Bard's Tale III: The Thief of Fate

Bard's Tale 3 Hints and Walkthroughs

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From the Manual...

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 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 you 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 than a mage who is intelligent but weak.

* Develop a Sorcerer quickly to use in 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 a lightweight 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.


* 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.

* Make sure all members of your party are fully healed before entering a new dungeon. You'll need all your strength for the next onslaught.


* Don't underestimate the value of dexterity. Use high dexterity and high level characters to attack especially fearsome monsters. Less dexterous characters may not survive long enough to get in the first strike.

* Remember, lower is better when it comes to armor class. Use spells or Bard songs to lower it further and give you an advantage during combat.

* If you're attacked by more than two groups of monsters, focus on the magic users first. If you can't kill all the magic-using monsters, cast magic-repellent spells to protect your party from illusions, possessions, and other spells.

* As a general rule, attack groups containing only one monster last, unless it contains a particularly deadly monster. In that case, get rid of it while your party has the strength to.

* Undead monsters such as zombies are especially troublesome. They can drain experience points, rapidly age characters, critically hit, or even turn characters to stone. Kill them quickly or be killed quickly.

* Keep a well-stocked supply of missile weapons (arrow, spears, etc.) so you're prepared to attack monsters who hide behind other monsters.


* There are no cursed or bad items, but some may be useless.

* Experiment with anything you find to determine its capabilities. An item may only work with a certain class, so be sure to trade something that doesn't seem to work for a certain character. Some items will work only in certain areas or under certain conditions.

* If you can't pick something up, it may be because you're carrying a full load. Make your choice and drop something.

* Save your party to disk when they find something interesting or powerful. If disaster strikes, you can always reboot with your saved goodies.

* If you find an item and you can't figure out what it is, give it to the Rogue in your party to identify, or a mage who has a spell that identifies items.


* Spell points are the life blood of the magic user. Don't venture too far into dungeons without full spell points. When you're down to a quarter of your maximum spell points, you should leave the dungeon before you're bled dry of your remaining spell points.

* Spell points don't regenerate that fast, so don't squander them away. Don't use a magic light spell when lighting a torch will do. Use your spells when you need them, like when that bad-breathed miasmal cur takes an interest in clawing your face off.

* Find those nasty traps. Second Sight and other Sorcerer sight spells can identify traps within 30 feet (3 squares). The Trap Zap spell disarms all traps within 30 feet.

* Play a long-lasting Bard's song before entering a tavern. It's like getting a free spell.

* In darkness zones, try using a light spell or the Bard's Watchwood Melody song. Though the spells won't last, it gives a brief flash of light which helps you get your bearings. This trick occasionally works with ordinary torches and lanterns.

* The screen flashes when your party gets teleported. Keep this in mind, because many dungeon corridors look alike and unless you catch the flash, you'll never know you were teleported.