The Bard's Tale III, Thief of Fate

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    Author's notes:

      This is THE complete, solved, and written docs forBard's Tale III: TheTheif of Fate. We started playing Bard's Tale III on 6-15-88. We finished on6-23-88. We started writing this on 6-28-88. We finishedwriting this on6-29-88. We released this on 6-30-88. The 15 days betweenwhen we startedplaying, and when we finished writing this, was the worstexperience everconceived to mankind. When and if Bard's Tale IV comes out,someone elsebetter write a solve file, because we sure the hell aren't!!

      We would like to clarify for Vigilante, who gave us theinspiration towrite a real solve file, that Shahka Brae doesn't exist. Wewould also liketo tell him that the dude with the long name is actually'Brilhasti ap Tarj.'Also, the Stone Touch spell doesn't exist in Bard's TaleIII.

      The general info file we used was taken from the docstyped in by ESI. Thetrainer was taken from BBI. The fix used for the codewheelwas taken from XPB.This solve was done by Kool Kat, Wildcat, and Marduk. All inthe 404 area code.

    Call 5150 (XPB HQ) at 404-922-6798  Prowl's Place at 718-271-0478  Mafia Board/UIA at 201-692-1773  The Cutting Edge at 314-631-3279  Vital Signs at 407-965-6267

      Warez Island at 718-438-5716

    When we solved it, our characters were as follows:

    Kool Kat:

    New Sensation - Level 13 GeomancerCinderella - Level 29 ChronomancerCindefella - Level 27 ChronomancerMetallica Mage - Level 22 ArchmageBullwinkle Jr. - Level 32 MonkNikki Sixx - Level 37 BardRogue Runner - Level 32 Rogue

    Wildcat:

    Wildcat - Level 99 MonkRich the Hawk - Level 8 GeomancerBard's Tale - Level 111 BardTheif of Fate - Level 38 RogueAderack - Level 88 ArchmageConanthist - Level 21 ChronomancerNuke em - Level 88 Archmage

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    Marduk:

    Friar Tuck - Level 108 BardBrother Amigo - Level 72 MonkMarduk - Level 88 ArchmageBrian V - Level 9 GeomancerNuke em Jr. - Level 88 ArchmageThor - Level 37 RoguePocovich - Level 18 Chronomancer

    We hope you've enjoyed this awesome display of talent (yeahright!!)

    If you ever are on you knees, begging to know the locationsof the statues inMalefia, give 5150 a call and leave e-mail to one of us.

    Whaddya think about Tyson killing Spinx in 91 seconds?? Toobad Tarjanwasn't so easy to kill. Well, at least we got the 22 millionpieces of goldfinding him! Heh heh heh heh... have a nice day!

      ===} BARD'S TALE III: Thief of Fate {===

    [{ PREFACE }] As I lay dying...

    I pray my body does not fail me before I am able to completethis mostimportant missive. I pray as well that, somehow, the heroeswho once beforesaved Skara Brae will find this accounting and act upon it.I leave thisrecord so those who come after will know what horrors thatthe Mad God Tarjan

    has perpetrated, and so that they will not be lulled intobelieving thatSkara Brae was his sole target.

    How can I describe that day. May, it did not begin like allothers for onthat day we celebrated the victory over Mangar that had sorecently liberatedour city. Bards from the world arrived in Skara Brae toplay and herald thebrave deeds of those heroes who saved us. The townspeopledanced in thestreets with happiness, and the great festival filled all

    with anoverwhelming joy of life and renewed hope for the future.

    Then Mangar's Master, the The Mad God Tarjan, arrived toreduce our day ofcelebration into a day of mourning. His shadow sank thecity into pitilessblack oblivion. Foul creatures that had festered in hisflesh like maggotsburst forth to assault fair Skara Brae. People ran, but

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    could not run swiftlyenough to escape. Tarjan's minions left none untouched.

    Forgive the shakiness of my script, for life ebbs painfullyfrom my body as Iwrite. Tarjan, mocking my death curse, told me Skara Braewas barely one in aseries of conquests he had long contemplated to complete hisrevenge. Helaughed when I said heroes would come to destroy his madplan, yet I sensedfear in his voice when I promised that the legendaryHawkslayer, and thosewho defeated Margar, would return again to triumph. Aspayment for mythreat, he gave a swift twist of his jewelled sword into mybelly.

    Tarjan must be stopped. Whosoever reads this, you must getword to theheroes. This will be their greatest challenge, for upontheir efforts reststhe fate of more than Skara Brae, more than the Six Citiesof the plains.

    Their failure will mean the extinction of all life - savefor the wretchedTarjan and his servile parasites. Pray for success...andlife renewed.

    [{ OBJECTIVES }]

    You must assemble a group of adventurers who will travel tothe sevendimensions in search of the source of Skara Brae'sdestruction. Along theway, you'll gather words, spells, and items that will help

    you in your finalbattle against the repugnant Evil One. If you successfullydestroy the EvilOne, Skara Brae will be released from the bond of ruin.

    Using logic is he key to surviving in each of thedimensions. Let's sayyou're trekking around in some icy, arctic-like zone and amonstrous snowwolf steps onto your path, bares its teeth, and thenproceeds to chew offyour ankle. You have a bag of spells to chose from, but onetype of spell

    would be 'especially' effective. (Hint: Trying to freeze thesnow wolf in anice storm is not the best choice.)

    Throughout the game, you'll need to make important decisionsabout how toaccomplish certain tasks. You won't want to proceed in theusual 'WhateverWorks' method. It will pay to think it out.

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    [{ PRE-BUILT PARTIES }]

    When you enter the Refugee Camp, you'll find a group ofadventurers calledINTERPLAYERS ready to do your bidding. They're not the mostseasoned of

    adventurers, but they're good enough for you to sample Thiefof rate with.Use these characters to find out how commands work, whatdifferent races andclasses do, how it feels to get repeatedly attacked, ingeneral, what theRealm is like. When you're ready, you can create your owncharacters.

    [{ CREATING CHARACTERS }]

    I'm sure most of you know how to do this, so there's no needin the keypressing situation ... so listen up:

    RACES-----HUMANS: Their strength and inventiveness make them one ofthe best survivors.Never lacking agression , they can handle themselves in justabout any adversesetting.

    ELF: Fair of hair and skin, the Elves are slightlytaller,faster, and moreagile than humans. Although weaker, they make up for thisby being more

    skilled in magical arts and war strategies.

    DWARF: Stout and short, these people are amazingly strongand healthy.Brightness, however, isn't a shining attribute of theirs.

    HOBBIT: The Hobbit is deft and clever, which are idealtraits for thieving.Their favorite boast is 'A locked door is soon no more.'

    HALF-ELF: The result of an Elf and Human 'friendship', Half-Elves acquiretheir fair and light skin from Elves, and their physical

    bulk from Humans.

    HALF-ORC: Orcs are the henchman of evil wizards who arecapable of littlemore than following orders for physical dirty work. Half-Orcs are temperedwith Human blood, so while they're still dangerous, theyaren't completelymindless drones forever in search of necks to wrench.

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    GNOME: Gnomes are much like Dwarfs, but a little more anti-social due to adeficit in beauty. Because they've spent so much timestudying alone, Gnomeshave developed a certain flair for magic.

    CHARACTER ATTRIBUTES--------- ----------

    As you create your characters, these attributes appear abovethe racecategories at the top of the screen. They're yourcharacter's vitalstatistics. These values will determine how successful yourcharacterperforms in his or her class (or 'profession').

    STRENGTH (ST): Nobody really wishes to be light on might,but strength isespecially important to fighters.

    INTELLIGENCE (IQ): If you won't have brawn, then you betterhave the brains.

    Magicians get bonus spell points for high intelligencescores.

    DEXTERITY (DX): This helps determine how fleet of feed andnimble of handyou'll be. A high score makes you harder to hit, and helpsyou land thefirst blow. For Rogues, the higher this value, the lesslikely they'll gettheir fingers snapped off in traps.

    CONSTITUTION (CN): This represents your overall health. Thehigher this is,

    the more damage your opponent must inflict on you before youneed to startthinking about death. Should you be blessed with strongconstitution, youwill get bonus hit points.

    LUCK (LK): Luck is ambiguous and unpredictable; you neverknow what allianceit has made with fate. One thing is known about luck: luckysouls are morelikely to resist evil magic and avoid traps.

    CLASSES-------

    No one class, or profession, is nobler than the next. Asthe mix of stringson the Bard's mandolin makes for a richer sound, so will amix of callsmake for a richer journey. Create a party with no Rogues orBards, andyou'll have nobody to steal flowers for your grave and sing

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    at your funeral.While there are 13 classes to put your choosing, only eightare available tothe first-time adventurer.

    WARRIOR: It's a rare weapon that this king of fighters can'thandle. Warriorsgain an extra attack capability for every four levels ofexperience after thefirst; a reward for becoming more adept in battle.

    PALADIN: This fighter swears to battle all evil and upholdhonor and purity.Due to their virtuous nature, the Paladin can handle someenchanted weaponsthat other can't and also have greater resistance to spellscast on them.

    HUNTER: These are the skilled assassins. Their combatapproach is to aim forthe vital organs or nerve center and do away with theopponent with as littleswordplay as possible.

    MONK: These are no ordinary, somber, brown-robed, porridgeeaters. Monks areactually adept fighters skilled in the ways of martial arts.While Monks withmore experience prefer to fight with their bare hands, theycan also usetraditional weapons. A Monk's armor class improves as he orshe gains levels.

    BARD: Any Bard will tell you that music can do more thansooth the savagebeast. The Bard can do a number of things from creatinglight to

    regenerating spell points with a mere stroke of strings.

    ROGUE: This dexterous thief makes a living out of pickinglocks andneutralizing traps. If you plan on traveling without aRogue, prepare topay a high physical price for your spoils. A Rogue also hasthe ability toidentify mysterious items. And perhaps most important, aRogue can be anexcellent killer due to his or her ability to sneak up closeto an opponentbefore he or she attacks...and you'll soon find out just how

    important thisthief is to your fate.

    CONJURER: Conjurers have the ability to heal wounds andcreate physicalphenomena like fire and light.

    MAGICIAN: A Magician's specialty is to change the propertiesof physicalobjects, such as enchanting a sword, turning an enemy to

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    stone, or making adungeon wall vanish.

    SORCERER: These mages have weighty illusions, ones that anewly-madecharacter surely couldn't handle. You must know at leastthree spell levelsfrom the Magician and Conjurer classes.

    WIZARD: Rumor of the Real is that these mages have the powerto summon andbind creatures of the supernatural, creatures who reactfoully to beingdragged out of their worlds on someone else's whim.

    ARCHMAGE: Archmages must have mastered all the spells of anythree magicclasses. With this hefty experience requirement, Archmagesare undoubtedlythe most auspicious among those who cast spells for aliving.

    GEOMANCER: Fighters who want to convert to a life of a magiccan become

    Geomancers. Once they choose to change, they can still usethe armor,weapons, and magic items that the fighter can use. Beware:Bards lose theirsongs, Warriors lose their multiple attacks, Hunters losetheir critical hitability, and Monks lose their armor class bonus and multipleattacks. It'spart of the trade off.

    CHRONOMANCER: Chronomancers are the travel experts of themagic users.Before becoming one, a magic user must master all the spells

    of any threemage classes. An once you become a Chronomaster, you losethe power to useall the spells you previously learned. It may sound unfair,but theChronomancer needs to focus all of his or her attention onthe importantdimensions teleport spells. Don't think you can get aroundwithout thisspellcaster, because you can't.

    SPECIAL CHARACTER TIPS FROM THE REFUGEE CAMP

    ------- --------- ---- ---- --- ------- ----

    * Don't worry about losing a level 1 character; just makeanother one if heor she dies. However, when your characters reach level 3,regularly back upyour character disk with your favorite disk copy utility orprepare to shedtears over a lost character.

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    * If your favorite character is killed, you can resurrecthim or her withmagic, or with gold if you can find a shrine that raises thedead. You canalso turn off the computer, reboot, and reload your partyfrom the pointwhere you last saved them to disk (which means all of thecharacters lose anygold or experience points they may have earned since thelast time you savedthem.) Or, you can delete the dead character from your maincharacter disk,and replace that character from your backup disk.

    * When you roll for attributes, shoot for 16's, 17's, and18's since they canmake a big difference. For example, high dexterity givesyou bonus armorprotection and first strike capabilities; luck often letsyour survive ifyou accidentally spring a trap; constitution provides allcharacters withextra hit points; and high intelligence gives mages bonusspell points in

    later turns.

    * Certain races rely on certain attributes being strong. Amage who isstrong but not intelligent is at a far greater disadvantageat an oppositeattribute... being weak but with high intelligence.

    * Develop a Sorcerer quickly to use in the dungeons.Wizards, too, areimportant because they can summon extremely powerful specialmembers . Worktoward Archmagedom. You'll also need to prepare at least

    one character forthe role of Chronomancer.

    * Experiment with Hunters. They can often kill superiormonsters quicklybecause of their critical hit capabilities. Rogues alsohave excellentcritical hit abilities, but only when they hide in theshadows. And don'tdismiss the Monk as lightweights best left chanting in themonastery; afterthe sixth level, they're probably the best fighters of allthe classes.

    * You can always enlist the services of special members andsave them to yourparty.

    * Beware of certain magic squares. Keep an eye on yourcharacter'sstatistics while exploring. If you see that yourcharacter's spell or hitpoints are dropping for no apparent reason, your character

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    is probably on amagic square that drains power - jump off the square beforehe or she issapped of all strength.

    [{ SPECIAL CHARACTERS }]

    You may meet special characters during your travels, orsummon them with aspell or magic article (the summoned characters are alsoknown as illusionarycharacters). You can invite as many of these specialcharacters to join yourparty-granted you have the space in your party. You cansave specialcharacters to disk once you return to the Refugee Camp.

    Special characters choose their own method of attack andusually go after thefirst group of monsters that you party if facing.Illusionary charactersdisappear from the party ranks when they are killed or whena foe disbelieves

    its existence. If a nonillusionary special characters isattacked by anotherparty member for any reason, the special characterimmediately turns hostileand fights until defeated. Dead special characters can beresurrected andhealed just like your regular characters.

    Special characters can carry items for your party, but theycan't find themor use them. Only the characters you made are capable ofthis. When specialmembers are killed, anything they were carrying disappears,

    so don't havethem carry your favorite family heirloom.

    [{ MOVING UP IN LEVELS }]

    All newly-made characters start out as level one. As youadventure, fight,and gain experience, you can go up in levels. The higheryour level, thebetter you'll perform in the profession you choose: magicusers cast morespells, fighters fight more skillfully, thieves steal more

    successfully, andso on. To advance, you must go to the Review Board wherethe Old Man willreview your accomplishments and let you know if you are fitforadvancement... [Art possibly?]

    Spellcasters need to advance in levels to acquire morespells. Whatspellcasters would wish to dedicate years of study only to

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    dabble in the samehandful of tepid spells all of their lives? The followingtables shows atwhat level spellcasters can use certain level spells. Forinstance, a Wizardwith an experience level of 3 can only use spells up to thesecond level.Spellcasters have seven spell levels that they can acquire.

    EXPERIENCE LEVEL/SPELL LEVEL

    1/1 8/42/1 9/53/2 10/54/2 11/65/3 12/66/3 13+/77/4

    You can advance to a new, more powerful mage class once youlearn enoughspells from enough mage classes. Just how many spells andjust which mageclasses you must learn depend on which mage class you want

    to advance to.When you go to the Review Board, you'll find out exactlywhich classes youcan advance to at that time.

    For those seeking to change classes, your experience pointswill reset tozero, but your other attributes such as hit points, spellpoints, and goldremain unaffected. A warning to magic users: once youadvance to a new magespells, you don't get the chance to learn the magic classesand spell levels

    that you skipped. For instance, if you become an Archmagewithout havingstudied the Sorcerer spells, you cannot go back to learnthose Sorcererspells.

    [{ PLACES }]

    Despite the fact that much of the Realm was crushed, someplaces still dostand. The Scrapwood Tavern, for one, still does goodbusiness.

    [{ REFUGEE CAMP }]

    Once, there was a home to travelers called the Adventurer'sGuild. Wayfarersstopped there when they wanted to slake a thirst, engage inmerriment, orjust rest their weary feet. Now that the plague hasdescended and Skara Brae

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    has been shattered, the Refugee Camp serves as the gatheringpoints fortravelers.

    Although lacking the niceties of the Adventurer's Guild(tables, heating,vermin free bedding), you can still do the same things inthe Refugee Camp.Come here to create characters, form a party, and savecharacters to disk.This is where you will begin every game and where you willbe returned shouldall your party perish during the quest.

    [{ SCRAPWOOD TAVERN }]

    Drink up! This is the only tavern in the vicinity. You maywant to fill upwith a wineskin here so your Bard will not have to gothirsty in some of themore inhospitable, tavernless areas. While you're here, askthe barkeep howthings are going...

    [{ PLACES NO MORE }]

    In the previous scenarios of Bard's Tale, you may of foundplaces likeRoscoe's Energy Emporium, temples, casinos, but... here, youmay not be sofortunate. So you may have to search out for alternatives,if there are any.

    [{ REVIEW BOARD }]

    Once, this housed the representatives from each of the tendifferent classesfrom all over the Realm. They were responsible foradvancing adventurers withenough experience points to higher levels. During the darkdays, all fled orperished in the attempt. Now, the Old Man sits on theBoard, and he alonewill answer to your call for advancement [Art, again inaid.]

    [{ MORE TIPS FROM THE REFUGEE CAMP - PLACES }]

    * Your first adventure should be in the Mad God's dungeon inSkara Brae.Here you'll build your savvy for fighting, spellcasting, andadventuring.

    * Avoid potential traps. Use the Trap Zap spell when indoubt. It willdisarm any trap, including the Gas Cloud trap, famous for

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    its toxic fumes.

    Actual solution starts here:

    Skara Brae:

      To complete the level of Skara Brae, one must ventureinto the Mad God'sTemple, and utter the words 'chaos.' Once inside of thedungeon, teleportimmediatly two levels down using the APAR spell. Once there,find a portal thatgoes down. It will be much easier to find using the SOSIspell. When you arewithin three or four paces of the portal, the spell willtell you 'Somethingspecial is near.' Once you are in the room with the portal,cast LEVI and hit'W' to levitate down the portal. Walk around until Brilhasti

    tells you thatyou are close. When he does so, he should be right aroundthe corner. Once youhear him for the second time, go to the west and stayagainst the wall, turnnorth and precede cautiously. After going north foraproximately ten paces, hit'?' to see the dungeon map (you may want to do this duringother dungeons.) Ifyou see on the map that you have passed through a door, goeast one and southone. You may want to save the game before you go south. Onceyou go south, you

    will enter his chamber. As soon as possible, cast the PRECspell. This spellwill prevent Brilhasti from conjuring up more foes for youto fight. Try tokill his guards as soon as possible. After killing all foesexcept Brilhasti,advance until at 10'. Once you kill him, you will beteleported back tothe Review Board where the old man will teach yourChronomancer (if you haveone) the spells to get to Arboria. Which is our nextdimension to solve.

    Arboria:

    To enter Arboria cast: ARBOTo return to Skara Brae cast: ENIK

      Once in Arboria, seek the fisherman's hut. Go insideand pay him money tolearn the GILL spell. This spell will allow you to breatheunder water. Afterlearning the spell (which can also be learned in the

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    Wizard's guild inside ofCiera Brannia) go in the lake right next to the hut. As soonas you are underwater, cast the GILL spell. It only last for a short while,so move quickly.Head towards the west. After going west for about 20 paces,you should be nearthe water of life. To get some, make one of your charactersuse a wineskin or acanteen. They will collect some of the water which will playan important rolein the future. Once out of the lake, look around for an oaktree. It is closeto the city gates. When you run into it, it will ask you ifyou want to pick anacorn. Type yes and give it to one of your characters.  Now you must go to the top of Valarian's tower and getthe nightspear.Teleport straight up about two or three levels using theAPAR spell. Once youmake it two the top, there is a place where you must plantthe acorn. To do so,make the character use the acorn. He/she will plant it. Thenuse the Water of

    Life. The acorn will grow into a full size tree. Climb thetree and look aroundon the top level for the nightspear. Give it to one of yourcharacters. To getout of Valarian's tower, teleport straight down two or threelevels, and findthe stairs going out of the tower.  Go inside of the city, and go into the King's castle.It should be rightin front of the city gates. The king will tell you to bringTsolaths head tohim. Then you will exit the city and find the festering pit.It looks like a

    hole in the ground. After you enter it, teleport down withthe APAR spelland find Tsolath. Cast a PREC spell as soon as you find him.The best way tokill him is to use something quick and powerful, such as theDEST spell. Onceyou kill him, he will try to come back to life, but thenightspear will absorbthe light that controls him, killing him for ever. Then youwill be able to gethis head and heart. Take them and go back to the King'scastle. The King willtake Tsolaths head and let you into his Sacred Grove, which

    is right outside ofhis castle.  Enter the grove and head towards the south-central partof the dungeon.You should find a door there. Enter the door and useTsolaths heart. One ofyour characters will put it in a bowl in his chest. Then usethe Water of Life,this will make the heart start pumping and bring Valarianback to life. You

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    then will have to exit and re-enter his burial chamber todiscover a door tothe east. Enter the door and head towards the south-east.There you will findValarian's bow and arrows. Give them to your characters andmake you way backout of the grove to the city gates. Find the well worn areawhere you willteleport back to Skara Brae. Go to the old man in the ReviewBoard. He shouldgive you 600000 experience points and tell you of your nextquest. Be sureto have your chronomancer talk to him to learn the newteleporting spells.

    Geledia:

    To teleport to Geledia cast: GELITo return to Skara Brae cast: ECUL

      Geledia is a cold place, so as soon as you teleportthere, you must goindoors to avoid freezing to death. Once you are in the IceKeep, go up the

    stairs. Go to the top left corner. Their you will find ariddle and a three-legged-one-eyed statue. You then must make your magic userscast the followingspells: INWO, WIHE, FOFO, INVI. Go through the passagewayand work your wayup to the top. You will have to earn the lens by defeating afew guardians.Once you have the lens, go back down to the bottom of thetower, and go throughthe passageway again. Go to the gold portal in the largeroom on the firstfloor of the Ice Keep. Make your character use the lens you

    just found. Thengo towards the top right corner of the dungeon. Their youwill find anotherriddle. Cast the following spells: MAFL, SHSP, FEAR, SUEL,SPBI. Go through thepassageway and, again, work your way up to the top. You willagain have to earnthe lens by defeating a few more gaurdians. Once you get thesecond lense, workyour way back to the passage way, and go back to the largeroom with the goldportal. Use the second lense just as you did the first.  Now you only have one more lense to go. Look around on

    the first floor forthe third riddle. Once you find it, cast the followingspells: LEVI, ANMA,PHDO. Enter the passage way, go up, defeat the guardians, godown, leave thepassageway, and go back to the gold portal. Once you use thethird lense, theportal will open allowing you to go through it. In thisdungeon, you will findthe prizes you seek. Once you go back to the review board in

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    Skara Brae, theold man will give you another 600000 experience points, andtell you of yournext quest.Kinestika:

    To teleport to Kinestika cast: KINETo teleport to Skara Brae cast: OBRA

      In Kinestika, you must find a left and a right key. Theleft key will befound in the Private Quarters. To get to the PrivateQuarters, go all the wayto the right wall and take the passageway. Then go to thetop right of thedungeon in a room by a spinner. Take the key and go back theway you came. Onceback in the main dungeon (Ferofist's) go to the bottom rightand enter theBarracks. Once in the Barracks go to the bottom right cornerinto a backwards'L' shaped room. Take the key and again go back the way youcame. Once in themain dungeon go north of the dungeon and enter the Workshop

    through anotherpassageway. Go to the left and you should find the sealedportal. You shouldn'thave to go through any doors to find it. Once you find thesealed portal. Useone of the keys and turn it 15 times. Use the other key andturn it 18 times.The portal should open. If not, use the opposite key andturn it 15 or 18times respectively.  Once in the dungeon below, work your way to the topcenter and go souththrough a door. You will find a guy who asks you if you want

    to end thispeacefully or violently. Answer yes to the question. He thenwill allow you toenter his chamber. Go south for about 4 paces. You shouldfind him waiting foryou. There you will be able to convert one of yourcharacters (monk, paladin,bard, or rogue) into a Geomancer. After doing so, lookaround the chamber forhis chest. The prizes you seek will be in them.Lucenia:

    To teleport to Lucenia cast: LUCE

    To teleport to Skara Brae cast: ILEG

      Once you are in Lucenia, walk around the wilderness andcollect the fourdiffernt roses. You should find a White, Blue, Red, andYellow rose. The go tothe mountain (4N,8W) and climb it. Once at the top of themountain, you mustslay a dragon. You will find a crystal key under its corpse.You will also need

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    to collect some of its blood by using a wineskin or canteen.Leave the mountainand go to Cyanis's tower. Climb the tower and you shouldfind Cyanis at thevery top, center. When you find him cast REST. He will thencheerfully give youa magic triangle. After you have the triangle, go down backto the wilderness.Find Alliria's tomb (1N,8W) and go around to the back of it.You should find adead rose bush. Use the dragon's blood you gathered earlier,and the bushshould grow a rainbow rose. Pick it and enter Alliria'stomb. Once in her tomb,venture around until you find a dungeon with a bunch of zig-zags. A beautifullooking shadowy figure should ask you for the 'Flower ofTruth.' Give her theWhite rose. Later, she will ask you for the 'Flower ofValor.' Give her theBlue rose. After going through a teleport on the same levelshe will ask forthe 'Flower of Kinship.' Give her the Red rose. She willlater ask for the

    'Flower of Nature.' Give her the Yellow rose. Then, rightbefore you enterAlliria's chamber, she will ask for the 'Flower of Alliria.'Give her theRainbow rose. You then will be allowed to enter Alliria'schamber. Take yourprizes and exit the dungeon. Go back to the Review Board andreceive 600000more experience points and the spells for your next quest.Malefia:

    To teleport to Malefia cast: EVILTo teleport to Skare Brae cast: LIVE

      Malefia was absolutely the hardest and most timeconsuming dungeons of allBard's Tale dungeons. We refer to it as the S.O.B.dimension. I will simplyexplain the goals, and let you experience the hell we wentthrough solving thisdungeon by ourselves. It's helpful to cast SCSI to find outhow lost you reallyare. On the main level, you will have to find a statue. Onceyou do so use thecorresponding item. On the first level down, there are twomore statues. On the

    second level down, there are three more statues. Once youcomplete all of thestatue business, go to the bottom right corner of the firstlevel down andlevitate down the portal in a big room. Go north to find THEdoor. If it's a'faint door' then you haven't found all of the statues (sixof them.) We advisesaving the game numerous times while venturing beyond THEdoor. You must kill

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    the first group of foes to enter the sacred chamber. Once inthe chamber, youmust fight more foes to cross a bridge. Running from thesecond group of foescan do more damage than good. Once you past the secondgroup, you must go afterTarjan himself. Tarjan isn't exactly in a cheerfull moodwhen you find him. Hewill conjurer up some 'friends' that you must play with (thetrainer would benice right now, wouldn't it??) After playing with the firstgroup of friends,guess what? Yep, another group of friends. These friendsaren't really friends.These friends don't like you very much. If you are luckyenough to kill thesecond group, Tarjan is all yours. Since he likes to conjurup 10 black slayersevery round, casting PREC might not be a bad idea. Once youhave killed the Mad One, you will enter adventurer heavenand will be put to sleep until part IVcomes out. You may now turn it off and go back to SkaraBrae, where you willwelcome a group of Hedge Lizards. Beat the %$#% out of them

    and then you maywant to do one of the following:

     1. If you have to cut the grass tommorow, use some of thegasoline (all if  necessacary) and play Pyro-Bardia. 2. If you don't have to cut the grass, you have a couple ofnice frisbees to  throw at your dog. 3. If you just happen to have some hydrochlroic acid layingaround, we hear  disks react violently to it. 4. Have you ever studied the anatomy of a diskette?

     5. If you have a trash can in the corner, here comes yourchance for 2 points. 6. Call your lawyer, and sue the hell out of EA for makingthe false claim  that a thief is needed to solve the game. 7. Take a trip down to Panama and celebrate! 8. Experiment with a diskette's bouyancy. (Preferrably thePacific) 9. The next time you see Kool Kat, Wildcat, or Marduk, givehim a million  dollars for spending all of this time writing this filefor you after we  already had it solved!

     10. Break into your local hospital, and steal a bottle ofEther to use until  Bard's Tale IV comes out.

    EXTRA * EXTRA * EXTRA * EXTRA * EXTRA * EXTRA * EXTRA *EXTRA * EXTRA * EXTRA

    Allira: Main level, use Allira's belt.Valarian: One level down, use Valarian's bow, 16N,8ELanatir: One level down, use Sphere of Lanatir.

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    Ferofist: Two levels down, use Ferofist's HelmScedeau: Two levels down, use Scedeau's CloakWerra: Two levels down, use Werra's Sheild.

    You must go up and down many portals to find the abovestatues!

    We had lots of fun finding them, so can you!HAHAHAHAHAHAHAHAHAHA!

    Tarmitia:

    To teleport to Tarmitia cast: AECETo teleport to Skara Brae cast: KULO

      Tarmitia was meant to be harder than it actually is. Allyou have to dois answer a riddle and kill some one. Walk around in Berlinuntil you finda floating head. The head will ask 'Who am I?' Respond with:Tyr. Then the headwill ask 'Who am I really?' Respond with :Werra. You willthen be teleport to anew dungeon. There, go the the bottom left corner. Enter

    Werra's chamber andkill him. It is a good idea to cast PREC and DIVA. This partlooks easier thanit really is. After you kill Werra, he sits up and laughs atyou, while sixblack slayers try to destroy you. 2 NUKE spells should takecare of them, butwatch out, because the Black Slayers critical hit everythingthey touch! Onceyou kill the Black Slayers, you will receive your prizes andwill be able to goback to Skara Brae. To do so, go to the top right corner andwalk through the

    teleport.Tenabrosia:

    To teleport to Tenabrosia cast: OLUKTo teleport to Skara Brae cast: ECEA

      In Tenabrosia you will want to go inside of the citygates to Black Scar.Here you will find a Bard's Hall that will teach your Bardsome new songs. Youwill also find a Wizard's Guild that will teach you the ever-powerfullGoderdammerung spell (NUKE). Once you learn those, you may

    exit the city andset out to fulfill your quest. Find the Canyon in nowhere,and the shadow lockwill be in it somewhere. After you find it, leave the canyonand find the TarPit. It looks like a hole in the ground. It would be verywise to save yourgame before entering this death pit. Once you are in the pitgo south down thewall you enter by. Then turn west and proceed about 10

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    paces. You want to beat the very center of the southern wall. Once you are at thecenter, slowly andcautiously go north. You will be walking over tar, so youwill get stuck manytimes, and you might lose a few characters. Don't worry,just cast REST if yourhit points are getting too low. You should find a placewhere tar is bubblingup in the middle. Use a wineskin or canteen to collect someof it. Go back theway you came. Once you exit the dungeon, go to the denseforest (6S,7W) andfind a group of trees that are blocking the entrance toanother dungeon. Itlooks like a hole between a few trees. Once you are facingthe trees, use thetar that you just gathered. The tree will go up in flames,allowing you toenter the dungeon within. Once in the dungeon, you must findthe shadow door.  When you have the shadow door and lock, go to the'middle of nowhere.' Usethe shadow door and lock. A magic door will appear which you

    will be able togo through. Once inside, wander around until you findScedeau. He will beguarding the prizes you seek. Since he will keep moving youfurther and furtheraway, the olny way to kill him is to have your rogue hide inthe shadows.It may take a while to get him/her out to 90', but when youdo so, it is a goodidea to cast DIVA to increase the damage inflicted uponScedeau. If you don'tkill him the first time, just go back out again until youdo. Another good idea

    is to cast PREC, because while you are hiding in theshadows, Scedeau justmight want to conjur up some friends to mess you up.

    Actual solution ends here !

    Bard's Tale ]I[ Spells and Bard SongsTyped by Alpha-Omega Hacking Unlimited---------------------------------------KEY:View affects line of sight

    1 Foe affects a single monster regardless of thenumber your party  faces1 Wall affects a wall in the direction thespellcaster facesAll Foes affects all the monsters your party facesGroup affects one monster groupSelf affects the spellcaster only##' affects anything in the direction thespellcaster is facing

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      for the number of feet specified with ##Char affects the party member you designateSpecial affects the special member you designate* signifies a spell that hits with fulleffectiveness up to  the listed range, and at a reducedeffectiveness when it hits  at double the listed rangeN/A provides information, knowledge, or some othereffect that does  not have a range

    Combat lasts until combat ends through party victory,monster victory,  or running away.1 Move lasts for exactly one move1 Round lasts for the entire round of combatShort lasts a few minutes onlyMedium lasts several minutesLong lasts twice as long as Short spellsIndef lasts until dispelled or until the partyenters an anti-magic  zoneMisc has multiple/variable ranges

    N/A result of the spell is immediate

    Abbreviation Spell Point Cost RangeDuration

    Conjurer Spells

    Level One

    MAFL 2 ViewMediumMage Flame-generates lightARFI 3 1 Foe (10')N/AArc Fire-attack spell, 1 to 4 hits of damage X caster'slevelTRZP 2 30'N/ATrap Zap-disarms traps (including chests)

    Level Two

    FRFO 3 GroupCombatFreeze Foes-makes enemies easier to hitMACO 3 N/AMediumKiel's Magic Compass-shows directionWOHL 4 CharN/AWord of Healing-heals 4 to 16 points of damage

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    Level Three

    LERE 5 ViewLongLesser Revelation-an extended Mage Flame that also revealssecret doorsLEVI 4 PartyShortLevitation-party can float over traps; up and down portalsWAST 5 Group (20')N/AWarstrike-attack spell, 5 to 20 hits of damage

    Level Four

    INWO 6 PartyN/AElik's Instant Wolf-summons a giant wolf to join the partyFLRE 6 CharN/AFlesh Restore-heals 10 to 40 hits; cures insanity andpoisoning

    Level Five

    GRRE 7 ViewLongGreater Revelation-operates like Lesser Revelation, but forlongerSHSP 7 Group (30')*N/AShock Sphere-attack spell, 10 to 40 hits of damage

    Level Six

    FLAN 12 PartyN/A

    Flesh Anew-operates like Flesh Restore, but affects thewhole partyMALE 8 PartyIndefMajor Levitation-operates like Levitation, but lasts untildispelled

    Level Seven

    REGN 12 CharN/ARegeneration-restores all hit points of a selected characterAPAR 15 Party

    N/AApport Arcane-teleports the party to selected coordinatesFAFO 18 GroupN/AFar Foe-moves a group 40 feet further away (up to 90')INSL 12 PartyN/AElik's Instant Slayer-materializes a slayer that joins yourparty

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    Magician Spells

    Level One

    VOPL 3 CharCombatVorpal Plating-causes member to inflict 2 to 8 additionaldamage pointsQUFI 3 CharN/AQuick Fix-regenerates exactly 8 hit pointsSCSI 2 PartyN/AScry Site-causes a dungeon to reveal the party's location

    Level Two

    HOWA 4 1 Foe (10')N/AHoly Water-causes 6 to 24 points of damage to any evil beingMAGA 5 CharCombatMage Gauntlets-causes member to inflict 4 to 16 additional

    damage pointsAREN 5 30'ShortArea Enchant-stairways in dungeons will call out if partyfacing it

    Level Three

    MYSH 6 PartyMediumYbarra's Mystic Shield-lowers armor class of partyOGST 6 CharCombat

    Oscon's Ogrestrength-gives a member the strength of an ogreduring battleSTFL 6 Group (40')*N/AStarflare-attack spell, 10 to 40 damage points

    Level Four

    SPTO 8 1 Foe (70')N/ASpectre Touch-attack spell, 15 to 60 damage pointsDRBR 7 Group (30')*N/A

    Dragon Breath-attack spell, 11 to 44 damage points

    Level Five

    ANMA 8 PartyCombatAnti-Magic-absorbs attack spells, helps in disbelievingillusionsGIST 10 PartyCombat

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    Giant Strength-increases party damage by 10

    Level Six

    PHDO 10 1 Wall1 MovePhase Door-turns almost any wall to air for one moveYMCA 10 PartyIndefYbarra's Mystical Coat of Armor-lowers party armor class

    Level Seven

    REST 25 PartyN/ARestoration-completely heals entire party, includinginsanity and poisoningDEST 16 1 Foe (10')N/ADeathstrike-very likely to instantly kill one selected enemyICES 11 Group (50')N/AIce Storm-attack spell, 20 to 80 damage pointsSTON 20 Char

    N/AStone to Flesh-reverses the effect if a character has beenturned to stone

    Sorcerer Spells

    Level One

    MIJA 3 1 Foe (40')*N/AMangar's Mind Jab-attack spell, 2 to 8 damage points timesspellcaster's level

    PHBL 2 PartyCombatPhase Blur-lowers chance of party being hitLOTR 2 30'ShortLocate Traps-detects traps in direction party is facing

    Level Two

    DISB 4 PartyN/ADisbelieve-destroys any illusionary foesWIWA 5 Party

    N/AWind Warrior-creates the illusion of a battle-ready warrioramongst your ranksFEAR 4 GroupCombatWord of Fear-reduces the ability of a group of foes

    Level Three

    WIOG 6 Party

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    N/AWind Ogre-creates an illusionary ogre to fight beside youINVI 6 PartyN/AKylearan's Invisibility Spell-lowers chance of party beinghitSESI 6 30'MediumSecond Sight-heightens the party's awareness of traps andtricks ahead

    Level Four

    CAEY 7 ViewIndefCat Eyes-gives the party perfect night visionWIDR 12 PartyN/AWind Dragon-creates an illusionary red dragon

    Level Five

    DIIL 8 All FoesCombat

    Disrupt Illusion-destroys all illusionary foes and exposesdopplegangersMIBL 10 All Foes (30')*N/AMangar's Mind Blade-attack spell, 25 to 100 damage points

    Level Six

    WIGI 11 PartyN/AWind Giant-creates an illusionary storm giantSOSI 11 30'Indef

    Sorcerer Sight-an indefinite Second Sight spell

    Level Seven

    RIME 20 All Foes (40')N/ARimefang-attack spell, 50 to 200 damageWIHE 16 PartyN/AWind Hero-creates an illusionary hero to join your partyMAGM 40 All Foes (90')N/AMage Maelstrom-can cause 60 to 240 damage, turn to stone, or

    kill outrightPREC 50 All FoesCombatPreclusion-prevents monsters from summoning more help

    Wizard Spells

    Level One

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    SUEL 10 PartyN/ASummon Elemental-creates a fire-being to join your partyFOFO 11 Group (10')N/AFanskar's Force Focus-attack spell, 25 to 100 damage points

    Level Two

    DEBA 11 1 Foe (30')N/ADemon Bane-inflicts 100 to 400 damage points to anevil/supernatural creaturePRSU 14 PartyN/APrime Summoning-forces a powerful undead creature to joinyour party

    Level Three

    FLCO 14 Group (30')N/AFlame Column-attack spell, 22 to 88 damage pointsDISP 12 Char

    N/ADispossess-restores a possessed character's state ofconsciousness

    Level Four

    HERB 13 PartyN/ASummon Herb-summons Herb to join your partyANDE 14 CharCombatAnimate Dead-reanimates a dead party member to fight as ifalive--combat ONLY

    Level Five

    SPBI 16 1 FoeN/ABaylor's Spell Bind-forces an enemy to join your partySOWH 13 1 Foe (70')N/AStoral's Soul Whip-attack spell, 50 to 200 damage points

    Level Six

    GRSU 22 Party

    N/AGreater Summoning-causes a powerful elemental creature tofight for youBEDE 18 CharN/ABeyond Death-restores life and one hit point to a deceasedcharacter

    Level Seven

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    WIZW 16 Group (50')N/AWacum's Wizard War-attack spell, 50 to 200 damage pointsDMST 25 Group (50')N/ADemon Strike-200 to 400 damage points to evil/supernaturalbeings

    Archmage Spells

    Level One

    HAFO 15 All Foes1 RoundOscon's Haltfoe-if successful, causes all foes to do nothingthe next roundMEME 20 GroupN/AMelee Men-pulls an attacking group into melee range (10')

    Level Two

    BASP 28 Party

    Misc.Batchspell-performs the following multiple spells: GreaterRevelation,Ybarra's Mystical Coat of Armor, Sorcerer Sight, MajorLevitation, andKiel's Magic Compass

    Level Three

    CAMR 26 PartyN/ACamaraderie-has a 50% chance of calming monsters in yourparty that are hostile

    Level Four

    NILA 30 Group (90')N/AFanskar's Night Lance-attack spell, 100 to 400 damage points

    Level Five

    HEAL 50 PartyN/AHeal All-resurrects every party member, heals completely,reverses those who

    have been turned to stone, heals paralysis and insanity

    Level Six

    BRKR 60 PartyN/AThe Brothers Kringle-enough brothers appear to fill emptyslots in your party

    Level Seven

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    MAMA 80 All Foes (90')N/AMangar's Mallet-attack spell, 200 to 800 damage points

    Chronomancer Spells

    Level One

    VITL 12 CharN/AVitality-heals 4 to 8 hit point times spellcaster's level

    Level Two

    WIFI 20 Group (20')N/AWitherfist-attack spell, 300 to 600 damage pointsCOLD 20 Group (80')N/AFrost Force-attack spell, 50 to 400 damage points

    Level Three

    GOFI 25 Group (80')N/AGod Fire-attack spell, 60 to 240 damage pointsSTUN 30 All FoesN/AStun-attack spell, 50 to 200 damage points

    Level Four

    LUCK 45 PartyCombatLuck Chant-increases party's chances of hitting or defending

    by 8 pointsFADE 50 1 Foe (30')N/AFar Death-long-range instant death spell

    Level Five

    WHAT 60 1 ObjectN/AIdentify-will correctly identify one item in spellcaster'sinventoryOLAY 60 1 CharN/A

    Youth-cures one character of oldness

    Level Six

    GRRO 65 1 CharMisc.Grave Robber-casts Beyond Death and RegenerationFOTA 70 GroupMisc.Force of Tarjan-casts Witherfist and Sandstorm

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    Level Seven

    SHSH 60 PartyIndefShadow Shield-lowers party's armor class by 4FAFI 100 All FoesN/AFatal Fist-attack spell, 400 to 1500 points of damage

    Geomancer Spells

    Level One

    EADA 5 Group (40')N/AEarth Dagger-attack spell, 200 to 800 damage pointsEASO 5 1 Dungeon LevelN/AEarth Song-reveals all booby-trapped areas on an entiredungeon levelEAWA 8 1 Dungeon LevelN/A

    Earth Ward-casts the Trap Zap spell on an entire dungeonlevel

    Level Two

    TREB 10 All FoesN/ATrebuchet-attack spell, 150 to 600 damage pointsEAEL 15 PartyN/AEarth Elemental-summons an Earth Elemental to join the partyWAWA 15 WallMisc.

    Wall Warp-works like Phase Door until the party leaves

    Level Three

    ROCK 18 1 Foe (60')N/APetrify-turns an enemy into the hardest stoneROAL 20 1 Dungeon LevelN/ARoscoe's Alert-reveals where anti-magic areas are

    Level Four

    SUSO 20 1 Dungeon LevelN/ASuccor Song-shows all heal-party areasSAST 25 GroupN/ASandstorm-all foes are whipped back 60 feet

    Level Five

    SANT 30 1 Dungeon Level

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    N/ASanctuary-shows all spell point regeneration areasGLST 40 1 Foe (90')N/AGlacier Strike-attack spell, 400 to 1600 damage points

    Level Six

    PATH 40 1 Dungeon LevelN/APathfinder-shows the entire maze that the party is inMABA 50 Group (50')N/AMagma Blast-attack spell, 300 to 1200 damage points

    Level Seven

    JOBO 60 All FoesN/AJolt Bolt-attack spell, 400 to 1600 damage pointsEAMA 80 Group (50')N/AEarth Maw-commands the Earth to swallow up the group ofenemies

    Bard Songs

    Sir Robin's Tune-the party can always run away from a fight;the monsters  cannot call for additional helpSafety Song-the party can never be attacked by wanderingmonstersSanctuary Score-the party's armor class is loweredBringaround Ballad-gives the Bard hit points whiletravelling; gives  everyone hit points during combat

    Rhyme of Duotime-regenerates spell points two times as fastwhile travelling;  gives party extra attacks in combatThe Watchwood Melody-creates light; may even work in anti-magic zonesKiel's Overture-creates a compass while travelling; caststhe Trebuchet  spell for one round during combatMinstrel Shield-lowers armor class; during combat halvesmonster damage

    Keyboard Commands:

    B: Play Bard's songC: Cast a spellD: Drop a memberP: Party attackV: Volume on/off?: Location and time, map of dungeon1-7: Examine member stats

    Left Arrow: Slower Display(combat)Right Arrow: Faster Display(combat)

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    Movement:

    I: ForwardJ: Turn leftK: Kick door or fowardReturn: Kick door or foward

    Utilities:

    While the Bard is playing on the title screen, hit U to loadthe utilities.From there, you can copy characters, make back ups ofcharacter disks, ortransfer characters from Bard's Tale I & II.

      Ruins of Skara Brae Map  -----------------------  0 1 2 3 4 5 6 7 8 9 1 1 1 1 1 1 1  0 1 2 3 4 5 6  ====================================  6 !**********************************!  5 !******** ************ ****! Key  4 !** ****** ** R***! ===

      3 !** ** ****** ** ****! C = Weapons Cache  2 !**** **** 2 T***** ****! T = Temple of Mad God  1 !**** ** ** ****** ****! E = Entrance  0 !E 1 C*** ****** ****! R = Review Board  1 !**** ******************** ****!  2 !** ** ****!  3 !** ** ** ** **** **!  4 !**** ** ** **** **** **!  5 !**** ** ** ********** **!  6 !** 3 ** ** ** **********--**!  7 !******** ** ********** **!  8 !******** ** ** ********** **!  9 !******** ** ************ **!

      10!**********************************!  ====================================

    Messages:

    1: Among the ruins of Skara Brae is an unnatural silence.  As if death itself had come to stay.2: There is a statue of the Mad God Tarjan here. It'sstrange  that it is clean and shiny as if someone had been takingcare of it.3: The feeling of evil is foreboding.

      Outdoor Map of Bard's Tale Three

      1 1 1 1 1 1 9 8 7 6 5 4 3 2 1 0 1 2 3 4  5 4 3 2 1 0 Key  ======================================== ===7 !2 + * * * + !7 * = Tree6 ! + + * * * * * !6 + = Rock5 ! + * * 5 * !5 C = Camp4 ! *** + * * !4 T = Tavern3 ! * *7 !3 S = Shrine

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    2 ! * * * * * * + * * * !21 ! * *** * * *!1 N0 ! * * * C T !0 !1 ! * * + * * !1 W --+-- E2 ! * 1 + !2 !3 ! * * * + 3!3 S4 ! S * + * * + +!45 ! * + * * !56 ! * * * * !67 ! * 6 * * +!78 ! * * * !89 !+ 8 * * * * + + + +!910!+ + + * + + !1011!+ + + 4 !1112! * * + !12  =========================================  1 1 1 1 1 1 9 8 7 6 5 4 3 2 1 0 1 2 3 4  5 4 3 2 1 0

    Messages:

    1: The flat, grassy plain stretches peacefully out in alldirections.  This is the Vale of Lost Warriors.

    2: Here, halfway up Earthdagger Mountain, winds swirl aroundand make this  place earn its name: Cold Peak.3: Stabbing up the sky like an obsidian dagger, Shadow Rockis utterly alien  to the surrounding landscape.4: Foul, noxious gases reaking of rotten eggs bubble upthrough the turgid,  yellow, mud-laden waters.5: Amid the bountiful trees you find a spring that almostglows with purity.6: Deeply hidden in verdant shadows, this grove is quiet andfeels very

      peaceful.7: The Ruins of Skara Brae.8: Old dwarf mines.  Hookfang  HobgoblinBard Songs:

    The bard has seven tunes he/she can play one at a time whileexploring orduring combat. The last two songs must be found.

    1. Sir Robin's Tune: Lets party run from foes easier, andprevents foes from

      calling for help.

    2. Safety Song: Bonus to saving roll. This means that theparty is less likely  to be damaged by magic and traps.

    3. Sanctuary Score: Lowers the armor class for all members.

    4. Bringaround Ballad: Increases the party's hit points forextra protection

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      also increase the damage points inflicted on the enemy.

    5. Rhyme of Duotime: Makes party regain spell points twiceas fast, and makes  fighters hit one extra time.

    6. Watchwood Meledoy: Casts a mage flame.

    7. Minstel Shield: Cast magic compas during non combat.Burns all foes for  150 to 600 points of damage during combat.

    8. Kiel's Overture: Lowers armor class during non combat.Aborbs half of damage  inflicted upon the party during combat.

    Items:

    Torch: Lights your way in dungeons. Not nearly as preciousas spell points.Lamp: Longer duration than a torch, but more expensive too.Broadsword: Most damaging nonmagic sword.Short Sword: A lighter sword that can be used by all butregular mages.

    Dagger: Usable by all, but not too effective.War Axe: A heavy, damaging weapon.Halbard: Most damaging nonmagical weapon.Staff: A short, heavy club.Spear: A javeline like weapon that must be thrown.Buckler: A Small round sheild.Tower Sheild: A Larger sheild.Leather Armor: The lightest armor.Chain Mail: Light, metal-mesh armor. Protection againstlight weapons.Scale Armor: Stronger than chain mail, hard to peirce.Plate Armor: Strongest nonmagical armor.Robes: Nice around the house, but no protection in a

    dungeon.Helm: Head protection from all but the fericest attack.Leather Gloves: Light protections for the hands.Gauntlets: Metal gloves.Mandolin: The bards instrument of war.Long Bow: Used to launch arrows at your oppenents.Arrows: Missile weapons that must be launched with the longbow.Conjurer Spells:

    Level #: Code Cost Range Duration Description------------------------------------------------------------

    Level 1: MAFL 3 View Medium Mage Flame:Torch that floats.Level 1: ARFI 3 1 Foe 10' N/A Arc Fire: Shootsflame. Hits for 1  to 4 points ofdamage, multiplied  by the spellcasters level.Level 1: TRZP 2 30' N/A Trap Zap:Disarms traps.

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    Level 2: FRFO 3 Group Combat Freeze Foes:Slows oponents down,  makes themeasier to hit.Level 2: MACO 3 N/A Medium Magic Compas:Makes a compasLevel 2: WOHL 4 Character N/A Word of Healing:Fixes a guy who ishurt for 4 to 16 points to damage.Level 3: LERE 5 View Long LesserRevelation: A Mage Flam thatreveals secret doors.Level 3: LEVI 4 Party Long Levitation:Makes characters float  over traps or upand down portals.Level 3: WAST 5 Group 20' N/A Warstrike: Burnsfoes for 5 to 10  points ofdamage.Level 4: INWO 6 Party Short Instant Wolf:Makes a wolf.Level 4: FLRE 6 Character N/A Flesh Restorer:Heals for 10 to 40

      points ofdamage, poisoning, and  insanity.Level 5: GRRE 7 View Long GreaterRevelation: Like LERE, but  longer andlights a lighter Area.Level 5: SHSP 7 Group 30' N/A Shock-Sheree:Shocks the enemy for  10 to 40 pointsof damage.Level 6: MALE 8 Party Indef MajorLevitation: Like LEVI, but

      lasts longer.Level 6: REGN 12 Character N/A Regenerate:Heals one character  replacing allhit points.Level 7: FLAN 12 Party N/A Flesh Anew: LikeFLRE, But Effects  all characters.Level 7: APAR 15 Party N/A Apport Arcane:Teleports to other  dungeons andcities.Level 7: FAFO 18 Group N/A Far Foe: Moves a

    group of foes 40'  further away, upto a max of 90'.Level 7: INSL 12 Party N/A Instant Slayer:Creates a mean  dude. The namespeaks for itself.

    Magician Spells:

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    Level #: Code Cost Range Duration Description-------------------------------------------------------------------------------

    Level 1: VOPL 3 Character Combat Vorpal Plating:Increases damage  points of acharacter by 2 to 8  points per hit.Level 1: QUFI 3 Character N/A Quick Fix: Healsa character for  precisely 8points up to the max.Level 1: SCSI 2 Party N/A Scry Sitee:Causes dungeon or otherplaces to reveal the location.Level 2: HOWA 4 1 Foe 10' N/A Holy Water:Hurts a foe of evil or  supernaturalorigin for 6 to 24  points ofdamage.Level 2: MAGA 5 Character Combat Mage Gaunlets:Like VOPL, but makes  4 to 16 points

    per hit.Level 2: AREN 5 30' Short Area Enchant:Makes dungeon walls  call out if youare within 30'  (3 Squares) ofstairs.Level 3: MYSH 6 Party Medium Mystic Shield:Makes air in front  of the party asheild that is as  hard as metaland procedes the

      party as theymove.Level 3: OGST 6 Character Combat Oscon'sOgrestrength: Makes a  member strong aseliks ogre for the  duration of thebattle.Level 3: STFL 6 Group 40'+ N/A Starflare:Ignites air around enemy,burns them for 10 to 40 points of  damage.Level 4: SPTO 8 1 Foe 70' N/A Spectre Touch:

    Touch of death, hits  for 15 to 60points of damage.Level 4: DRBR 7 Group 30'+ N/A Dragon Breath:Breathes fire. Burnsfor 11 to 44 points of damage.Level 5: ANMA 8 Party Combat Anti-Magic:Makes ground absorb  some of thespells cast at party

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      and aids indisbeleiving illusions.Level 5: GIST 10 Party Combat Giant Strike:Increased party's  damage by 10points per hit.Level 6: PHDO 9 1 Wall 1 Move Phase Door:Turns almost any wall  to air for onemove.Level 6: YMCA 10 Party Indef Mystic Coat ofArmor: Like MYSH,  but lastslonger.Level 7: REST 12 Party N/A Restoration:Fixes every member in  the party. Curesposioning and  insanity.Level 7: DEST 14 1 Foe 10' N/A Deathstrike:Likely to instantly  kill an enemy.Level 7: ICES 11 Group 50' N/A Ice Storm:Freezes a group of foes

      for 20 to 80points of damage.Level 7: STON 20 Character N/A Stone Heal:Turns a stoned party  member intoflesh.

    Sorceror Spells:Level #: Code Cost Range Duration Description------------------------------------------------------------

    Level 1: MIJA 3 1 Foe 40' N/A Mind Jab: Jabsfoe for 2 to 8 times

      the spellcaster's level.Level 1: PHBL 2 Party Combat Phase Blur:Makes party dodge  attacks easier.Level 1: LOTR 2 30' Short Locate Trap:Locates traps.Level 2: DISB 4 Illusions Combat Disbeleive:Makes party disbeleive  illusions.Level 2: WIWA 4 Party N/A Wind Warrior:Makes a ninja dude.Level 2: FEAR 4 1 Group Combat Fear: Reduces

    attack ability.Level 3: WIOG 6 Party N/A Wind Ogre: Makesa wind ogre.Level 3: INVI 6 Party Combat Invisible: Makesparty invisble.Level 3: SESI 6 30' Medium Locate Trap:Longer than LOTR.Level 4: CAEY 7 Party N/A Cat's Eye:Perfect night vision.Level 4: WIDR 12 Party N/A Wind Dragon:

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    Makes a red dragon.Level 5: DIIL 8 Illusions Combat DisruptIllusion: Disrupts all  illusions andprevents others from  appearing.Level 5: MIBL 10 All foes 30'+ Combat Mind Blade:Shocks foes for 25 to  100 points ofdamage.Level 6: WIGI 11 Party N/A Wind Giant:Makes a wind giant.Level 6: SOSI 11 Party Long Locate Trap:Longer than SESI.Level 7: RIME 20 All foes 40'+ N/A Freezes or burnsfor 50 to 200  points ofdamage.Level 7: WIHE 16 Party N/A Hurricane:Creates an illusionary  hurricane tojoin your party.Level 7: MAGM 40 1 Group N/A Shocks for 60 to240 points of

      damage, turnsthem to stone, or  kills them.Level 7: PREC 50 All foes Combat Pre-Eclusion:Keeps foes from  summoning morefoes.

    Wizard Spells:

    Level #: Code Cost Range Duration Description------------------------------------------------------------

    Level 1: SUEL 10 Party N/A SummonElemental: Makes a fire  being from theraw elements of the  universe to joinand fight for your  party.Level 1: FOFO 11 Group 10' N/A Force Focus:Lands a cone of force  on your foes,inflicting 25 to 100  points ofdamage.

    Level 2: PRSU 15 Party N/A Prime Summoning:Forces a powerfull  undead creatureto join and fight  for your party.Level 2: DEBA 11 1 Foe 30' N/A Demon Bane:Inflicts 100 to 400  points of Damageto a creature of  evil or

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    supernatural origin.Level 3: FLCO 14 Group 40' N/A Flame Column:Makes a cyclone of  flame thatlashes out and delivers  22 to 88 pointsof damage to a  group of yourfoes.Level 3: DISP 12 Character N/A Dispossess:Returns a possessed  party member toa normal state of  mind.Level 4: HERB 25 Party N/A Summon Herb:Summons Herb to fight  for your party.Level 4: ANDE 14 Character Combat Animate Dead:Reanimates a dead  character sothat he/she fights as  if truly alive.Combat only spell.Level 5: SPBI 16 1 Foe N/A Spell Bind: If

    successful, forces 1  of your foes tojoin and fight for  your party.Level 5: SOWH 13 1 Foe 70' N/A Soul Whip: Whipsout a tendril of  psionic (mind)power to strike a  chosen foe,inflicting 50 to 200  points ofdamage.Level 6: GRSU 22 Party N/A Greater

    Summoning: Like PRSU, but  forces apowerful elemental to join  and fight foryou.Level 6: BEDE 18 Character N/A Beyond Death:Resores life and one  hit point to adead character.Level 7: WIZW 16 Group 50' N/A Wizard War:Creats a pyrotechnical  storm over agroup of foes

      inflicting 50 to200 points of  damage.Level 7: DMST 25 Group 50' N/A Demon Strike:Releases a group of  demons thatattack for 200 to 400  points ofdamage.

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    Archmage Spells:

    Level #: Code Cost Range Duration Description------------------------------------------------------------

    Level 1: HAFO 15 All foes 1 Round Haltfoe: Ifsuccessfull, this spell  causes everyattacking group to do  nothing duringthe next round of  fighting.Level 1: MEME 20 Group N/A Melee Men: Pullsan attacking group  into melle range(10') regardless  of how far awaythey were to begin  with.Level 2: BASP 28 Party Misc. Batchspell:Performs all of the  followingspells: GreaterRevelation, Mystical Coat of Armor,

      Sorcerer Sight,Major Levitation,  and MagicCompas.Level 3: CAMR 26 Party N/A Camaraderie: Hasa 50% chance of  calming allmonsters in your party  that have turnedhostile.Level 4: NILA 30 Group 90' N/A Night Lance:Launches a chilling  missile against

    your foes,  inflicting 100to 400 points of  damage.Level 5: HEAL 50 Party N/A Heal All: Abeyond death spell that  resurrects everydead party member  (including thoseturned to stone),  and heals allwounds, paralysis,  and insanity.

    Level 6: BRKR 60 Party N/A BrothersKringle: The brothers are  always ready tohelp freinds in  trouble. Enoughbrothers appear to  fill the emptyslots in your party.Level 7: MAMA 80 All foes 90' N/A Mangars Mallet:Inflicts 200 to 800

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      bone crushingdamage points againstevery monster your group faces.

    Chronomancer Spells:

    Level #: Code Cost Range Duration Description------------------------------------------------------------

    Level 1: ARBO 10 Party N/A Teleport toArboria. Must be in  quite groveoutside of Skara Brae.Level 1: ENIK 10 Party N/A Teleport towilderness outside of  Skara Brae. Mustbe at well worn  area in Arboria.Level 1: VITL 12 1 Character N/A Vitality: Healsa character 4 to 8  points timesspell caster's level.Level 2: WIFI 20 Group 20' N/A Wizard's Fist:Burns foes for 300

      to 600 points ofdamage.Level 2: COLD 20 Group 80' N/A Coldspell:Freezez foes for 50 to  400 points ofdamage.Level 3: GOFI 25 Group 80' N/A God Fire: Burnsa foes for 60 to  240 points ofdamage.Level 3: STUN 30 All foes N/A Stun: Stuns allfoes for 50 to 200  points of

    damage.Level 4: LUCK 45 Party Combat Luck: Increasesparty's hitting and  defending by 8points.Level 4: FADE 50 1 Foe 30' N/A Far Death: Killsfoe.Level 5: WHAT 60 1 Object N/A Identifies anitem.Level 5: OLAY 60 1 Character N/A Youth Potion:Coats one character  to rid ofoldness.

    Level 6: GRRO 65 1 Character N/A Fixes charactereven if dead.Level 6: FOTA 70 Group N/A Casts aSandstorm, WIFI, and moves  back anysurvivors.Level 7: SHSH 60 Party N/A Shadow Shield:Lowers party's armor  class by 4.Level 7: FAFI 100 All foes N/A Devistates all

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    foes for 400 to 1500  points ofdamage.

    Geomancer Spells:

    Level #: Code Cost Range Duration Description------------------------------------------------------------Level 1: EADA 5 Group 40' N/A Earth Dagger:Stabs a group of foes  for 200 to 800points of damage.Level 1: EASO 5 Level On level Earth Source:Reveals all booby  traps that youpass over while on  a dungeon level.Level 1: EAWA 8 Level On level Earth Warp: TrapZaps the entire  level.Level 2: TREB 10 All foes N/A Trebulation:Burns all foes with a  hot flame for150 to 600 points of

      damage.Level 2: EAEL 15 Party N/A Earth Elemental:Summons an Earth  Elemental tojoin and fight your  party.Level 2: WAWA 15 Wall N/A Wall Warp: LikePHDO, but last  until you leavethe dungeon level.Level 3: ROCK 18 1 foe 60' N/A Rock: Stones afoe.Level 3: ROAL 20 Level On level Roscoe's Alert:

    Reveals anti-magic  areas.Level 4: SUSO 20 Level On level Susore's Song:Reveals all heal  party squares.Level 4: SAST 25 Group N/A Sand Storm:Moves foes back 60'.Level 5: SANT 30 Level On level Sanctuary: Showssquares that raise  spell points.Level 5: GLST 40 1 foe 90' N/A Glacier Strike:Sends a stalagmite  up through the

    ground to pin a foe  to the ceilingfor 400 to 1600  points ofdamage.Level 6: PATH 40 Level On level Path Finder:Makes an instant map  of any dungeonlevel.Level 6: MABA 50 Group 50' N/A Magma Blast:

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    Burns foes with firey  hot magma for300 to 1200 points of  damage.Level 7: JOBO 60 All foes N/A Jolt Bolt:Smashes all foes to the  ground andshocks them for 400 to  1600 points ofdamage.Level 7: EAMA 80 Group 50' N/A Earth Mama:Opens the Earth's  surface below agroup of foes,  drops them in,and closes over them  so that they arenever heard from  again.

    Miscellaneous Spells:

    Code Cost Range Duration Description------------------------------------------------------------

    GILL 10 Party Short Gill: Let's party breatheunder water.DIVA 250 Party N/A Divine Intervention: Duringnon combat: Makes  all illusionary charactersinto real ones,  cures of all illnessesexcept age, restores  all hit points to theparty. During combat:  Lowers party's armor classby 20, increases  attacks by 8 hits, casts

    Mangar's Mallet.NUKE 150 All foes N/A Goderdammerrung: Nukes allfoes for about 2000  points of damage.