne) with an empty party.

Doing this in towns other than Ephesus can work, but in the two I tried it in, you end up in a building (temple in one case), and exiting it just leads you to another building. (This isn't actually a softlock because there's a chance for an encounter, and trying to fight that encounter (or failing to run) will result in the game realizing that you have no living party members and take you back to the Guild.)

I don't know of any other versions have this bug.

(Note that the bug remains armed until the party wipe or you enter another town.)