Кіріспе
Bard's Tale III: Thief of Fate – Interplay Productions компаниясы 1988 жылы жасаған компьютерлік фантастикалық ролдік ойын. Бұл "Бардтың ертегісі" атты ойынның екінші жалғасы. Оны Ребекка Хайнеман, Брюс Шликбернд және Майкл А. Стакпол әзірлеген. Ойын Amiga, Apple II (64k), Commodore 64 және DOS платформалары үшін шығарылды.
Әңгіме
Ойыншы кейіпкерлер өлім аузында жатқан адамнан хат алады, ол оларға зұлым сиқыршы Мангарды жеңгеніңізді тойлау кезінде оның нағыз қожайыны – "Ақымақ құдай Таржан" келіп, Скара Брей қаласын жойған жауыз жаратылыстарды шығарғанын хабарлайды. Қаптаманың мұқабасында былай деп жазылған: "Скара Брей қираған күйде. Росконың Энергиялық Emporium бос тұр. "Қорал-жарақ дүкені" тез құлдырап, Гарт қатты күйзелді. Бардтың ыңқылдауы тоқтаған жоқ, өйткені ол барлық мейрамханалар жабылғанын түсінді. Біреу немесе бір нәрсе қаланың тағдырын соншалықты зор, соншалықты айтуға болмайтын зұлымдықпен бекітті, бұл Паладиндер мен Архимагтар әскерінің теңдесі жоқ. Қиындық кездерде сыпайылық қажет. Кішірек болса, жақсы. Жасырын болса, жақсы. Әлемге қазір ұры керек. Тағдыр ұрысы. Ойын бұрынғы ойындардан жойылған авантюристтер гильдиясын алмастыратын қираған Скара Брейдің сыртындағы босқындар лагерінде басталады. Қаланың қираған жерінен басқа, далада емдейтін ғибадатхана, мейрамхана және арнайы орындар бар, олар өздерінің ізденіс барысында басқа әлемдерге сапар шегеді. Скара Брейдің көлемі едәуір қысқарды. Қираған жерлер 16x16 карта плиткалары, бірақ оның орналасуы танымал болып қала береді. Қарап-қарау кеңесінің қираған жерлерінде жалғыз тірі қалған қарт адам партияға Скара Брейдің астындағы "Ақымақ құдай" тұңғышында ақылсыз құдай Таржанның қызметшісі Брильхасти ап Таржды өлтіруді тапсырады. Одан кейін қарт адам топқа басқа әлемдерден артефакттерді алуға бұйрық береді және сонымен қатар топқа шөл даладағы белгілі бір нүктелерде осы параллель өлшемдерге және кері сапарға бару үшін қолданылатын хрономантерлік сиқырларды үйретеді:
Skara Brae is in ruins. Roscoe's Energy Emporium stands vacant. The Equipment Shoppe went under so quickly Garth was crushed. Your Bard hasn't stopped whimpering since he realized all the taverns were closed Someone—or some thing—has sealed the city's fate with an evil so vast, so unspeakable, that a host of Paladins and an army of Archmages are out matched. Hard times call for subtlety. Smaller is better. Sneakier is better. What the world needs now is a thief. The Thief of Fate. The game begins in a refugee camp outside the ruined Skara Brae, which replaces the now destroyed adventurer's guild from the previous games. Besides the city ruins, the wilderness features a temple for healing, a tavern, and a number of special locations from where the party will embark on missions to other worlds over the course of their quest. Skara Brae was scaled down considerably. The ruins are 16x16 map tiles instead of the city's 30x30 layout from The Bard's Tale I, though its layout remains recognizable. In the ruins of the Review Board, an old man—the sole survivor—directs the party to first kill one Brilhasti ap Tarj, a servant of the mad god Tarjan, in the "Mad God" dungeon below Skara Brae, a startup quest for the characters to attain power, which can be ignored if powerful characters were carried over from previous games. Next, the old man orders the party to retrieve artifacts from several other worlds and also teaches the group the chronomancer spells to be used at certain points in the wilderness to travel to these parallel dimensions and back:
Arboria (from Twilight Copse): Pleasant elf realm including the city of Ciera Brannia. They have to bring back the hero Valarian or get Valarian's Bow and the Arrows of Life. It turns out Valarian is long since dead and buried in a sacred grove with the items. The king will only allow the party to enter the grove if they first kill the local villain Tslotha Garnath with the Nightspear that can be obtained from Valarian's Tower. In Arboria, the party meets the warrior Hawkslayer for the first time, though he recalls meeting them before (a hint at the fact that the party is travelling not only between dimensions but also across time in their quest). Gelidia (from Cold Peak): The party is next tasked to bring Lanatir or, if they cannot convince him to come, Lanatir's Sphere and the Wand of Power back from this dimension of magic. Gelidia turns out to be an icy wasteland with a great ice keep. In a nearby hut, a diary is found with the frozen corpse of a half elf later identified as Alendar, who is suggested to be dead for a thousand years already. The diary relates how the garrison, lacking a hero like Hawkslayer this time, fared poorly against attackers who killed the god Lanatir. Lanatir was buried in his keep by his remaining followers, who then sealed it with powerful magic. Alendar, the last survivor, finally cast a spell of eternal winter upon the land to vanquish the invaders and then died in the cold himself. Lucencia (from Crystal Springs): Shocked at the news of Lanatir's death as much as Valarian's, the old man sends the party to another pleasant world, Lucencia, where the gnome city of Celaria Bree is located. The party has to get the Belt of Alliria and the Crown of Truth. Unsurprisingly, Alliria has been dead for many moons already, and the items have to be retrieved from her tomb. This involves overcoming a dragon, and also Alliria's lover Cyanis, who was driven mad by being forced to watch Tarjan torture Alliria to death. Kinestia (from Old Dwarf Mine): In this dwarven realm, the party has to retrieve Ferofist's Helm and the Hammer of Wrath. They arrive in the middle of a great war of the dwarves against robot themed monsters and meet Hawkslayer again, curiously before they met him in Arboria. Ferofist is found mortally wounded. He asks the party to destroy the fruits of his foolish alliance with the dark one and leaves directions to the heart of the mechanical invasion. There, the party encounters Urmech, an artificial being who himself was created by Ferofist in violation of the God's Pact against further creation (a heinous act that, according to Urmech, helped free the dark one). When confronted, Urmech turns out to be quite reasonable. He points out that he has done no evil except to live, and that he created others of his kind to protect him and so that he will not be all alone. Having found or perhaps created a new kind of magic, Urmech offers to train certain character classes to become Geomancers, a new type of spellcaster. He also surrenders Ferofist's items to the party willingly, if they ask; though there is also the option of fighting him to claim the items. Tenebrosia (from Shadow Rock): This world of paradox features a wilderness named "Nowhere" and a town called Black Scar. The party has to bring Sceadu's Cloak and the Helm of Justice back. Having allied with Tarjan, Sceadu will not willingly give away the items and has to be tracked down and slain in combat. Tarmitia (from the Vale of Lost Warriors): The "land of unceasing warfare" is a dimension of perpetual war, with the party moving between interwoven battle sites such as Berlin, Rome, Troy, Hiroshima, Wasteland, Stalingrad, and Nottingham until they arrive at Tarmatia, where they have to obtain Werra's Shield and the Strifespear by besting the war god in combat. As mere mortals, they cannot really kill him, but then they are caught up in an attack by another deity immediately afterwards and witness Werra's death. They get the shield, but learn that the Strifespear was given to Hawkslayer. Malefia (from Sulphur Springs): Upon returning to the old man, the party finds him mortally wounded. He instructs them to seek out and vanquish Tarjan in his domain, provides the spells required to go there and back (EVIL and LIVE), and reveals the location of the items the party brought back before he dies. From this point onwards, characters cannot level up in Skara Brae, but need to go to a Review Board in one of the Dimensions. With the items retrieved on their previous quests, the party can navigate Malefia, where they find the Strifespear on Hawkslayer's corpse, and finally confront and vanquish Tarjan himself. The canonical strategy (per the cluebook) is for a character of the thief or rogue class to kill Tarjan, by using their special combat ability to sneak up on an opponent from behind, hence the game's subtitle "Thief of Fate". With Tarjan defeated, it is revealed that the player party took the places of the deities Tarjan killed, becoming a set of new stars in the sky.
Арбория (Твилайт Копстен): Сиера Бранния қаласын қоса алғандағы жағымды эльфтер әлемі. Олар батырымыз Валарианды алып қайтуы керек немесе Валарианның садағы мен өмірдің жебелерін алуы керек. Валарианның өліп, қасиетті бақ арасында мәйіті бар екені белгілі болды. Патша оларға тек жергілікті зұлым Цлота Гарнатты Валариан мұнарасынан алуға болатын Түнгі найзамен өлтірген жағдайда ғана бақтарға кіруге рұқсат береді. Арборияда топ бірінші рет жауынгер Хокслайермен кездеседі, бірақ ол оларды бұрын кездестіргенін еске алады (топтың өлшемдер арасында ғана емес, сонымен қатар уақыттың ішінде де саяхаттап жүргенін көрсетеді).
Skara Brae is in ruins. Roscoe's Energy Emporium stands vacant. The Equipment Shoppe went under so quickly Garth was crushed. Your Bard hasn't stopped whimpering since he realized all the taverns were closed Someone—or some thing—has sealed the city's fate with an evil so vast, so unspeakable, that a host of Paladins and an army of Archmages are out matched. Hard times call for subtlety. Smaller is better. Sneakier is better. What the world needs now is a thief. The Thief of Fate. The game begins in a refugee camp outside the ruined Skara Brae, which replaces the now destroyed adventurer's guild from the previous games. Besides the city ruins, the wilderness features a temple for healing, a tavern, and a number of special locations from where the party will embark on missions to other worlds over the course of their quest. Skara Brae was scaled down considerably. The ruins are 16x16 map tiles instead of the city's 30x30 layout from The Bard's Tale I, though its layout remains recognizable. In the ruins of the Review Board, an old man—the sole survivor—directs the party to first kill one Brilhasti ap Tarj, a servant of the mad god Tarjan, in the "Mad God" dungeon below Skara Brae, a startup quest for the characters to attain power, which can be ignored if powerful characters were carried over from previous games. Next, the old man orders the party to retrieve artifacts from several other worlds and also teaches the group the chronomancer spells to be used at certain points in the wilderness to travel to these parallel dimensions and back:
Arboria (from Twilight Copse): Pleasant elf realm including the city of Ciera Brannia. They have to bring back the hero Valarian or get Valarian's Bow and the Arrows of Life. It turns out Valarian is long since dead and buried in a sacred grove with the items. The king will only allow the party to enter the grove if they first kill the local villain Tslotha Garnath with the Nightspear that can be obtained from Valarian's Tower. In Arboria, the party meets the warrior Hawkslayer for the first time, though he recalls meeting them before (a hint at the fact that the party is travelling not only between dimensions but also across time in their quest). Gelidia (from Cold Peak): The party is next tasked to bring Lanatir or, if they cannot convince him to come, Lanatir's Sphere and the Wand of Power back from this dimension of magic. Gelidia turns out to be an icy wasteland with a great ice keep. In a nearby hut, a diary is found with the frozen corpse of a half elf later identified as Alendar, who is suggested to be dead for a thousand years already. The diary relates how the garrison, lacking a hero like Hawkslayer this time, fared poorly against attackers who killed the god Lanatir. Lanatir was buried in his keep by his remaining followers, who then sealed it with powerful magic. Alendar, the last survivor, finally cast a spell of eternal winter upon the land to vanquish the invaders and then died in the cold himself. Lucencia (from Crystal Springs): Shocked at the news of Lanatir's death as much as Valarian's, the old man sends the party to another pleasant world, Lucencia, where the gnome city of Celaria Bree is located. The party has to get the Belt of Alliria and the Crown of Truth. Unsurprisingly, Alliria has been dead for many moons already, and the items have to be retrieved from her tomb. This involves overcoming a dragon, and also Alliria's lover Cyanis, who was driven mad by being forced to watch Tarjan torture Alliria to death. Kinestia (from Old Dwarf Mine): In this dwarven realm, the party has to retrieve Ferofist's Helm and the Hammer of Wrath. They arrive in the middle of a great war of the dwarves against robot themed monsters and meet Hawkslayer again, curiously before they met him in Arboria. Ferofist is found mortally wounded. He asks the party to destroy the fruits of his foolish alliance with the dark one and leaves directions to the heart of the mechanical invasion. There, the party encounters Urmech, an artificial being who himself was created by Ferofist in violation of the God's Pact against further creation (a heinous act that, according to Urmech, helped free the dark one). When confronted, Urmech turns out to be quite reasonable. He points out that he has done no evil except to live, and that he created others of his kind to protect him and so that he will not be all alone. Having found or perhaps created a new kind of magic, Urmech offers to train certain character classes to become Geomancers, a new type of spellcaster. He also surrenders Ferofist's items to the party willingly, if they ask; though there is also the option of fighting him to claim the items. Tenebrosia (from Shadow Rock): This world of paradox features a wilderness named "Nowhere" and a town called Black Scar. The party has to bring Sceadu's Cloak and the Helm of Justice back. Having allied with Tarjan, Sceadu will not willingly give away the items and has to be tracked down and slain in combat. Tarmitia (from the Vale of Lost Warriors): The "land of unceasing warfare" is a dimension of perpetual war, with the party moving between interwoven battle sites such as Berlin, Rome, Troy, Hiroshima, Wasteland, Stalingrad, and Nottingham until they arrive at Tarmatia, where they have to obtain Werra's Shield and the Strifespear by besting the war god in combat. As mere mortals, they cannot really kill him, but then they are caught up in an attack by another deity immediately afterwards and witness Werra's death. They get the shield, but learn that the Strifespear was given to Hawkslayer. Malefia (from Sulphur Springs): Upon returning to the old man, the party finds him mortally wounded. He instructs them to seek out and vanquish Tarjan in his domain, provides the spells required to go there and back (EVIL and LIVE), and reveals the location of the items the party brought back before he dies. From this point onwards, characters cannot level up in Skara Brae, but need to go to a Review Board in one of the Dimensions. With the items retrieved on their previous quests, the party can navigate Malefia, where they find the Strifespear on Hawkslayer's corpse, and finally confront and vanquish Tarjan himself. The canonical strategy (per the cluebook) is for a character of the thief or rogue class to kill Tarjan, by using their special combat ability to sneak up on an opponent from behind, hence the game's subtitle "Thief of Fate". With Tarjan defeated, it is revealed that the player party took the places of the deities Tarjan killed, becoming a set of new stars in the sky.
Гелидия (Салқын шыңнан): Келесі тапсырма – Ланатирді немесе, егер оны келуге көндіре алмаса, Ланатирдің сферасы мен күш таяғын осы сиқырлы өлшемнен қайтару. Гелидия мұздық жер болып шығады, мұзда үлкен мұздық бар. Жақын маңдағы қорадан кейіннен Альендар деп танылған жарты эльфтің мұздатылған денесімен бірге күнделік табылды, ол мың жыл бұрын қайтыс болған деп болжанады. Күнделікте гарнизонның бұл жолы Хоукслайр сияқты батырсыз қалғандығы туралы айтылады, бірақ Ланатир құдайының көзін құртқан шабуылшыларға қарсы нашар әрекет етті. Ланатирді оның қамауында қалған ізбасарлары жерледі, содан кейін оны күшті сиқырмен бекітті. Алендар, соңғы тірі қалған, жерді басып алушыларды жеңу үшін мәңгілік қыс сиқырын шығарды, содан кейін ол өзі суықта қайтыс болды.
Skara Brae is in ruins. Roscoe's Energy Emporium stands vacant. The Equipment Shoppe went under so quickly Garth was crushed. Your Bard hasn't stopped whimpering since he realized all the taverns were closed Someone—or some thing—has sealed the city's fate with an evil so vast, so unspeakable, that a host of Paladins and an army of Archmages are out matched. Hard times call for subtlety. Smaller is better. Sneakier is better. What the world needs now is a thief. The Thief of Fate. The game begins in a refugee camp outside the ruined Skara Brae, which replaces the now destroyed adventurer's guild from the previous games. Besides the city ruins, the wilderness features a temple for healing, a tavern, and a number of special locations from where the party will embark on missions to other worlds over the course of their quest. Skara Brae was scaled down considerably. The ruins are 16x16 map tiles instead of the city's 30x30 layout from The Bard's Tale I, though its layout remains recognizable. In the ruins of the Review Board, an old man—the sole survivor—directs the party to first kill one Brilhasti ap Tarj, a servant of the mad god Tarjan, in the "Mad God" dungeon below Skara Brae, a startup quest for the characters to attain power, which can be ignored if powerful characters were carried over from previous games. Next, the old man orders the party to retrieve artifacts from several other worlds and also teaches the group the chronomancer spells to be used at certain points in the wilderness to travel to these parallel dimensions and back:
Arboria (from Twilight Copse): Pleasant elf realm including the city of Ciera Brannia. They have to bring back the hero Valarian or get Valarian's Bow and the Arrows of Life. It turns out Valarian is long since dead and buried in a sacred grove with the items. The king will only allow the party to enter the grove if they first kill the local villain Tslotha Garnath with the Nightspear that can be obtained from Valarian's Tower. In Arboria, the party meets the warrior Hawkslayer for the first time, though he recalls meeting them before (a hint at the fact that the party is travelling not only between dimensions but also across time in their quest). Gelidia (from Cold Peak): The party is next tasked to bring Lanatir or, if they cannot convince him to come, Lanatir's Sphere and the Wand of Power back from this dimension of magic. Gelidia turns out to be an icy wasteland with a great ice keep. In a nearby hut, a diary is found with the frozen corpse of a half elf later identified as Alendar, who is suggested to be dead for a thousand years already. The diary relates how the garrison, lacking a hero like Hawkslayer this time, fared poorly against attackers who killed the god Lanatir. Lanatir was buried in his keep by his remaining followers, who then sealed it with powerful magic. Alendar, the last survivor, finally cast a spell of eternal winter upon the land to vanquish the invaders and then died in the cold himself. Lucencia (from Crystal Springs): Shocked at the news of Lanatir's death as much as Valarian's, the old man sends the party to another pleasant world, Lucencia, where the gnome city of Celaria Bree is located. The party has to get the Belt of Alliria and the Crown of Truth. Unsurprisingly, Alliria has been dead for many moons already, and the items have to be retrieved from her tomb. This involves overcoming a dragon, and also Alliria's lover Cyanis, who was driven mad by being forced to watch Tarjan torture Alliria to death. Kinestia (from Old Dwarf Mine): In this dwarven realm, the party has to retrieve Ferofist's Helm and the Hammer of Wrath. They arrive in the middle of a great war of the dwarves against robot themed monsters and meet Hawkslayer again, curiously before they met him in Arboria. Ferofist is found mortally wounded. He asks the party to destroy the fruits of his foolish alliance with the dark one and leaves directions to the heart of the mechanical invasion. There, the party encounters Urmech, an artificial being who himself was created by Ferofist in violation of the God's Pact against further creation (a heinous act that, according to Urmech, helped free the dark one). When confronted, Urmech turns out to be quite reasonable. He points out that he has done no evil except to live, and that he created others of his kind to protect him and so that he will not be all alone. Having found or perhaps created a new kind of magic, Urmech offers to train certain character classes to become Geomancers, a new type of spellcaster. He also surrenders Ferofist's items to the party willingly, if they ask; though there is also the option of fighting him to claim the items. Tenebrosia (from Shadow Rock): This world of paradox features a wilderness named "Nowhere" and a town called Black Scar. The party has to bring Sceadu's Cloak and the Helm of Justice back. Having allied with Tarjan, Sceadu will not willingly give away the items and has to be tracked down and slain in combat. Tarmitia (from the Vale of Lost Warriors): The "land of unceasing warfare" is a dimension of perpetual war, with the party moving between interwoven battle sites such as Berlin, Rome, Troy, Hiroshima, Wasteland, Stalingrad, and Nottingham until they arrive at Tarmatia, where they have to obtain Werra's Shield and the Strifespear by besting the war god in combat. As mere mortals, they cannot really kill him, but then they are caught up in an attack by another deity immediately afterwards and witness Werra's death. They get the shield, but learn that the Strifespear was given to Hawkslayer. Malefia (from Sulphur Springs): Upon returning to the old man, the party finds him mortally wounded. He instructs them to seek out and vanquish Tarjan in his domain, provides the spells required to go there and back (EVIL and LIVE), and reveals the location of the items the party brought back before he dies. From this point onwards, characters cannot level up in Skara Brae, but need to go to a Review Board in one of the Dimensions. With the items retrieved on their previous quests, the party can navigate Malefia, where they find the Strifespear on Hawkslayer's corpse, and finally confront and vanquish Tarjan himself. The canonical strategy (per the cluebook) is for a character of the thief or rogue class to kill Tarjan, by using their special combat ability to sneak up on an opponent from behind, hence the game's subtitle "Thief of Fate". With Tarjan defeated, it is revealed that the player party took the places of the deities Tarjan killed, becoming a set of new stars in the sky.
Люценсия (Кристалл Спрингстен): Ланатирдің өлімі туралы хабардан Валариан сияқты шошып, қарт адам топты басқа бір жағымды әлемге, Люценсияға, Селария Бридің гномдық қаласына жібереді. Партия Аллирия белдеуі мен Ақиқат тәжін алуы керек. Аллирияның өлгеніне бірнеше ай болғаны таңқаларлық емес, сондықтан заттарды оның қабірінен табу керек. Бұл айдаһарды жеңуді, сондай-ақ Алирияның сүйіктісі Цианисті, Таржанның Алирияны өлімге қинағанын көруге мәжбүр болғандықтан, есінен танып қалған.
Skara Brae is in ruins. Roscoe's Energy Emporium stands vacant. The Equipment Shoppe went under so quickly Garth was crushed. Your Bard hasn't stopped whimpering since he realized all the taverns were closed Someone—or some thing—has sealed the city's fate with an evil so vast, so unspeakable, that a host of Paladins and an army of Archmages are out matched. Hard times call for subtlety. Smaller is better. Sneakier is better. What the world needs now is a thief. The Thief of Fate. The game begins in a refugee camp outside the ruined Skara Brae, which replaces the now destroyed adventurer's guild from the previous games. Besides the city ruins, the wilderness features a temple for healing, a tavern, and a number of special locations from where the party will embark on missions to other worlds over the course of their quest. Skara Brae was scaled down considerably. The ruins are 16x16 map tiles instead of the city's 30x30 layout from The Bard's Tale I, though its layout remains recognizable. In the ruins of the Review Board, an old man—the sole survivor—directs the party to first kill one Brilhasti ap Tarj, a servant of the mad god Tarjan, in the "Mad God" dungeon below Skara Brae, a startup quest for the characters to attain power, which can be ignored if powerful characters were carried over from previous games. Next, the old man orders the party to retrieve artifacts from several other worlds and also teaches the group the chronomancer spells to be used at certain points in the wilderness to travel to these parallel dimensions and back:
Arboria (from Twilight Copse): Pleasant elf realm including the city of Ciera Brannia. They have to bring back the hero Valarian or get Valarian's Bow and the Arrows of Life. It turns out Valarian is long since dead and buried in a sacred grove with the items. The king will only allow the party to enter the grove if they first kill the local villain Tslotha Garnath with the Nightspear that can be obtained from Valarian's Tower. In Arboria, the party meets the warrior Hawkslayer for the first time, though he recalls meeting them before (a hint at the fact that the party is travelling not only between dimensions but also across time in their quest). Gelidia (from Cold Peak): The party is next tasked to bring Lanatir or, if they cannot convince him to come, Lanatir's Sphere and the Wand of Power back from this dimension of magic. Gelidia turns out to be an icy wasteland with a great ice keep. In a nearby hut, a diary is found with the frozen corpse of a half elf later identified as Alendar, who is suggested to be dead for a thousand years already. The diary relates how the garrison, lacking a hero like Hawkslayer this time, fared poorly against attackers who killed the god Lanatir. Lanatir was buried in his keep by his remaining followers, who then sealed it with powerful magic. Alendar, the last survivor, finally cast a spell of eternal winter upon the land to vanquish the invaders and then died in the cold himself. Lucencia (from Crystal Springs): Shocked at the news of Lanatir's death as much as Valarian's, the old man sends the party to another pleasant world, Lucencia, where the gnome city of Celaria Bree is located. The party has to get the Belt of Alliria and the Crown of Truth. Unsurprisingly, Alliria has been dead for many moons already, and the items have to be retrieved from her tomb. This involves overcoming a dragon, and also Alliria's lover Cyanis, who was driven mad by being forced to watch Tarjan torture Alliria to death. Kinestia (from Old Dwarf Mine): In this dwarven realm, the party has to retrieve Ferofist's Helm and the Hammer of Wrath. They arrive in the middle of a great war of the dwarves against robot themed monsters and meet Hawkslayer again, curiously before they met him in Arboria. Ferofist is found mortally wounded. He asks the party to destroy the fruits of his foolish alliance with the dark one and leaves directions to the heart of the mechanical invasion. There, the party encounters Urmech, an artificial being who himself was created by Ferofist in violation of the God's Pact against further creation (a heinous act that, according to Urmech, helped free the dark one). When confronted, Urmech turns out to be quite reasonable. He points out that he has done no evil except to live, and that he created others of his kind to protect him and so that he will not be all alone. Having found or perhaps created a new kind of magic, Urmech offers to train certain character classes to become Geomancers, a new type of spellcaster. He also surrenders Ferofist's items to the party willingly, if they ask; though there is also the option of fighting him to claim the items. Tenebrosia (from Shadow Rock): This world of paradox features a wilderness named "Nowhere" and a town called Black Scar. The party has to bring Sceadu's Cloak and the Helm of Justice back. Having allied with Tarjan, Sceadu will not willingly give away the items and has to be tracked down and slain in combat. Tarmitia (from the Vale of Lost Warriors): The "land of unceasing warfare" is a dimension of perpetual war, with the party moving between interwoven battle sites such as Berlin, Rome, Troy, Hiroshima, Wasteland, Stalingrad, and Nottingham until they arrive at Tarmatia, where they have to obtain Werra's Shield and the Strifespear by besting the war god in combat. As mere mortals, they cannot really kill him, but then they are caught up in an attack by another deity immediately afterwards and witness Werra's death. They get the shield, but learn that the Strifespear was given to Hawkslayer. Malefia (from Sulphur Springs): Upon returning to the old man, the party finds him mortally wounded. He instructs them to seek out and vanquish Tarjan in his domain, provides the spells required to go there and back (EVIL and LIVE), and reveals the location of the items the party brought back before he dies. From this point onwards, characters cannot level up in Skara Brae, but need to go to a Review Board in one of the Dimensions. With the items retrieved on their previous quests, the party can navigate Malefia, where they find the Strifespear on Hawkslayer's corpse, and finally confront and vanquish Tarjan himself. The canonical strategy (per the cluebook) is for a character of the thief or rogue class to kill Tarjan, by using their special combat ability to sneak up on an opponent from behind, hence the game's subtitle "Thief of Fate". With Tarjan defeated, it is revealed that the player party took the places of the deities Tarjan killed, becoming a set of new stars in the sky.
Кинестия (Ескі карлик кен орнынан): Бұл карлик әлемінде партия Ферофисттің шлемін және Қаһарлы балғасын қайтарып алуы керек. Олар робот-құқық монстрларына қарсы үлкен карликтер соғысының ортасына келіп, Арборияда кездескенге дейін Hawkslayer-мен қайтадан кездеседі. Ферофист өлімге жарақаттанып табылды. Ол партиядан өзінің қараңғылықпен ақылсыз одақтастығының жемісін жоюды сұрайды және механикалық шабуылдың жүрегіне нұсқаулар қалдырады. Онда партия Урмехпен кездеседі, ол жасанды тұлға, оны өзі Ferofist құдайлар келісімін бұза отырып, одан әрі жаратуға қарсы құрды (Урмехтің айтуынша, қараңғыны босатуға көмектескен жауыз әрекет). Сұраққа жауап бергенде, Урмех өте ақылды болып шығады. Ол өмір сүру үшін ғана жамандық жасамағанын және өзін қорғау үшін және жалғыз болмауы үшін өзінің басқа түрлерін жаратқанын айтады. Сиқырдың жаңа түрін тапқан немесе жаратқаннан кейін, Урмех кейбір кейіпкерлер кластарын Геоманттарға айналдыруға оқытуды ұсынады, бұл жаңа сиқыршылар түрі. Ол сондай-ақ партия сұраған жағдайда Ферофисттің заттарын ерікті түрде тапсырады; бірақ оларды алу үшін онымен күресу мүмкіндігі де бар.
Skara Brae is in ruins. Roscoe's Energy Emporium stands vacant. The Equipment Shoppe went under so quickly Garth was crushed. Your Bard hasn't stopped whimpering since he realized all the taverns were closed Someone—or some thing—has sealed the city's fate with an evil so vast, so unspeakable, that a host of Paladins and an army of Archmages are out matched. Hard times call for subtlety. Smaller is better. Sneakier is better. What the world needs now is a thief. The Thief of Fate. The game begins in a refugee camp outside the ruined Skara Brae, which replaces the now destroyed adventurer's guild from the previous games. Besides the city ruins, the wilderness features a temple for healing, a tavern, and a number of special locations from where the party will embark on missions to other worlds over the course of their quest. Skara Brae was scaled down considerably. The ruins are 16x16 map tiles instead of the city's 30x30 layout from The Bard's Tale I, though its layout remains recognizable. In the ruins of the Review Board, an old man—the sole survivor—directs the party to first kill one Brilhasti ap Tarj, a servant of the mad god Tarjan, in the "Mad God" dungeon below Skara Brae, a startup quest for the characters to attain power, which can be ignored if powerful characters were carried over from previous games. Next, the old man orders the party to retrieve artifacts from several other worlds and also teaches the group the chronomancer spells to be used at certain points in the wilderness to travel to these parallel dimensions and back:
Arboria (from Twilight Copse): Pleasant elf realm including the city of Ciera Brannia. They have to bring back the hero Valarian or get Valarian's Bow and the Arrows of Life. It turns out Valarian is long since dead and buried in a sacred grove with the items. The king will only allow the party to enter the grove if they first kill the local villain Tslotha Garnath with the Nightspear that can be obtained from Valarian's Tower. In Arboria, the party meets the warrior Hawkslayer for the first time, though he recalls meeting them before (a hint at the fact that the party is travelling not only between dimensions but also across time in their quest). Gelidia (from Cold Peak): The party is next tasked to bring Lanatir or, if they cannot convince him to come, Lanatir's Sphere and the Wand of Power back from this dimension of magic. Gelidia turns out to be an icy wasteland with a great ice keep. In a nearby hut, a diary is found with the frozen corpse of a half elf later identified as Alendar, who is suggested to be dead for a thousand years already. The diary relates how the garrison, lacking a hero like Hawkslayer this time, fared poorly against attackers who killed the god Lanatir. Lanatir was buried in his keep by his remaining followers, who then sealed it with powerful magic. Alendar, the last survivor, finally cast a spell of eternal winter upon the land to vanquish the invaders and then died in the cold himself. Lucencia (from Crystal Springs): Shocked at the news of Lanatir's death as much as Valarian's, the old man sends the party to another pleasant world, Lucencia, where the gnome city of Celaria Bree is located. The party has to get the Belt of Alliria and the Crown of Truth. Unsurprisingly, Alliria has been dead for many moons already, and the items have to be retrieved from her tomb. This involves overcoming a dragon, and also Alliria's lover Cyanis, who was driven mad by being forced to watch Tarjan torture Alliria to death. Kinestia (from Old Dwarf Mine): In this dwarven realm, the party has to retrieve Ferofist's Helm and the Hammer of Wrath. They arrive in the middle of a great war of the dwarves against robot themed monsters and meet Hawkslayer again, curiously before they met him in Arboria. Ferofist is found mortally wounded. He asks the party to destroy the fruits of his foolish alliance with the dark one and leaves directions to the heart of the mechanical invasion. There, the party encounters Urmech, an artificial being who himself was created by Ferofist in violation of the God's Pact against further creation (a heinous act that, according to Urmech, helped free the dark one). When confronted, Urmech turns out to be quite reasonable. He points out that he has done no evil except to live, and that he created others of his kind to protect him and so that he will not be all alone. Having found or perhaps created a new kind of magic, Urmech offers to train certain character classes to become Geomancers, a new type of spellcaster. He also surrenders Ferofist's items to the party willingly, if they ask; though there is also the option of fighting him to claim the items. Tenebrosia (from Shadow Rock): This world of paradox features a wilderness named "Nowhere" and a town called Black Scar. The party has to bring Sceadu's Cloak and the Helm of Justice back. Having allied with Tarjan, Sceadu will not willingly give away the items and has to be tracked down and slain in combat. Tarmitia (from the Vale of Lost Warriors): The "land of unceasing warfare" is a dimension of perpetual war, with the party moving between interwoven battle sites such as Berlin, Rome, Troy, Hiroshima, Wasteland, Stalingrad, and Nottingham until they arrive at Tarmatia, where they have to obtain Werra's Shield and the Strifespear by besting the war god in combat. As mere mortals, they cannot really kill him, but then they are caught up in an attack by another deity immediately afterwards and witness Werra's death. They get the shield, but learn that the Strifespear was given to Hawkslayer. Malefia (from Sulphur Springs): Upon returning to the old man, the party finds him mortally wounded. He instructs them to seek out and vanquish Tarjan in his domain, provides the spells required to go there and back (EVIL and LIVE), and reveals the location of the items the party brought back before he dies. From this point onwards, characters cannot level up in Skara Brae, but need to go to a Review Board in one of the Dimensions. With the items retrieved on their previous quests, the party can navigate Malefia, where they find the Strifespear on Hawkslayer's corpse, and finally confront and vanquish Tarjan himself. The canonical strategy (per the cluebook) is for a character of the thief or rogue class to kill Tarjan, by using their special combat ability to sneak up on an opponent from behind, hence the game's subtitle "Thief of Fate". With Tarjan defeated, it is revealed that the player party took the places of the deities Tarjan killed, becoming a set of new stars in the sky.
Тенебросия (Shadow Rock-тан): Бұл парадокс әлемінде "Ешқайда" деп аталатын дала және Black Scar деп аталатын қала бар. Партия Sceadu-дың плащын және Әділет шлемін қайтарып алуы керек. Таржанмен одақтасқандықтан, Sceadu заттарды ерікті түрде бермейді және оны іздеп, шайқаста өлтіру керек.
Skara Brae is in ruins. Roscoe's Energy Emporium stands vacant. The Equipment Shoppe went under so quickly Garth was crushed. Your Bard hasn't stopped whimpering since he realized all the taverns were closed Someone—or some thing—has sealed the city's fate with an evil so vast, so unspeakable, that a host of Paladins and an army of Archmages are out matched. Hard times call for subtlety. Smaller is better. Sneakier is better. What the world needs now is a thief. The Thief of Fate. The game begins in a refugee camp outside the ruined Skara Brae, which replaces the now destroyed adventurer's guild from the previous games. Besides the city ruins, the wilderness features a temple for healing, a tavern, and a number of special locations from where the party will embark on missions to other worlds over the course of their quest. Skara Brae was scaled down considerably. The ruins are 16x16 map tiles instead of the city's 30x30 layout from The Bard's Tale I, though its layout remains recognizable. In the ruins of the Review Board, an old man—the sole survivor—directs the party to first kill one Brilhasti ap Tarj, a servant of the mad god Tarjan, in the "Mad God" dungeon below Skara Brae, a startup quest for the characters to attain power, which can be ignored if powerful characters were carried over from previous games. Next, the old man orders the party to retrieve artifacts from several other worlds and also teaches the group the chronomancer spells to be used at certain points in the wilderness to travel to these parallel dimensions and back:
Arboria (from Twilight Copse): Pleasant elf realm including the city of Ciera Brannia. They have to bring back the hero Valarian or get Valarian's Bow and the Arrows of Life. It turns out Valarian is long since dead and buried in a sacred grove with the items. The king will only allow the party to enter the grove if they first kill the local villain Tslotha Garnath with the Nightspear that can be obtained from Valarian's Tower. In Arboria, the party meets the warrior Hawkslayer for the first time, though he recalls meeting them before (a hint at the fact that the party is travelling not only between dimensions but also across time in their quest). Gelidia (from Cold Peak): The party is next tasked to bring Lanatir or, if they cannot convince him to come, Lanatir's Sphere and the Wand of Power back from this dimension of magic. Gelidia turns out to be an icy wasteland with a great ice keep. In a nearby hut, a diary is found with the frozen corpse of a half elf later identified as Alendar, who is suggested to be dead for a thousand years already. The diary relates how the garrison, lacking a hero like Hawkslayer this time, fared poorly against attackers who killed the god Lanatir. Lanatir was buried in his keep by his remaining followers, who then sealed it with powerful magic. Alendar, the last survivor, finally cast a spell of eternal winter upon the land to vanquish the invaders and then died in the cold himself. Lucencia (from Crystal Springs): Shocked at the news of Lanatir's death as much as Valarian's, the old man sends the party to another pleasant world, Lucencia, where the gnome city of Celaria Bree is located. The party has to get the Belt of Alliria and the Crown of Truth. Unsurprisingly, Alliria has been dead for many moons already, and the items have to be retrieved from her tomb. This involves overcoming a dragon, and also Alliria's lover Cyanis, who was driven mad by being forced to watch Tarjan torture Alliria to death. Kinestia (from Old Dwarf Mine): In this dwarven realm, the party has to retrieve Ferofist's Helm and the Hammer of Wrath. They arrive in the middle of a great war of the dwarves against robot themed monsters and meet Hawkslayer again, curiously before they met him in Arboria. Ferofist is found mortally wounded. He asks the party to destroy the fruits of his foolish alliance with the dark one and leaves directions to the heart of the mechanical invasion. There, the party encounters Urmech, an artificial being who himself was created by Ferofist in violation of the God's Pact against further creation (a heinous act that, according to Urmech, helped free the dark one). When confronted, Urmech turns out to be quite reasonable. He points out that he has done no evil except to live, and that he created others of his kind to protect him and so that he will not be all alone. Having found or perhaps created a new kind of magic, Urmech offers to train certain character classes to become Geomancers, a new type of spellcaster. He also surrenders Ferofist's items to the party willingly, if they ask; though there is also the option of fighting him to claim the items. Tenebrosia (from Shadow Rock): This world of paradox features a wilderness named "Nowhere" and a town called Black Scar. The party has to bring Sceadu's Cloak and the Helm of Justice back. Having allied with Tarjan, Sceadu will not willingly give away the items and has to be tracked down and slain in combat. Tarmitia (from the Vale of Lost Warriors): The "land of unceasing warfare" is a dimension of perpetual war, with the party moving between interwoven battle sites such as Berlin, Rome, Troy, Hiroshima, Wasteland, Stalingrad, and Nottingham until they arrive at Tarmatia, where they have to obtain Werra's Shield and the Strifespear by besting the war god in combat. As mere mortals, they cannot really kill him, but then they are caught up in an attack by another deity immediately afterwards and witness Werra's death. They get the shield, but learn that the Strifespear was given to Hawkslayer. Malefia (from Sulphur Springs): Upon returning to the old man, the party finds him mortally wounded. He instructs them to seek out and vanquish Tarjan in his domain, provides the spells required to go there and back (EVIL and LIVE), and reveals the location of the items the party brought back before he dies. From this point onwards, characters cannot level up in Skara Brae, but need to go to a Review Board in one of the Dimensions. With the items retrieved on their previous quests, the party can navigate Malefia, where they find the Strifespear on Hawkslayer's corpse, and finally confront and vanquish Tarjan himself. The canonical strategy (per the cluebook) is for a character of the thief or rogue class to kill Tarjan, by using their special combat ability to sneak up on an opponent from behind, hence the game's subtitle "Thief of Fate". With Tarjan defeated, it is revealed that the player party took the places of the deities Tarjan killed, becoming a set of new stars in the sky.
Тармития (жоғалған жауынгерлер аңғарынан): "Тоқтаусыз соғыстың жері" – мәңгілік соғыс өлшемі, партия Берлин, Рим, Трой, Хиросима, Wasteland, Сталинград және Ноттингем сияқты өрілген шайқас орындары арасында қозғалады, содан кейін Тарматияға жетеді, онда олар Werra-ның қалқанын және Strifespear-ды соғыс құдайымен шайқаста жеңіп алуы керек. Олар қарапайым өлім-дидарлар болғандықтан, оны шынымен өлтіре алмайды, бірақ одан кейін бірден басқа құдайдың шабуылына ұшырайды және Верраның өлімін көреді. Олар қалқанды алады, бірақ Strifespear Хокслайерге берілгенін біледі.
Skara Brae is in ruins. Roscoe's Energy Emporium stands vacant. The Equipment Shoppe went under so quickly Garth was crushed. Your Bard hasn't stopped whimpering since he realized all the taverns were closed Someone—or some thing—has sealed the city's fate with an evil so vast, so unspeakable, that a host of Paladins and an army of Archmages are out matched. Hard times call for subtlety. Smaller is better. Sneakier is better. What the world needs now is a thief. The Thief of Fate. The game begins in a refugee camp outside the ruined Skara Brae, which replaces the now destroyed adventurer's guild from the previous games. Besides the city ruins, the wilderness features a temple for healing, a tavern, and a number of special locations from where the party will embark on missions to other worlds over the course of their quest. Skara Brae was scaled down considerably. The ruins are 16x16 map tiles instead of the city's 30x30 layout from The Bard's Tale I, though its layout remains recognizable. In the ruins of the Review Board, an old man—the sole survivor—directs the party to first kill one Brilhasti ap Tarj, a servant of the mad god Tarjan, in the "Mad God" dungeon below Skara Brae, a startup quest for the characters to attain power, which can be ignored if powerful characters were carried over from previous games. Next, the old man orders the party to retrieve artifacts from several other worlds and also teaches the group the chronomancer spells to be used at certain points in the wilderness to travel to these parallel dimensions and back:
Arboria (from Twilight Copse): Pleasant elf realm including the city of Ciera Brannia. They have to bring back the hero Valarian or get Valarian's Bow and the Arrows of Life. It turns out Valarian is long since dead and buried in a sacred grove with the items. The king will only allow the party to enter the grove if they first kill the local villain Tslotha Garnath with the Nightspear that can be obtained from Valarian's Tower. In Arboria, the party meets the warrior Hawkslayer for the first time, though he recalls meeting them before (a hint at the fact that the party is travelling not only between dimensions but also across time in their quest). Gelidia (from Cold Peak): The party is next tasked to bring Lanatir or, if they cannot convince him to come, Lanatir's Sphere and the Wand of Power back from this dimension of magic. Gelidia turns out to be an icy wasteland with a great ice keep. In a nearby hut, a diary is found with the frozen corpse of a half elf later identified as Alendar, who is suggested to be dead for a thousand years already. The diary relates how the garrison, lacking a hero like Hawkslayer this time, fared poorly against attackers who killed the god Lanatir. Lanatir was buried in his keep by his remaining followers, who then sealed it with powerful magic. Alendar, the last survivor, finally cast a spell of eternal winter upon the land to vanquish the invaders and then died in the cold himself. Lucencia (from Crystal Springs): Shocked at the news of Lanatir's death as much as Valarian's, the old man sends the party to another pleasant world, Lucencia, where the gnome city of Celaria Bree is located. The party has to get the Belt of Alliria and the Crown of Truth. Unsurprisingly, Alliria has been dead for many moons already, and the items have to be retrieved from her tomb. This involves overcoming a dragon, and also Alliria's lover Cyanis, who was driven mad by being forced to watch Tarjan torture Alliria to death. Kinestia (from Old Dwarf Mine): In this dwarven realm, the party has to retrieve Ferofist's Helm and the Hammer of Wrath. They arrive in the middle of a great war of the dwarves against robot themed monsters and meet Hawkslayer again, curiously before they met him in Arboria. Ferofist is found mortally wounded. He asks the party to destroy the fruits of his foolish alliance with the dark one and leaves directions to the heart of the mechanical invasion. There, the party encounters Urmech, an artificial being who himself was created by Ferofist in violation of the God's Pact against further creation (a heinous act that, according to Urmech, helped free the dark one). When confronted, Urmech turns out to be quite reasonable. He points out that he has done no evil except to live, and that he created others of his kind to protect him and so that he will not be all alone. Having found or perhaps created a new kind of magic, Urmech offers to train certain character classes to become Geomancers, a new type of spellcaster. He also surrenders Ferofist's items to the party willingly, if they ask; though there is also the option of fighting him to claim the items. Tenebrosia (from Shadow Rock): This world of paradox features a wilderness named "Nowhere" and a town called Black Scar. The party has to bring Sceadu's Cloak and the Helm of Justice back. Having allied with Tarjan, Sceadu will not willingly give away the items and has to be tracked down and slain in combat. Tarmitia (from the Vale of Lost Warriors): The "land of unceasing warfare" is a dimension of perpetual war, with the party moving between interwoven battle sites such as Berlin, Rome, Troy, Hiroshima, Wasteland, Stalingrad, and Nottingham until they arrive at Tarmatia, where they have to obtain Werra's Shield and the Strifespear by besting the war god in combat. As mere mortals, they cannot really kill him, but then they are caught up in an attack by another deity immediately afterwards and witness Werra's death. They get the shield, but learn that the Strifespear was given to Hawkslayer. Malefia (from Sulphur Springs): Upon returning to the old man, the party finds him mortally wounded. He instructs them to seek out and vanquish Tarjan in his domain, provides the spells required to go there and back (EVIL and LIVE), and reveals the location of the items the party brought back before he dies. From this point onwards, characters cannot level up in Skara Brae, but need to go to a Review Board in one of the Dimensions. With the items retrieved on their previous quests, the party can navigate Malefia, where they find the Strifespear on Hawkslayer's corpse, and finally confront and vanquish Tarjan himself. The canonical strategy (per the cluebook) is for a character of the thief or rogue class to kill Tarjan, by using their special combat ability to sneak up on an opponent from behind, hence the game's subtitle "Thief of Fate". With Tarjan defeated, it is revealed that the player party took the places of the deities Tarjan killed, becoming a set of new stars in the sky.
Малефия (Күкірт көздерінен): Қарт адамға оралғанда, партия оның өлімге жақын екенін көреді. Олар Таржанды оның доменінде іздеп табуға және жоюға шақырады, сондағы және кері сапарға қажетті сиқырларды (EVIL және LIVE) береді және партия әкелген заттардың орналасқан жерін ашады, содан кейін қайтыс болады. Осы сәттен бастап кейіпкерлер Скара Брейде деңгейлеп өсе алмайды, бірақ олардың ізденісінде бірінен кейін бірі өлшемдердегі Қарап-қарау кеңесіне баруы керек. Бұрынғы ізденістерінде алынған заттармен партия Малефияға бағытталды, онда Хокслайердің денесінде Strifespear-ды табады және, ақыры, Таржанмен бетпе-бет кездесіп, оны жеңеді. Канондық стратегия (нұсқаулық бойынша) – ұры немесе қарақшы класының кейіпкері Таржанды қарсыластың артынан жақындап, оның ерекше шайқас қабілетін пайдаланып өлтіруі керек, сондықтан ойынның тақырыбы "Тағдыр ұрысы". Таржан жеңілгеннен кейін, ойыншылар Таржан өлтірген құдайлардың орнын басады, аспандағы жаңа жұлдыздарға айналады.
Skara Brae is in ruins. Roscoe's Energy Emporium stands vacant. The Equipment Shoppe went under so quickly Garth was crushed. Your Bard hasn't stopped whimpering since he realized all the taverns were closed Someone—or some thing—has sealed the city's fate with an evil so vast, so unspeakable, that a host of Paladins and an army of Archmages are out matched. Hard times call for subtlety. Smaller is better. Sneakier is better. What the world needs now is a thief. The Thief of Fate. The game begins in a refugee camp outside the ruined Skara Brae, which replaces the now destroyed adventurer's guild from the previous games. Besides the city ruins, the wilderness features a temple for healing, a tavern, and a number of special locations from where the party will embark on missions to other worlds over the course of their quest. Skara Brae was scaled down considerably. The ruins are 16x16 map tiles instead of the city's 30x30 layout from The Bard's Tale I, though its layout remains recognizable. In the ruins of the Review Board, an old man—the sole survivor—directs the party to first kill one Brilhasti ap Tarj, a servant of the mad god Tarjan, in the "Mad God" dungeon below Skara Brae, a startup quest for the characters to attain power, which can be ignored if powerful characters were carried over from previous games. Next, the old man orders the party to retrieve artifacts from several other worlds and also teaches the group the chronomancer spells to be used at certain points in the wilderness to travel to these parallel dimensions and back:
Arboria (from Twilight Copse): Pleasant elf realm including the city of Ciera Brannia. They have to bring back the hero Valarian or get Valarian's Bow and the Arrows of Life. It turns out Valarian is long since dead and buried in a sacred grove with the items. The king will only allow the party to enter the grove if they first kill the local villain Tslotha Garnath with the Nightspear that can be obtained from Valarian's Tower. In Arboria, the party meets the warrior Hawkslayer for the first time, though he recalls meeting them before (a hint at the fact that the party is travelling not only between dimensions but also across time in their quest). Gelidia (from Cold Peak): The party is next tasked to bring Lanatir or, if they cannot convince him to come, Lanatir's Sphere and the Wand of Power back from this dimension of magic. Gelidia turns out to be an icy wasteland with a great ice keep. In a nearby hut, a diary is found with the frozen corpse of a half elf later identified as Alendar, who is suggested to be dead for a thousand years already. The diary relates how the garrison, lacking a hero like Hawkslayer this time, fared poorly against attackers who killed the god Lanatir. Lanatir was buried in his keep by his remaining followers, who then sealed it with powerful magic. Alendar, the last survivor, finally cast a spell of eternal winter upon the land to vanquish the invaders and then died in the cold himself. Lucencia (from Crystal Springs): Shocked at the news of Lanatir's death as much as Valarian's, the old man sends the party to another pleasant world, Lucencia, where the gnome city of Celaria Bree is located. The party has to get the Belt of Alliria and the Crown of Truth. Unsurprisingly, Alliria has been dead for many moons already, and the items have to be retrieved from her tomb. This involves overcoming a dragon, and also Alliria's lover Cyanis, who was driven mad by being forced to watch Tarjan torture Alliria to death. Kinestia (from Old Dwarf Mine): In this dwarven realm, the party has to retrieve Ferofist's Helm and the Hammer of Wrath. They arrive in the middle of a great war of the dwarves against robot themed monsters and meet Hawkslayer again, curiously before they met him in Arboria. Ferofist is found mortally wounded. He asks the party to destroy the fruits of his foolish alliance with the dark one and leaves directions to the heart of the mechanical invasion. There, the party encounters Urmech, an artificial being who himself was created by Ferofist in violation of the God's Pact against further creation (a heinous act that, according to Urmech, helped free the dark one). When confronted, Urmech turns out to be quite reasonable. He points out that he has done no evil except to live, and that he created others of his kind to protect him and so that he will not be all alone. Having found or perhaps created a new kind of magic, Urmech offers to train certain character classes to become Geomancers, a new type of spellcaster. He also surrenders Ferofist's items to the party willingly, if they ask; though there is also the option of fighting him to claim the items. Tenebrosia (from Shadow Rock): This world of paradox features a wilderness named "Nowhere" and a town called Black Scar. The party has to bring Sceadu's Cloak and the Helm of Justice back. Having allied with Tarjan, Sceadu will not willingly give away the items and has to be tracked down and slain in combat. Tarmitia (from the Vale of Lost Warriors): The "land of unceasing warfare" is a dimension of perpetual war, with the party moving between interwoven battle sites such as Berlin, Rome, Troy, Hiroshima, Wasteland, Stalingrad, and Nottingham until they arrive at Tarmatia, where they have to obtain Werra's Shield and the Strifespear by besting the war god in combat. As mere mortals, they cannot really kill him, but then they are caught up in an attack by another deity immediately afterwards and witness Werra's death. They get the shield, but learn that the Strifespear was given to Hawkslayer. Malefia (from Sulphur Springs): Upon returning to the old man, the party finds him mortally wounded. He instructs them to seek out and vanquish Tarjan in his domain, provides the spells required to go there and back (EVIL and LIVE), and reveals the location of the items the party brought back before he dies. From this point onwards, characters cannot level up in Skara Brae, but need to go to a Review Board in one of the Dimensions. With the items retrieved on their previous quests, the party can navigate Malefia, where they find the Strifespear on Hawkslayer's corpse, and finally confront and vanquish Tarjan himself. The canonical strategy (per the cluebook) is for a character of the thief or rogue class to kill Tarjan, by using their special combat ability to sneak up on an opponent from behind, hence the game's subtitle "Thief of Fate". With Tarjan defeated, it is revealed that the player party took the places of the deities Tarjan killed, becoming a set of new stars in the sky.
Өндіріс
Бардтың ертегісі сериясын жасаған Майкл Кранфорд бұл жалғастыруға қатыспады, себебі ол Interplay-ден философия мен теологияны оқу үшін кетіп қалды. Бардтың ертегісі III бағдарламашысы Хайнеман бұл ойынның бастапқы аты "Табельс оф зе Анкноун" III том: "The Thief's Tale" болуы тиіс екенін айтты. Хайнеман кейін жаңа Бардтың ертегісі ойындарын жасауды жалғастыруға тырысты, бірақ Electronic Arts-тан құқықтарды алуға қол жеткізе алмады. Майкл А. Стакпол "Бардтың ертегісі III" сюжетін жасады және оның карталарын сызып шықты. Кейін ол өте танымал "Жұлдызды соғыстар" және "Батлтек" серияларында көптеген романдарын жазып, сәтті автор атанды. Брюс Шликбернд пен Майкл Стакпол Interplay-дің "Wasteland", "Star Trek: 25th Anniversary" және "Star Trek: Judgment Rites" ойындарының жұмысына да қатысты.
Қайта өңделген
Кикстарттық кампания барысында, серияның толыққанды төртінші бөлімін жасау мақсатында, inXile Ребекка Хайнеманмен және оның Olde Sküül компаниясымен бірлесіп, Mac OS және Microsoft Windows (inXile ұсынған эмуляцияланған нұсқалардың орнына) жүйесінде жұмыс істейтін заманауи жеке компьютерлер үшін түпнұсқа трилогияны жаңартты. Даму жолындағы келіспеушіліктерге байланысты Olde Sküül және inXile жобаны Krome Studios компаниясына беруге келісті. Ойын 2019 жылдың 26 ақпанында жаңартылған The Bard's Tale Trilogy жинағының бір бөлігі ретінде жарық көрді. Түпнұсқа трилогияның жаңартылған нұсқасы 2019 жылдың 13 тамызында Xbox One платформасы үшін шығарылды. Бұл Microsoft компаниясының inXile Entertainment компаниясын сатып алғаннан кейін орын алды. Жинақ Xbox Play Anywhere мүмкіндігін қолдайды.