BARD'S TALE 3, THE (?) (?)

You will need a wineskin or canteen to get past Valerian's tower. Learn the Gill spell from the fisherman then go to the lake behind his hut, go to the lake to get to the Crystal Palace, then find the room with the Exilir of Life in it. Put water on the acorn from the tower, then a tree will grow, lifting the stone slab and providing you with a means of getting the Nightlance. For a bit of fun, tell the guard at the Mad Gods temple: 'HAMBURGER'

Complete solution:

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.

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.

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.

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 shit 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
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.

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.

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.

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.

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 underwater, cast the GILL spell. It only last for a short while, so move quickly. Head towards the west. After going west for about 20 paces, you should be 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.

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