5 ★ (0)
4 ★ (0)
3 ★ (0)
2 ★ (0)
1 ★ (0)

Bard's Tale III is the last chapter of the Bard's Tale series. As with the Bard's Tale I and II, players must assemble a group of adventurers together in order to discover and destroy the source of Skara Brae's destruction. The box text describes the player traveling across seven dimensions, 84 dungeon levels, and fight over 500 kinds of monsters some of whom might even join the player, all in a bid to stop the Mad God.
Additional improvements were made to the gameplay system on top of those made with the Bard's Tale II. As noted on the fly cover of the box, the improvements include:
Traveling to different dimensions has significantly increased the vast scope of the Bard's Tale game and each dimension has its own quirks that the player must work through in order to solve the puzzles within each and succeed in their quest. The original packaging of the game had clues within its fly cover describing each dimension and hinting at the possible solutions within. The party needed to visit each dimension in order to collect special items and magic that would be needed to face off against the Mad God Tarjan.
The game continues to use the grid-based, 3D system wherein the world is viewed from a first-person perspective with 90° turns and movement spaces. The interface continues to be a persistent feature in the GUI with a small window on the upper left quadrant of the screen displaying the world with the party listed below. A text box in the upper right quadrant of the screen displaying messages and encounter options. Random enemy encounters would provide combat opportunities within the game against mixed groups of foes, providing experience.
The Bard's Tale III also employed a rudimentary form of copy protection by using an included code wheel. When teleporting to a dimension, the player would be challenged to enter a response requiring the use of the wheel. If you had lost your wheel at the time, it would render the game unplayable since you needed to use it in order to answer the challenge correctly. When Interplay had released their Ultimate RPG Archive collection, they had forgotten to remove the copy protection schemes from all three games (Bard's Tale I and II used the included maps as a part of their protection). They made both the maps and a cracked executable for Thief of Fate available from their site in order to rectify the misstep.
Time is also a factor in the game with day and night cycles influencing the kind of monsters that may be roaming around in the Wilderness. Mages can regenerate spells by simply waiting under the sun during the day.
In the last chapter of the Bard's Tale trilogy, the party receives a letter from a dying mage who has risked his life to warn them of the arrival of Tarjan, the Mad God.
Skara Brae, the city that was saved from destruction at Mangar's hand in the first Bard's Tale, has been destroyed on the day celebrating the death of Mangar. Tarjan invaded the city with terrifying monsters and incredible magic, laying waste everything within its walls and leaving few alive to warn the living. The mage's message had managed to make it to the adventurers who, led by the player, must now journey across the very dimensions themselves to other worlds and cities in an effort to gather together the magic and the means by which they can seek vengeance against the Mad God before he extends his dominion across the land.
The title refers to using a thief in the final battle to assassinate the Mad God while the rest of the party holds off the horde of deadly monsters that Tarjan will send against them, although creative players with sufficiently powerful characters have discovered that one isn't absolutely needed in order to win the game. Much of the quest is focused on the so-called "Thief of Fate" concept, however, with various hints and suggestions woven into its fiction.
At the conclusion of the final battle, the ruin that had been afflicted on Skara Brae is lifted and the party become gods themselves as a final reward, their constellations set into the night sky above.
The brutal nature of the monsters and challenges in Thief of Fate made the game extremely hard for newcomers to get a grasp on, even with the included pre-made party. Importing characters from the previous games was included as an option. Grinding the beginner's dungeon was almost a requirement.
The game significantly altered the landscape of Skara Brae and the Bard's Tale world by reflecting the devastation wrought by Tarjan and his minions across the land. Where adventurers in the earlier games would start their quest from the Adventurer's Guild, it has been replaced by the Refugee Camp which is all that is left of the people of Skara Brae. There is a starter dungeon in the ruins of Skara Brae which should get new players up to speed on both the game systems as well as toughen their characters up for the trials ahead.
Despite the dramatic changes made to the setting and the quest, the core mechanics remain unchanged with little to differentiate the system from its previous iterations. As before, party setup and character selection were left entirely up to the player. A party continued to be limited to seven characters, although the manual suggests leaving one slot open for summoned monsters or special encounters that may join the party.
Characters could be transferred from the following games:
As noted earlier, it is suggested that players do so in order to survive the initial encounters, or grind the first dungeon until they are able to hold their own in combat. It will only get worse from there. However, there are a variety of exploits that can dramatically level parties up with experience early on in the game.
Seven races are available for players to choose from and is the first step in creating a new character and a party of seven adventurers with which to go out and save the world. Players can now select what kind of sex their character is which has no effect on their abilities, only in their appearance for the character portrait.
As with the previous titles, the races did not undergo any significant changes and had been presented in the same way as before. * Human (Concept): As in most RPGs, their statistics and abilities are fairly average across the board with no distinctive bonuses.
The manual suggest using a combination of different skills to build a solid party that will be able to return home and sing of their adventures. On the party screen, characters are represented by their name and abbreviated class for quick reference along with all of the requisite attributes such as hit points (Hits) and Spell Points (SpPt) in columns and lines alongside other statistics. The class column has been dropped from the screen interface and abbreviations for the classes have also been removed as another change.
None of the classes that make a return in the game have undergone any changes aside from the Rogue and the additions made to the magic users expanding the number of classes available to them.
Magic users were divided into several classes with a few of these requiring a pre-requisite in ability. As before, magic users that meet certain conditions can graduate to more powerful classes. Such a change is still a one-way street forcing players to carefully consider their options.
The Mad God and his minions have ravaged the lands and city of Skara Brae, leaving nothing but a ruined wilderness. Many of the previous locations that players may remember from the first two games are no longer around, replaced by the survivors:
The casino and bank from the Bard's Tale II are no longer around.
The dimensions that the player will travel to each have their own unique problems and quests. No two are alike and the player will need to travel to follow a string of clues in linear fashion as they proceed from one world to the next. They can always revisit their home dimension and previous worlds.
The fly cover box provided clues and insight into each dimension as listed below, quoted from the material:
This is the first dimension that players will journey to, offering a traditional fantasy world with a small town and a few dungeons to explore.
This is a dimension filled with pure combat from a variety of eras. Players will face off against everything from Mongol Raiders to SS Officers. At the completion of this world, Tarjan finally acts and kills the Old Man at the Review Board, so be sure that you have earned all of the levels that you may need before completing your quest here.
This is it, the final dimension and the trickiest one out of all of them. The most brutal encounters in the game are here along with the Mad God himself. Here is where a thief can change the fate of a world.
The fighting system of the series did not undergo any significant changes throughout its run and the last title retains all of the basic mechanics with only cosmetic changes to the visuals.
Fighting in the game continues to be handled through random encounters wherein experience, items, and gold are earned. A list of foes (broken down by the number in each group) is given at the start of the fight. The maximum number of foes is up to four groups of monsters. Any group of monsters within 10' (feet) of your party are within melee range. Some monsters, however, will also use ranged attacks such as breath weapons or spells to deal damage, or summon monsters to block your advance. Combat is divided into a series of rounds and it is up to the player to decide what they should do next.
Party arrangement is also important. The first four characters can be physically attacked and can dish out the same leaving the last three to resort to ranged attacks.
Combat actions are triggered by hitting the appropriate key when a character's turn comes up, allowing the player to time certain attacks for when it is a particular character's turn to act in that round. They are:
All of the results are calculated in the background. Certain statistics, such as dexterity and luck, determine who will strike first in a fight. The character in the first party slot is designated as the leader and the chance of running into danger is heavily determined by the statistics of that leader.