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- ===> 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 just about 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.
-