THIS TEXT IS NOT FORMATTET CORRECTLY, IT WILL BE DONE, SOON! -------- Author's notes: This is THE complete, solved, and written docs for Bard's Tale III: The Theif of Fate. We started playing Bard's Tale III on 6-15-88. We finished on 6-23-88. We started writing this on 6-28-88. We finished writing this on 6-29-88. We released this on 6-30-88. The 15 days between when we started playing, and when we finished writing this, was the worst experience ever conceived to mankind. When and if Bard's Tale IV comes out, someone else better write a solve file, because we sure the hell aren't!! We would like to clarify for Vigilante, who gave us the inspiration to write a real solve file, that Shahka Brae doesn't exist. We would also like to 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 Tale III. The general info file we used was taken from the docs typed in by ESI. The trainer was taken from BBI. The fix used for the codewheel was taken from XPB. This solve was done by Kool Kat, Wildcat, and Marduk. All in the 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 Geomancer Cinderella - Level 29 Chronomancer Cindefella - Level 27 Chronomancer Metallica Mage - Level 22 Archmage Bullwinkle Jr. - Level 32 Monk Nikki Sixx - Level 37 Bard Rogue Runner - Level 32 Rogue Wildcat: Wildcat - Level 99 Monk Rich the Hawk - Level 8 Geomancer Bard's Tale - Level 111 Bard Theif of Fate - Level 38 Rogue Aderack - Level 88 Archmage Conanthist - Level 21 Chronomancer Nuke em - Level 88 Archmage Marduk: Friar Tuck - Level 108 Bard Brother Amigo - Level 72 Monk Marduk - Level 88 Archmage Brian V - Level 9 Geomancer Nuke em Jr. - Level 88 Archmage Thor - Level 37 Rogue Pocovich - Level 18 Chronomancer We hope you've enjoyed this awesome display of talent (yeah right!!) If you ever are on you knees, begging to know the locations of the statues in Malefia, give 5150 a call and leave e-mail to one of us. Whaddya think about Tyson killing Spinx in 91 seconds?? Too bad Tarjan wasn't so easy to kill. Well, at least we got the 22 million pieces of gold finding 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 complete this most important missive. I pray as well that, somehow, the heroes who once before saved Skara Brae will find this accounting and act upon it. I leave this record so those who come after will know what horrors that the Mad God Tarjan has perpetrated, and so that they will not be lulled into believing that Skara Brae was his sole target. How can I describe that day. May, 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 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 The Mad God Tarjan, arrived to reduce our day of celebration into a day of mourning. His shadow sank the city into pitiless black oblivion. Foul creatures that had festered in his flesh like maggots burst forth to assault fair Skara Brae. People ran, but could not run swiftly enough to escape. Tarjan's minions left none untouched. Forgive the shakiness of my script, for life ebbs painfully from my body as I write. Tarjan, mocking my death curse, told me Skara Brae was barely one in a series of conquests he had long contemplated to complete his revenge. He laughed when I said heroes would come to destroy his mad plan, yet I sensed fear in his voice when I promised that the legendary Hawkslayer, and those who defeated Margar, would return again to triumph. As payment for my threat, he gave a swift twist of his jewelled sword into my belly. Tarjan must be stopped. Whosoever reads this, you must get word to the heroes. This will be their greatest challenge, for upon their efforts rests the fate of more than Skara Brae, more than the Six Cities of the plains. Their failure will mean the extinction of all life - save for the wretched Tarjan and his servile parasites. Pray for success...and life renewed. [< OBJECTIVES >] You must assemble a group of adventurers who will travel to the seven dimensions in search of the source of Skara Brae's destruction. Along the way, you'll gather words, spells, and items that will help you in your final battle against the repugnant Evil One. If you successfully destroy the Evil One, Skara Brae will be released from the bond of ruin. Using logic is he key to surviving in each of the dimensions. Let's say you're trekking around in some icy, arctic-like zone and a monstrous snow wolf steps onto your path, bares its teeth, and then proceeds to chew off your ankle. You have a bag of spells to chose from, but one type of spell would be 'especially' effective. (Hint: Trying to freeze the snow wolf in an ice storm is not the best choice.) Throughout the game, you'll need to make important decisions about how to accomplish certain tasks. You won't want to proceed in the usual 'Whatever Works' method. It will pay to think it out. [< PRE-BUILT PARTIES >] When you enter the Refugee Camp, you'll find a group of adventurers called INTERPLAYERS ready to do your bidding. They're not the most seasoned of adventurers, but they're good enough for you to sample Thief of rate with. Use these characters to find out how commands work, what different races and classes do, how it feels to get repeatedly attacked, in general, what the Realm is like. When you're ready, you can create your own characters. [< CREATING CHARACTERS >] I'm sure most of you know how to do this, so there's no need in the key pressing situation ... so listen up: RACES ----- HUMANS: Their strength and inventiveness make them one of the best survivors. Never lacking agression , they can handle themselves in justabout any adverse setting. ELF: Fair of hair and skin, the Elves are slightly taller,faster, and more agile than humans. Although weaker, they make up for this by being more skilled in magical arts and war strategies. DWARF: Stout and short, these people are amazingly strong and healthy. Brightness, however, isn't a shining attribute of theirs. HOBBIT: The Hobbit is deft and clever, which are ideal traits 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 acquire their fair and light skin from Elves, and their physical bulk from Humans. HALF-ORC: Orcs are the henchman of evil wizards who are capable of little more than following orders for physical dirty work. Half-Orcs are tempered with Human blood, so while they're still dangerous, they aren't completely mindless drones forever in search of necks to wrench. GNOME: Gnomes are much like Dwarfs, but a little more anti-social due to a deficit in beauty. Because they've spent so much time studying alone, Gnomes have developed a certain flair for magic. CHARACTER ATTRIBUTES --------- ---------- As you create your characters, these attributes appear above the race categories at the top of the screen. They're your character's vital statistics. These values will determine how successful your character performs in his or her class (or 'profession'). STRENGTH (ST): Nobody really wishes to be light on might, but strength is especially important to fighters. INTELLIGENCE (IQ): If you won't have brawn, then you better have the brains. Magicians get bonus spell points for high intelligence scores. DEXTERITY (DX): This helps determine how fleet of feed and nimble of hand you'll be. A high score makes you harder to hit, and helps you land the first blow. For Rogues, the higher this value, the less likely they'll get their fingers snapped off in traps. CONSTITUTION (CN): This represents your overall health. The higher this is, the more damage your opponent must inflict on you before you need to start thinking about death. Should you be blessed with strong constitution, you will get bonus hit points. LUCK (LK): Luck is ambiguous and unpredictable; you never know what alliance it has made with fate. One thing is known about luck: lucky souls are more likely to resist evil magic and avoid traps. CLASSES ------- No one class, or profession, is nobler than the next. As the mix of strings on the Bard's mandolin makes for a richer sound, so will a mix of calls make for a richer journey. Create a party with no Rogues or Bards, and you'll have nobody to steal flowers for your grave and sing at your funeral. While there are 13 classes to put your choosing, only eight are available to the first-time adventurer. WARRIOR: It's a rare weapon that this king of fighters can't handle. Warriors gain an extra attack capability for every four levels of experience after the first; a reward for becoming more adept in battle. PALADIN: This fighter swears to battle all evil and uphold honor and purity. Due to their virtuous nature, the Paladin can handle some enchanted weapons that other can't and also have greater resistance to spells cast on them. HUNTER: These are the skilled assassins. Their combat approach is to aim for the vital organs or nerve center and do away with the opponent with as little swordplay as possible. MONK: These are no ordinary, somber, brown-robed, porridge eaters. Monks are actually adept fighters skilled in the ways of martial arts. While Monks with more experience prefer to fight with their bare hands, they can also use traditional weapons. A Monk's armor class improves as he or she gains levels. BARD: Any Bard will tell you that music can do more than sooth the savage beast. The Bard can do a number of things from creating light to regenerating spell points with a mere stroke of strings. ROGUE: This dexterous thief makes a living out of picking locks and neutralizing traps. If you plan on traveling without a Rogue, prepare to pay a high physical price for your spoils. A Rogue also has the ability to identify mysterious items. And perhaps most important, a Rogue can be an excellent killer due to his or her ability to sneak up close to an opponent before he or she attacks...and you'll soon find out just how important this thief is to your fate. CONJURER: Conjurers have the ability to heal wounds and create physical phenomena like fire and light. MAGICIAN: A Magician's specialty is to change the properties of physical objects, such as enchanting a sword, turning an enemy to stone, or making a dungeon wall vanish. SORCERER: These mages have weighty illusions, ones that a newly-made character surely couldn't handle. You must know at least three spell levels from the Magician and Conjurer classes. WIZARD: Rumor of the Real is that these mages have the power to summon and bind creatures of the supernatural, creatures who react foully to being dragged out of their worlds on someone else's whim. ARCHMAGE: Archmages must have mastered all the spells of any three magic classes. With this hefty experience requirement, Archmages are undoubtedly the most auspicious among those who cast spells for a living. GEOMANCER: Fighters who want to convert to a life of a magic can become Geomancers. Once they choose to change, they can still use the armor, weapons, and magic items that the fighter can use. Beware: Bards lose their songs, Warriors lose their multiple attacks, Hunters lose their critical hit ability, and Monks lose their armor class bonus and multiple attacks. It's part of the trade off. CHRONOMANCER: Chronomancers are the travel experts of the magic users. Before becoming one, a magic user must master all the spells of any three mage classes. An once you become a Chronomaster, you lose the power to use all the spells you previously learned. It may sound unfair, but the Chronomancer needs to focus all of his or her attention on the important dimensions teleport spells. Don't think you can get around without this spellcaster, because you can't. SPECIAL CHARACTER TIPS FROM THE REFUGEE CAMP ------- --------- ---- ---- --- ------- ---- * Don't worry about losing a level 1 character; just make another one if he or she dies. However, when your characters reach level 3, regularly back up your character disk with your favorite disk copy utility or prepare to shed tears over a lost character. * If your favorite character is killed, you can resurrect him or her with magic, or with gold if you can find a shrine that raises the dead. You can also turn off the computer, reboot, and reload your party from the point where you last saved them to disk (which means all of the characters lose any gold or experience points they may have earned since the last time you saved them.) Or, you can delete the dead character from your main character disk, and replace that character from your backup disk. * When you roll for attributes, shoot for 16's, 17's, and 18's since they can make a big difference. For example, high dexterity gives you bonus armor protection and first strike capabilities; luck often lets your survive if you accidentally spring a trap; constitution provides all characters with extra hit points; and high intelligence gives mages bonus spell points in later turns. * Certain races rely on certain attributes being strong. A mage who is strong but not intelligent is at a far greater disadvantage at an opposite attribute... being weak but with high intelligence. * Develop a Sorcerer quickly to use in the dungeons. Wizards, too, are important because they can summon extremely powerful special members. Work toward Archmagedom. You'll also need to prepare at least one character for the role of Chronomancer. * Experiment with Hunters. They can often kill superior monsters quickly because of their critical hit capabilities. Rogues also have excellent critical hit abilities, but only when they hide in the shadows. And don't dismiss the Monk as lightweights best left chanting in the monastery; after the sixth level, they're probably the best fighters of all the classes. * You can always enlist the services of special members and save them to your party. * Beware of certain magic squares. Keep an eye on your character's statistics while exploring. If you see that your character's spell or hit points are dropping for no apparent reason, your character is probably on a magic square that drains power - jump off the square before he or she is sapped of all strength. [< SPECIAL CHARACTERS >] You may meet special characters during your travels, or summon them with a spell or magic article (the summoned characters are also known as illusionary characters). You can invite as many of these special characters to join your party-granted you have the space in your party. You can save special characters to disk once you return to the Refugee Camp. Special characters choose their own method of attack and usually go after the first group of monsters that you party if facing. Illusionary characters disappear from the party ranks when they are killed or when a foe disbelieves its existence. If a nonillusionary special characters is attacked by another party member for any reason, the special character immediately turns hostile and fights until defeated. Dead special characters can be resurrected and healed just like your regular characters. Special characters can carry items for your party, but they can't find them or use them. Only the characters you made are capable of this. When special members are killed, anything they were carrying disappears, so don't have them carry your favorite family heirloom. [< MOVING UP IN LEVELS >] All newly-made characters start out as level one. As you adventure, fight, and gain experience, you can go up in levels. The higher your level, the better you'll perform in the profession you choose: magic users cast more spells, fighters fight more skillfully, thieves steal more successfully, and so on. To advance, you must go to the Review Board where the Old Man will review your accomplishments and let you know if you are fit for advancement... [Art possibly?] Spellcasters need to advance in levels to acquire more spells. What spellcasters would wish to dedicate years of study only to dabble in the same handful of tepid spells all of their lives? The following tables shows at what level spellcasters can use certain level spells. For instance, a Wizard with an experience level of 3 can only use spells up to the second level. Spellcasters have seven spell levels that they can acquire. EXPERIENCE LEVEL/SPELL LEVEL 1/1 8/4 2/1 9/5 3/2 10/5 4/2 11/6 5/3 12/6 6/3 13+/7 7/4 You can advance to a new, more powerful mage class once you learn enough spells from enough mage classes. Just how many spells and just which mage classes you must learn depend on which mage class you want to advance to. When you go to the Review Board, you'll find out exactly which classes you can advance to at that time. For those seeking to change classes, your experience points will reset to zero, but your other attributes such as hit points, spell points, and gold remain unaffected. A warning to magic users: once you advance to a new mage spells, you don't get the chance to learn the magic classes and spell levels that you skipped. For instance, if you become an Archmage without having studied the Sorcerer spells, you cannot go back to learn those Sorcerer spells. [< PLACES >] Despite the fact that much of the Realm was crushed, some places still do stand. The Scrapwood Tavern, for one, still does good business. [< 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 points 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. [< SCRAPWOOD TAVERN >] Drink up! This is the only tavern in the vicinity. You may want to fill up with 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... [< PLACES NO MORE >] In the previous scenarios of Bard's Tale, you may of found places like Roscoe's Energy Emporium, temples, casinos, but... here, you may not be so fortunate. So you may have to search out for alternatives, if there are any. [< 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. During the dark days, all fled or perished in the attempt. Now, the Old Man sits on the Board, and he alone will answer to your call for advancement [Art, again in aid.] [< MORE 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. * Avoid potential traps. Use the Trap Zap spell when in doubt. It will disarm any trap, including the Gas Cloud trap, famous for its toxic fumes. Actual solution starts here: Skara Brae: To complete the level of Skara Brae, one must venture into the Mad God's Temple, and utter the words 'chaos.' Once inside of the dungeon, teleport immediatly two levels down using the APAR spell. Once there, find a portal that goes down. It will be much easier to find using the SOSI spell. When you are within three or four paces of the portal, the spell will tell you 'Something special 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 that you are close. When he does so, he should be right around the corner. Once you hear him for the second time, go to the west and stay against the wall, turn north and precede cautiously. After going north for aproximately ten paces, hit '?' to see the dungeon map (you may want to do this during other dungeons.) If you see on the map that you have passed through a door, go east one and south one. You may want to save the game before you go south. Once you go south, you will enter his chamber. As soon as possible, cast the PREC spell. This spell will prevent Brilhasti from conjuring up more foes for you to fight. Try to kill his guards as soon as possible. After killing all foes except Brilhasti, advance until at 10'. Once you kill him, you will be teleported back to the Review Board where the old man will teach your Chronomancer (if you have one) the spells to get to Arboria. Which is our next dimension to solve. Arboria: To enter Arboria cast: ARBO To return to Skara Brae cast: ENIK Once in Arboria, seek the fisherman's hut. Go inside and pay him money to learn the GILL spell. This spell will allow you to breathe under water. After learning the spell (which can also be learned in the Wizard's guild inside of Ciera Brannia) go in the lake right next to the hut. As soon as you are under water, 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 near the water of life. To get some, make one of your characters use a wineskin or a canteen. They will collect some of the water which will play an important role in the future. Once out of the lake, look around for an oak tree. It is close to the city gates. When you run into it, it will ask you if you want to pick an acorn. Type yes and give it to one of your characters. Now you must go to the top of Valarian's tower and get the nightspear. Teleport straight up about two or three levels using the APAR spell. Once you make it two the top, there is a place where you must plant the acorn. To do so, make the character use the acorn. He/she will plant it. Then use the Water of Life. The acorn will grow into a full size tree. Climb the tree and look around on the top level for the nightspear. Give it to one of your characters. To get out of Valarian's tower, teleport straight down two or three levels, and find the stairs going out of the tower. Go inside of the city, and go into the King's castle. It should be right in front of the city gates. The king will tell you to bring Tsolaths head to him. 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 with the APAR spell and find Tsolath. Cast a PREC spell as soon as you find him. The best way to kill him is to use something quick and powerful, such as the DEST spell. Once you kill him, he will try to come back to life, but the nightspear will absorb the light that controls him, killing him for ever. Then you will be able to get his head and heart. Take them and go back to the King's castle. The King will take Tsolaths head and let you into his Sacred Grove, which is right outside of his castle. Enter the grove and head towards the south-central part of the dungeon. You should find a door there. Enter the door and use Tsolaths heart. One of your characters will put it in a bowl in his chest. Then use the Water of Life, this will make the heart start pumping and bring Valarian back to life. You then will have to exit and re-enter his burial chamber to discover a door to the east. Enter the door and head towards the south-east. There you will find Valarian's bow and arrows. Give them to your characters and make you way back out of the grove to the city gates. Find the well worn area where you will teleport back to Skara Brae. Go to the old man in the Review Board. He should give you 600000 experience points and tell you of your next quest. Be sure to have your chronomancer talk to him to learn the new teleporting spells. Geledia: To teleport to Geledia cast: GELI To return to Skara Brae cast: ECUL Geledia is a cold place, so as soon as you teleport there, you must go indoors to avoid freezing to death. Once you are in the Ice Keep, go up the stairs. Go to the top left corner. Their you will find a riddle and a three- legged-one-eyed statue. You then must make your magic users cast the following spells: INWO, WIHE, FOFO, INVI. Go through the passageway and work your way up to the top. You will have to earn the lens by defeating a few guardians. Once you have the lens, go back down to the bottom of the tower, and go through the passageway again. Go to the gold portal in the large room on the first floor of the Ice Keep. Make your character use the lens you just found. Then go towards the top right corner of the dungeon. Their you will find another riddle. Cast the following spells: MAFL, SHSP, FEAR, SUEL, SPBI. Go through the passageway and, again, work your way up to the top. You will again have to earn the lens by defeating a few more gaurdians. Once you get the second lense, work your way back to the passage way, and go back to the large room with the gold portal. 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 for the third riddle. Once you find it, cast the following spells: LEVI, ANMA, PHDO. Enter the passage way, go up, defeat the guardians, go down, leave the passageway, and go back to the gold portal. Once you use the third lense, the portal will open allowing you to go through it. In this dungeon, you will find the prizes you seek. Once you go back to the review board in Skara Brae, the old man will give you another 600000 experience points, and tell you of your next quest. Kinestika: To teleport to Kinestika cast: KINE To teleport to Skara Brae cast: OBRA In Kinestika, you must find a left and a right key. The left key will be found in the Private Quarters. To get to the Private Quarters, go all the way to the right wall and take the passageway. Then go to the top right of the dungeon in a room by a spinner. Take the key and go back the way you came. Once back in the main dungeon (Ferofist's) go to the bottom right and enter the Barracks. Once in the Barracks go to the bottom right corner into a backwards 'L' shaped room. Take the key and again go back the way you came. Once in the main dungeon go north of the dungeon and enter the Workshop through another passageway. Go to the left and you should find the sealed portal. You shouldn't have to go through any doors to find it. Once you find the sealed portal. Use one of the keys and turn it 15 times. Use the other key and turn it 18 times. The portal should open. If not, use the opposite key and turn it 15 or 18 times respectively. Once in the dungeon below, work your way to the top center and go south through a door. You will find a guy who asks you if you want to end this peacefully or violently. Answer yes to the question. He then will allow you to enter his chamber. Go south for about 4 paces. You should find him waiting for you. There you will be able to convert one of your characters (monk, paladin, bard, or rogue) into a Geomancer. After doing so, look around the chamber for his 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 and collect the four differnt roses. You should find a White, Blue, Red, and Yellow rose. The go to the mountain (4N,8W) and climb it. Once at the top of the mountain, you must slay a dragon. You will find a crystal key under its corpse. You will also need to collect some of its blood by using a wineskin or canteen. Leave the mountain and go to Cyanis's tower. Climb the tower and you should find Cyanis at the very top, center. When you find him cast REST. He will then cheerfully give you a magic triangle. After you have the triangle, go down back to the wilderness. Find Alliria's tomb (1N,8W) and go around to the back of it. You should find a dead rose bush. Use the dragon's blood you gathered earlier, and the bush should grow a rainbow rose. Pick it and enter Alliria's tomb. Once in her tomb, venture around until you find a dungeon with a bunch of zig- zags. A beautiful looking shadowy figure should ask you for the 'Flower of Truth.' Give her the White rose. Later, she will ask you for the 'Flower of Valor.' Give her the Blue rose. After going through a teleport on the same level she will ask for the 'Flower of Kinship.' Give her the Red rose. She will later ask for the 'Flower of Nature.' Give her the Yellow rose. Then, right before you enter Alliria's chamber, she will ask for the 'Flower of Alliria.' Give her the Rainbow rose. You then will be allowed to enter Alliria's chamber. Take your prizes and exit the dungeon. Go back to the Review Board and receive 600000 more experience points and the spells for your next quest. Malefia: To teleport to Malefia cast: EVIL To teleport to Skare Brae cast: LIVE Malefia was absolutely the hardest and most time consuming dungeons of all Bard's Tale dungeons. We refer to it as the S.O.B. dimension. I will simply explain the goals, and let you experience the hell we went through solving this dungeon by ourselves. It's helpful to cast SCSI to find out how lost you really are. On the main level, you will have to find a statue. Once you do so use the corresponding item. On the first level down, there are two more statues. On the second level down, there are three more statues. Once you complete all of the statue business, go to the bottom right corner of the first level down and levitate down the portal in a big room. Go north to find THE door. If it's a 'faint door' then you haven't found all of the statues (six of them.) We advise saving the game numerous times while venturing beyond THE door. You must kill the first group of foes to enter the sacred chamber. Once in the chamber, you must fight more foes to cross a bridge. Running from the second group of foes can do more damage than good. Once you past the second group, you must go after Tarjan himself. Tarjan isn't exactly in a cheerfull mood when you find him. He will conjurer up some 'friends' that you must play with (the trainer would be nice right now, wouldn't it??) After playing with the first group of friends, guess what? Yep, another group of friends. These friends aren't really friends. These friends don't like you very much. If you are lucky enough to kill the second group, Tarjan is all yours. Since he likes to conjur up 10 black slayers every round, casting PREC might not be a bad idea. Once you have killed the Mad One, you will enter adventurer heaven and will be put to sleep until part IV comes out. You may now turn it off and go back to Skara Brae, where you will welcome a group of Hedge Lizards. Beat the %$#% out of them and then you may want to do one of the following: 1. If you have to cut the grass tommorow, use some of the gasoline (all if necessacary) and play Pyro-Bardia. 2. If you don't have to cut the grass, you have a couple of nice frisbees to throw at your dog. 3. If you just happen to have some hydrochlroic acid laying around, 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 your chance for 2 points. 6. Call your lawyer, and sue the hell out of EA for making the 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 the Pacific) 9. The next time you see Kool Kat, Wildcat, or Marduk, give him a million dollars for spending all of this time writing this file for you after we already had it solved! 10. Break into your local hospital, and steal a bottle of Ether to use until Bard's Tale IV comes out. 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,8E Lanatir: One level down, use Sphere of Lanatir. Ferofist: Two levels down, use Ferofist's Helm Scedeau: Two levels down, use Scedeau's Cloak Werra: Two levels down, use Werra's Sheild. You must go up and down many portals to find the above statues! We had lots of fun finding them, so can you! HAHAHAHAHAHAHAHAHAHA! Tarmitia: To teleport to Tarmitia cast: AECE To teleport to Skara Brae cast: KULO Tarmitia was meant to be harder than it actually is. All you have to do is answer a riddle and kill some one. Walk around in Berlin until you find a floating head. The head will ask 'Who am I?' Respond with: Tyr. Then the head will ask 'Who am I really?' Respond with :Werra. You will then be teleport to a new dungeon. There, go the the bottom left corner. Enter Werra's chamber and kill him. It is a good idea to cast PREC and DIVA. This part looks easier than it really is. After you kill Werra, he sits up and laughs at you, while six black slayers try to destroy you. 2 NUKE spells should take care of them, but watch out, because the Black Slayers critical hit everything they touch! Once you kill the Black Slayers, you will receive your prizes and will be able to go back to Skara Brae. To do so, go to the top right corner and walk through the teleport. Tenabrosia: To teleport to Tenabrosia cast: OLUK To teleport to Skara Brae cast: ECEA In Tenabrosia you will want to go inside of the city gates to Black Scar. Here you will find a Bard's Hall that will teach your Bard some new songs. You will also find a Wizard's Guild that will teach you the ever- powerfull Goderdammerung spell (NUKE). Once you learn those, you may exit the city and set out to fulfill your quest. Find the Canyon in nowhere, and the shadow lock will be in it somewhere. After you find it, leave the canyon and find the Tar Pit. It looks like a hole in the ground. It would be very wise to save your game before entering this death pit. Once you are in the pit go south down the wall you enter by. Then turn west and proceed about 10 paces. You want to be at the very center of the southern wall. Once you are at the center, slowly and cautiously go north. You will be walking over tar, so you will get stuck many times, and you might lose a few characters. Don't worry, just cast REST if your hit points are getting too low. You should find a place where tar is bubbling up in the middle. Use a wineskin or canteen to collect some of it. Go back the way you came. Once you exit the dungeon, go to the dense forest (6S,7W) and find a group of trees that are blocking the entrance to another dungeon. It looks like a hole between a few trees. Once you are facing the trees, use the tar that you just gathered. The tree will go up in flames, allowing you to enter the dungeon within. Once in the dungeon, you must find the shadow door. When you have the shadow door and lock, go to the 'middle of nowhere.' Use the shadow door and lock. A magic door will appear which you will be able to go through. Once inside, wander around until you find Scedeau. He will be guarding the prizes you seek. Since he will keep moving you further and further away, the olny way to kill him is to have your rogue hide in the shadows. It may take a while to get him/her out to 90', but when you do so, it is a good idea to cast DIVA to increase the damage inflicted upon Scedeau. If you don't kill him the first time, just go back out again until you do. Another good idea is to cast PREC, because while you are hiding in the shadows, Scedeau just might want to conjur up some friends to mess you up. Actual solution ends here ! Bard's Tale ]I[ Spells and Bard Songs Typed by Alpha-Omega Hacking Unlimited --------------------------------------- KEY: View affects line of sight 1 Foe affects a single monster regardless of the number your party faces 1 Wall affects a wall in the direction the spellcaster faces All Foes affects all the monsters your party faces Group affects one monster group Self affects the spellcaster only ##' affects anything in the direction the spellcaster is facing for the number of feet specified with ## Char affects the party member you designate Special affects the special member you designate * signifies a spell that hits with full effectiveness up to the listed range, and at a reduced effectiveness when it hits at double the listed range N/A provides information, knowledge, or some other effect 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 move 1 Round lasts for the entire round of combat Short lasts a few minutes only Medium lasts several minutes Long lasts twice as long as Short spells Indef lasts until dispelled or until the party enters an anti-magic zone Misc has multiple/variable ranges N/A result of the spell is immediate Abbreviation Spell Point Cost Range Duration Conjurer Spells Level One MAFL 2 View Medium Mage Flame-generates light ARFI 3 1 Foe (10') N/A Arc Fire-attack spell, 1 to 4 hits of damage X caster's level TRZP 2 30' N/A Trap Zap-disarms traps (including chests) Level Two FRFO 3 Group Combat Freeze Foes-makes enemies easier to hit MACO 3 N/A Medium Kiel's Magic Compass-shows direction WOHL 4 Char N/A Word of Healing-heals 4 to 16 points of damage Level Three LERE 5 View Long Lesser Revelation-an extended Mage Flame that also reveals secret doors LEVI 4 Party Short Levitation-party can float over traps; up and down portals WAST 5 Group (20') N/A Warstrike-attack spell, 5 to 20 hits of damage Level Four INWO 6 Party N/A Elik's Instant Wolf-summons a giant wolf to join the party FLRE 6 Char N/A Flesh Restore-heals 10 to 40 hits; cures insanity and poisoning Level Five GRRE 7 View Long Greater Revelation-operates like Lesser Revelation, but for longer SHSP 7 Group (30')* N/A Shock Sphere-attack spell, 10 to 40 hits of damage Level Six FLAN 12 Party N/A Flesh Anew-operates like Flesh Restore, but affects the whole party MALE 8 Party Indef Major Levitation-operates like Levitation, but lasts until dispelled Level Seven REGN 12 Char N/A Regeneration-restores all hit points of a selected character APAR 15 Party N/A Apport Arcane-teleports the party to selected coordinates FAFO 18 Group N/A Far Foe-moves a group 40 feet further away (up to 90') INSL 12 Party N/A Elik's Instant Slayer-materializes a slayer that joins your party Magician Spells Level One VOPL 3 Char Combat Vorpal Plating-causes member to inflict 2 to 8 additional damage points QUFI 3 Char N/A Quick Fix-regenerates exactly 8 hit points SCSI 2 Party N/A Scry Site-causes a dungeon to reveal the party's location Level Two HOWA 4 1 Foe (10') N/A Holy Water-causes 6 to 24 points of damage to any evil being MAGA 5 Char Combat Mage Gauntlets-causes member to inflict 4 to 16 additional damage points AREN 5 30' Short Area Enchant-stairways in dungeons will call out if party facing it Level Three MYSH 6 Party Medium Ybarra's Mystic Shield-lowers armor class of party OGST 6 Char Combat Oscon's Ogrestrength-gives a member the strength of an ogre during battle STFL 6 Group (40')* N/A Starflare-attack spell, 10 to 40 damage points Level Four SPTO 8 1 Foe (70') N/A Spectre Touch-attack spell, 15 to 60 damage points DRBR 7 Group (30')* N/A Dragon Breath-attack spell, 11 to 44 damage points Level Five ANMA 8 Party Combat Anti-Magic-absorbs attack spells, helps in disbelieving illusions GIST 10 Party Combat Giant Strength-increases party damage by 10 Level Six PHDO 10 1 Wall 1 Move Phase Door-turns almost any wall to air for one move YMCA 10 Party Indef Ybarra's Mystical Coat of Armor-lowers party armor class Level Seven REST 25 Party N/A Restoration-completely heals entire party, including insanity and poisoning DEST 16 1 Foe (10') N/A Deathstrike-very likely to instantly kill one selected enemy ICES 11 Group (50') N/A Ice Storm-attack spell, 20 to 80 damage points STON 20 Char N/A Stone to Flesh-reverses the effect if a character has been turned to stone Sorcerer Spells Level One MIJA 3 1 Foe (40')* N/A Mangar's Mind Jab-attack spell, 2 to 8 damage points times spellcaster's level PHBL 2 Party Combat Phase Blur-lowers chance of party being hit LOTR 2 30' Short Locate Traps-detects traps in direction party is facing Level Two DISB 4 Party N/A Disbelieve-destroys any illusionary foes WIWA 5 Party N/A Wind Warrior-creates the illusion of a battle-ready warrior amongst your ranks FEAR 4 Group Combat Word of Fear-reduces the ability of a group of foes Level Three WIOG 6 Party N/A Wind Ogre-creates an illusionary ogre to fight beside you INVI 6 Party N/A Kylearan's Invisibility Spell-lowers chance of party being hit SESI 6 30' Medium Second Sight-heightens the party's awareness of traps and tricks ahead Level Four CAEY 7 View Indef Cat Eyes-gives the party perfect night vision WIDR 12 Party N/A Wind Dragon-creates an illusionary red dragon Level Five DIIL 8 All Foes Combat Disrupt Illusion-destroys all illusionary foes and exposes dopplegangers MIBL 10 All Foes (30')* N/A Mangar's Mind Blade-attack spell, 25 to 100 damage points Level Six WIGI 11 Party N/A Wind Giant-creates an illusionary storm giant SOSI 11 30' Indef Sorcerer Sight-an indefinite Second Sight spell Level Seven RIME 20 All Foes (40') N/A Rimefang-attack spell, 50 to 200 damage WIHE 16 Party N/A Wind Hero-creates an illusionary hero to join your party MAGM 40 All Foes (90') N/A Mage Maelstrom-can cause 60 to 240 damage, turn to stone, or kill outright PREC 50 All Foes Combat Preclusion-prevents monsters from summoning more help Wizard Spells Level One SUEL 10 Party N/A Summon Elemental-creates a fire-being to join your party FOFO 11 Group (10') N/A Fanskar's Force Focus-attack spell, 25 to 100 damage points Level Two DEBA 11 1 Foe (30') N/A Demon Bane-inflicts 100 to 400 damage points to an evil/supernatural creature PRSU 14 Party N/A Prime Summoning-forces a powerful undead creature to join your party Level Three FLCO 14 Group (30') N/A Flame Column-attack spell, 22 to 88 damage points DISP 12 Char N/A Dispossess-restores a possessed character's state of consciousness Level Four HERB 13 Party N/A Summon Herb-summons Herb to join your party ANDE 14 Char Combat Animate Dead-reanimates a dead party member to fight as if alive--combat ONLY Level Five SPBI 16 1 Foe N/A Baylor's Spell Bind-forces an enemy to join your party SOWH 13 1 Foe (70') N/A Storal's Soul Whip-attack spell, 50 to 200 damage points Level Six GRSU 22 Party N/A Greater Summoning-causes a powerful elemental creature to fight for you BEDE 18 Char N/A Beyond Death-restores life and one hit point to a deceased character Level Seven WIZW 16 Group (50') N/A Wacum's Wizard War-attack spell, 50 to 200 damage points DMST 25 Group (50') N/A Demon Strike-200 to 400 damage points to evil/supernatural beings Archmage Spells Level One HAFO 15 All Foes 1 Round Oscon's Haltfoe-if successful, causes all foes to do nothing the next round MEME 20 Group N/A Melee Men-pulls an attacking group into melee range (10') Level Two BASP 28 Party Misc. Batchspell-performs the following multiple spells: Greater Revelation, Ybarra's Mystical Coat of Armor, Sorcerer Sight, Major Levitation, and Kiel's Magic Compass Level Three CAMR 26 Party N/A Camaraderie-has a 50% chance of calming monsters in your party that are hostile Level Four NILA 30 Group (90') N/A Fanskar's Night Lance-attack spell, 100 to 400 damage points Level Five HEAL 50 Party N/A Heal All-resurrects every party member, heals completely, reverses those who have been turned to stone, heals paralysis and insanity Level Six BRKR 60 Party N/A The Brothers Kringle-enough brothers appear to fill empty slots in your party Level Seven MAMA 80 All Foes (90') N/A Mangar's Mallet-attack spell, 200 to 800 damage points Chronomancer Spells Level One VITL 12 Char N/A Vitality-heals 4 to 8 hit point times spellcaster's level Level Two WIFI 20 Group (20') N/A Witherfist-attack spell, 300 to 600 damage points COLD 20 Group (80') N/A Frost Force-attack spell, 50 to 400 damage points Level Three GOFI 25 Group (80') N/A God Fire-attack spell, 60 to 240 damage points STUN 30 All Foes N/A Stun-attack spell, 50 to 200 damage points Level Four LUCK 45 Party Combat Luck Chant-increases party's chances of hitting or defending by 8 points FADE 50 1 Foe (30') N/A Far Death-long-range instant death spell Level Five WHAT 60 1 Object N/A Identify-will correctly identify one item in spellcaster's inventory OLAY 60 1 Char N/A Youth-cures one character of oldness Level Six GRRO 65 1 Char Misc. Grave Robber-casts Beyond Death and Regeneration FOTA 70 Group Misc. Force of Tarjan-casts Witherfist and Sandstorm Level Seven SHSH 60 Party Indef Shadow Shield-lowers party's armor class by 4 FAFI 100 All Foes N/A Fatal Fist-attack spell, 400 to 1500 points of damage Geomancer Spells Level One EADA 5 Group (40') N/A Earth Dagger-attack spell, 200 to 800 damage points EASO 5 1 Dungeon Level N/A Earth Song-reveals all booby-trapped areas on an entire dungeon level EAWA 8 1 Dungeon Level N/A Earth Ward-casts the Trap Zap spell on an entire dungeon level Level Two TREB 10 All Foes N/A Trebuchet-attack spell, 150 to 600 damage points EAEL 15 Party N/A Earth Elemental-summons an Earth Elemental to join the party WAWA 15 Wall Misc. Wall Warp-works like Phase Door until the party leaves Level Three ROCK 18 1 Foe (60') N/A Petrify-turns an enemy into the hardest stone ROAL 20 1 Dungeon Level N/A Roscoe's Alert-reveals where anti-magic areas are Level Four SUSO 20 1 Dungeon Level N/A Succor Song-shows all heal-party areas SAST 25 Group N/A Sandstorm-all foes are whipped back 60 feet Level Five SANT 30 1 Dungeon Level N/A Sanctuary-shows all spell point regeneration areas GLST 40 1 Foe (90') N/A Glacier Strike-attack spell, 400 to 1600 damage points Level Six PATH 40 1 Dungeon Level N/A Pathfinder-shows the entire maze that the party is in MABA 50 Group (50') N/A Magma Blast-attack spell, 300 to 1200 damage points Level Seven JOBO 60 All Foes N/A Jolt Bolt-attack spell, 400 to 1600 damage points EAMA 80 Group (50') N/A Earth Maw-commands the Earth to swallow up the group of enemies Bard Songs Sir Robin's Tune-the party can always run away from a fight; the monsters cannot call for additional help Safety Song-the party can never be attacked by wandering monsters Sanctuary Score-the party's armor class is lowered Bringaround Ballad-gives the Bard hit points while travelling; gives everyone hit points during combat Rhyme of Duotime-regenerates spell points two times as fast while travelling; gives party extra attacks in combat The Watchwood Melody-creates light; may even work in anti- magic zones Kiel's Overture-creates a compass while travelling; casts the Trebuchet spell for one round during combat Minstrel Shield-lowers armor class; during combat halves monster damage Keyboard Commands: B: Play Bard's song C: Cast a spell D: Drop a member P: Party attack V: Volume on/off ?: Location and time, map of dungeon 1-7: Examine member stats Left Arrow: Slower Display(combat) Right Arrow: Faster Display(combat) Movement: I: Forward J: Turn left K: Kick door or foward Return: Kick door or foward Utilities: While the Bard is playing on the title screen, hit U to load the utilities. >From there, you can copy characters, make back ups of character disks, or transfer 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's strange that it is clean and shiny as if someone had been taking care 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 * = Tree 6 ! + + * * * * * !6 + = Rock 5 ! + * * 5 * !5 C = Camp 4 ! *** + * * !4 T = Tavern 3 ! * *7 !3 S = Shrine 2 ! * * * * * * + * * * !2 1 ! * *** * * *!1 N 0 ! * * * C T !0 ! 1 ! * * + * * !1 W --+-- E 2 ! * 1 + !2 ! 3 ! * * * + 3!3 S 4 ! S * + * * + +!4 5 ! * + * * !5 6 ! * * * * !6 7 ! * 6 * * +!7 8 ! * * * !8 9 !+ 8 * * * * + + + +!9 10!+ + + * + + !10 11!+ + + 4 !11 12! * * + !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 all directions. This is the Vale of Lost Warriors. 2: Here, halfway up Earthdagger Mountain, winds swirl around and make this place earn its name: Cold Peak. 3: Stabbing up the sky like an obsidian dagger, Shadow Rock is utterly alien to the surrounding landscape. 4: Foul, noxious gases reaking of rotten eggs bubble up through the turgid, yellow, mud-laden waters. 5: Amid the bountiful trees you find a spring that almost glows with purity. 6: Deeply hidden in verdant shadows, this grove is quiet and feels very peaceful. 7: The Ruins of Skara Brae. 8: Old dwarf mines. Hookfang Hobgoblin Bard Songs: The bard has seven tunes he/she can play one at a time while exploring or during combat. The last two songs must be found. 1. Sir Robin's Tune: Lets party run from foes easier, and prevents foes from calling for help. 2. Safety Song: Bonus to saving roll. This means that the party 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 for extra protection also increase the damage points inflicted on the enemy. 5. Rhyme of Duotime: Makes party regain spell points twice as 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 precious as 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 but regular 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 against light 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 long bow. 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: Shoots flame. Hits for 1 to 4 points of damage, multiplied by the spell casters level. Level 1: TRZP 2 30' N/A Trap Zap: Disarms traps. Level 2: FRFO 3 Group Combat Freeze Foes: Slows oponents down, makes them easier to hit. Level 2: MACO 3 N/A Medium Magic Compas: Makes a compas Level 2: WOHL 4 Character N/A Word of Healing: Fixes a guy who is hurt for 4 to 16 points to damage. Level 3: LERE 5 View Long Lesser Revelation: A Mage Flam that reveals secret doors. Level 3: LEVI 4 Party Long Levitation: Makes characters float over traps or up and down portals. Level 3: WAST 5 Group 20' N/A Warstrike: Burns foes for 5 to 10 points of damage. 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 of damage, poisoning, and insanity. Level 5: GRRE 7 View Long Greater Revelation: Like LERE, but longer and lights a lighter Area. Level 5: SHSP 7 Group 30' N/A Shock-Sheree: Shocks the enemy for 10 to 40 points of damage. Level 6: MALE 8 Party Indef Major Levitation: Like LEVI, but lasts longer. Level 6: REGN 12 Character N/A Regenerate: Heals one character replacing all hit points. Level 7: FLAN 12 Party N/A Flesh Anew: Like FLRE, But Effects all characters. Level 7: APAR 15 Party N/A Apport Arcane: Teleports to other dungeons and cities. Level 7: FAFO 18 Group N/A Far Foe: Moves a group of foes 40' further away, up to a max of 90'. Level 7: INSL 12 Party N/A Instant Slayer: Creates a mean dude. The name speaks for itself. Magician Spells: Level #: Code Cost Range Duration Description ------------------------------------------------------------------------------- Level 1: VOPL 3 Character Combat Vorpal Plating: Increases damage points of a character by 2 to 8 points per hit. Level 1: QUFI 3 Character N/A Quick Fix: Heals a character for precisely 8 points up to the max. Level 1: SCSI 2 Party N/A Scry Sitee: Causes dungeon or other places to reveal the location. Level 2: HOWA 4 1 Foe 10' N/A Holy Water: Hurts a foe of evil or supernatural origin for 6 to 24 points of damage. 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 you are within 30' (3 Squares) of stairs. Level 3: MYSH 6 Party Medium Mystic Shield: Makes air in front of the party a sheild that is as hard as metal and procedes the party as they move. Level 3: OGST 6 Character Combat Oscon's Ogrestrength: Makes a member strong as eliks ogre for the duration of the battle. 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 60 points of damage. Level 4: DRBR 7 Group 30'+ N/A Dragon Breath: Breathes fire. Burns for 11 to 44 points of damage. Level 5: ANMA 8 Party Combat Anti-Magic: Makes ground absorb some of the spells cast at party and aids in disbeleiving illusions. Level 5: GIST 10 Party Combat Giant Strike: Increased party's damage by 10 points per hit. Level 6: PHDO 9 1 Wall 1 Move Phase Door: Turns almost any wall to air for one move. Level 6: YMCA 10 Party Indef Mystic Coat of Armor: Like MYSH, but lasts longer. Level 7: REST 12 Party N/A Restoration: Fixes every member in the party. Cures posioning 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 80 points of damage. Level 7: STON 20 Character N/A Stone Heal: Turns a stoned party member into flesh. Sorceror Spells: Level #: Code Cost Range Duration Description ------------------------------------------------------------ Level 1: MIJA 3 1 Foe 40' N/A Mind Jab: Jabs foe for 2 to 8 times the spell caster'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: Makes a wind ogre. Level 3: INVI 6 Party Combat Invisible: Makes party 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: Makes a red dragon. Level 5: DIIL 8 Illusions Combat Disrupt Illusion: Disrupts all illusions and prevents others from appearing. Level 5: MIBL 10 All foes 30'+ Combat Mind Blade: Shocks foes for 25 to 100 points of damage. 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 burns for 50 to 200 points of damage. Level 7: WIHE 16 Party N/A Hurricane: Creates an illusionary hurricane to join your party. Level 7: MAGM 40 1 Group N/A Shocks for 60 to 240 points of damage, turns them to stone, or kills them. Level 7: PREC 50 All foes Combat Pre-Eclusion: Keeps foes from summoning more foes. Wizard Spells: Level #: Code Cost Range Duration Description ------------------------------------------------------------ Level 1: SUEL 10 Party N/A Summon Elemental: Makes a fire being from the raw elements of the universe to join and 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 of damage. Level 2: PRSU 15 Party N/A Prime Summoning: Forces a powerfull undead creature to join and fight for your party. Level 2: DEBA 11 1 Foe 30' N/A Demon Bane: Inflicts 100 to 400 points of Damage to a creature of evil or supernatural origin. Level 3: FLCO 14 Group 40' N/A Flame Column: Makes a cyclone of flame that lashes out and delivers 22 to 88 points of damage to a group of your foes. Level 3: DISP 12 Character N/A Dispossess: Returns a possessed party member to a 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 so that 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 to join and fight for your party. Level 5: SOWH 13 1 Foe 70' N/A Soul Whip: Whips out a tendril of psionic (mind) power to strike a chosen foe, inflicting 50 to 200 points of damage. Level 6: GRSU 22 Party N/A Greater Summoning: Like PRSU, but forces a powerful elemental to join and fight for you. Level 6: BEDE 18 Character N/A Beyond Death: Resores life and one hit point to a dead character. Level 7: WIZW 16 Group 50' N/A Wizard War: Creats a pyrotechnical storm over a group of foes inflicting 50 to 200 points of damage. Level 7: DMST 25 Group 50' N/A Demon Strike: Releases a group of demons that attack for 200 to 400 points of damage. Archmage Spells: Level #: Code Cost Range Duration Description ------------------------------------------------------------ Level 1: HAFO 15 All foes 1 Round Haltfoe: If successfull, this spell causes every attacking group to do nothing during the next round of fighting. Level 1: MEME 20 Group N/A Melee Men: Pulls an attacking group into melle range (10') regardless of how far away they were to begin with. Level 2: BASP 28 Party Misc. Batchspell: Performs all of the following spells: Greater Revelation, Mystical Coat of Armor, Sorcerer Sight, Major Levitation, and Magic Compas. Level 3: CAMR 26 Party N/A Camaraderie: Has a 50% chance of calming all monsters in your party that have turned hostile. Level 4: NILA 30 Group 90' N/A Night Lance: Launches a chilling missile against your foes, inflicting 100 to 400 points of damage. Level 5: HEAL 50 Party N/A Heal All: A beyond death spell that resurrects every dead party member (including those turned to stone), and heals all wounds, paralysis, and insanity. Level 6: BRKR 60 Party N/A Brothers Kringle: The brothers are always ready to help freinds in trouble. Enough brothers appear to fill the empty slots in your party. Level 7: MAMA 80 All foes 90' N/A Mangars Mallet: Inflicts 200 to 800 bone crushing damage points against every monster your group faces. Chronomancer Spells: Level #: Code Cost Range Duration Description ------------------------------------------------------------ Level 1: ARBO 10 Party N/A Teleport to Arboria. Must be in quite grove outside of Skara Brae. Level 1: ENIK 10 Party N/A Teleport to wilderness outside of Skara Brae. Must be at well worn area in Arboria. Level 1: VITL 12 1 Character N/A Vitality: Heals a character 4 to 8 points times spell caster's level. Level 2: WIFI 20 Group 20' N/A Wizard's Fist: Burns foes for 300 to 600 points of damage. Level 2: COLD 20 Group 80' N/A Coldspell: Freezez foes for 50 to 400 points of damage. Level 3: GOFI 25 Group 80' N/A God Fire: Burns a foes for 60 to 240 points of damage. Level 3: STUN 30 All foes N/A Stun: Stuns all foes for 50 to 200 points of damage. Level 4: LUCK 45 Party Combat Luck: Increases party's hitting and defending by 8 points. Level 4: FADE 50 1 Foe 30' N/A Far Death: Kills foe. Level 5: WHAT 60 1 Object N/A Identifies an item. Level 5: OLAY 60 1 Character N/A Youth Potion: Coats one character to rid of oldness. Level 6: GRRO 65 1 Character N/A Fixes character even if dead. Level 6: FOTA 70 Group N/A Casts a Sandstorm, WIFI, and moves back any survivors. 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 foes for 400 to 1500 points of damage. 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 800 points of damage. Level 1: EASO 5 Level On level Earth Source: Reveals all booby traps that you pass over while on a dungeon level. Level 1: EAWA 8 Level On level Earth Warp: Trap Zaps the entire level. Level 2: TREB 10 All foes N/A Trebulation: Burns all foes with a hot flame for 150 to 600 points of damage. Level 2: EAEL 15 Party N/A Earth Elemental: Summons an Earth Elemental to join and fight your party. Level 2: WAWA 15 Wall N/A Wall Warp: Like PHDO, but last until you leave the dungeon level. Level 3: ROCK 18 1 foe 60' N/A Rock: Stones a foe. 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: Shows squares 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 ceiling for 400 to 1600 points of damage. Level 6: PATH 40 Level On level Path Finder: Makes an instant map of any dungeon level. Level 6: MABA 50 Group 50' N/A Magma Blast: Burns foes with firey hot magma for 300 to 1200 points of damage. Level 7: JOBO 60 All foes N/A Jolt Bolt: Smashes all foes to the ground and shocks them for 400 to 1600 points of damage. Level 7: EAMA 80 Group 50' N/A Earth Mama: Opens the Earth's surface below a group of foes, drops them in, and closes over them so that they are never heard from again. Miscellaneous Spells: Code Cost Range Duration Description ------------------------------------------------------------ GILL 10 Party Short Gill: Let's party breathe under water. DIVA 250 Party N/A Divine Intervention: During non combat: Makes all illusionary characters into real ones, cures of all illnesses except age, restores all hit points to the party. During combat: Lowers party's armor class by 20, increases attacks by 8 hits, casts Mangar's Mallet. NUKE 150 All foes N/A Goderdammerrung: Nukes all foes for about 2000 points of damage.