====================================== The Bard's Tale Walkthrough by Tony L. ====================================== version 1.1 created 3/3/2010 updated 8/28/2013 1. Intro 2. Controls 3. Characters 4. Walkthrough 4a. Party 4b. Begin 4c. Garthe's 4d. Skara Brae 4e. Scarlet Bard 4e1. The Cellar 4e2. The Sewers 4f. The Catacombs 4f1. Level 1 4f2. Level 2 4f3. Level 3 4g. The Castle 4g1. Level 1 4g2. Level 2 4g3. Level 3 4h. Kylearan's Tower 4h1. Level 1 4h2. Level 2 4i. Mangar's Tower 4i1. Level 1 4i2. Level 2 4i3. Level 3 4i4. Level 4 4i5. Level 5 5. Equipment 6. Items 7. Spells and Songs 8. Level Requirements 10. Credits 9. Required Stuff ======== 1. Intro ======== Hello. I started playing Bard's Tale on my NES probably 15 years ago but never finished. I recently picked it up on NESticle and noticed there weren't many guides so I decided to write one, my first. Please bare with me. =) The Bard's Tale is a text based DOS game with simple graphics which has been around for a very long time. Your party can consist of up to 6 adventurers from any of 6 professions. Your style of play will determine the characters you use. I prefer a balanced party of two Warriors, a Hunter, a Bard, a Sorcerer and a Wizard. I opted not to use a Rogue as they seem to be shunned by other players, but if they function as thieves I may use one next time. I hope you enjoy the game and find this walkthrough useful. =========== 2. Controls =========== If you're playing on an emulator you might want to check the control layout by (for NESticle) clicking on Settings/Redefine Input/Device 1 in the menu bar after you load the rom. You can change what you like or play as is. Pressing Space will toggle the menu bar. The left/right arrow keys rotate your party in that direction, the down arrow key flips you 180°, the up arrow key moves you in the direction you're facing. You have 2 views: overhead (Bird's Eye) shows you a grid of the area around you; Point of View shows you detail of what's directly in front of you for a few squares. The A button (standard controller) will move you forward but its main function is to select commands or options in the menus. The B button brings up option menus "in the field" and cancels selections in menus. It also cycles through menus in the Adventurer's Guild. In the field, B brings up the following: Use Item allows you to use an item in or out of combat Cast casts non-combat spells Sing Bard only - Seeker's Ballad, Wayland's Watch, Traveller's Tune New Order reorder the party and select the number of attacking characters P-Combat starts party battle to kill Doppelganger Status displays character statistics and accesses sub menu Other Members check another character Equip equip/unequip gear on that character Trade trade items to other characters, fails if that member's inventory is full Drop discards a non-equipped item Pool Gold gathers all gold to that character (you can share gold at the Guild only) Cancel exits menu screen (same as B) ============= 3. Characters ============= The 6 character professions are as follows: Warrior uses most weapons and armor; strong and vital Hunter fewer weapons and armor; strong and vital Rogue very agile and lucky; fewer still weapons and armor Bard well balanced, lucky character; songs help party Sorcerer intelligent and agile; mostly support magic; few armors/weapons Wizard intelligent and agile; mostly combat magic; few armors/weapons Each class comes with its own strengths and weaknesses. Warriors and Hunters equip more armor and weapons but can neither Sing nor Cast spells. Their HP and Strength are highest but Intelligence, Dexterity and Luck are average. Wizards and Sorcerers get the highest Intelligence (translates to MP) and Dexterity but lack in Strength and Vitality (average). They can wear the least armor and use the fewest weapons but the ShieldStaff lowers their armor class (AC) by 2 (it's a good thing). Bards are well balance with high Luck and are the only ones who can equip instruments but anyone can use them in battle, if they have such use. Rogues are the same as Bard's except for equipment, and singing. Here are the best possible starting stats for each profession (takes patience): Warrior Rogue Hunter Bard Sorcerer Wizard Str 17 13 17 13 9 9 Int 8 11 8 11 17 17 Dex 10 12 10 12 16 16 Vit 17 13 17 13 9 9 Luc 10 17 10 17 10 10 A nice bonus for trying to get the perfect starting stats for all your members - each has $300 when created. You can have 16 characters at one time whether in the party and reserve or all in reserve. Create 16 warriors, add 6 to the party and have the best one Pool Gold. Put the others back in reserve, get out 5 more and repeat this until the best Warrior has all the gold then delete the others. Repeat this process until you have 2 Warriors who make you happy. By the time you've done this with each profession you'll be able to equip everyone with all the best equipment you can get right out of the gate and have plenty of gold left for when you level up to buy spells. I've always been a cheater. =) ============== 4. Walkthrough ============== 4a. Party In the beginning you find yourself in the Adventurer's Guild, but you're alone, in fact, you're not really there. There's no one in your party and no one you can add so you need to Create some characters. I did get all characters the max starting stats because I have that kind of time and patience. I was also able to equip all the best stuff on all my members and have $9,000 to spare. Talk to the Guild Master and Create your team. This is the Guild menu: Leave Guild not possible until at least 1 character is in party Check Status checks statistics of character in walking party Share Gold evenly splits gold between characters (extra is dropped) Save saves progress and status to that point Party accesses second menu (same as pushing B) } Add member add another member to walking party (up to 6) } Remove member send a member back to reserves } Break up disbands walking party, puts everyone back in reserve } Name party lets you name a current party. Handy for resuming after a save and rest. When you Add Member you can select the party name (marked with *) and all members are returned at the same time in the same order as when you quit. } Other members checks statistics of members in reserve } Create accesses sub menu Create brings up the profession list Change name allows you to change the name of member in reserve Delete deletes a member in reserve Done returns to previous menu } Done return to main menu Speed sets speed of displayed messages for the game Toggle between menus with B, select Party to access the Create option. Choose Create again and you'll be asked to a pick a profession. In this version of the game there are no races/classes from which to pick. When you pick a profession the stats are randomly generated each time so use the chart above to see how close you are to max. Continue until you have at least 6 characters you like. Once you have your characters select Done or press B to return to the previous menu. Add Member to fill out your party. Your choice to name it or not. When you're ready, select Leave Guild. 4b. Begin Open the menu with B and select New Order. Put your fighters in the first 3 (or 4, 5 or 6) slots and any magic users in the back by choosing New Order in the 2nd menu. In the New Order menu you can set the "attackable slots" (slots where you can attack and be attacked physically, default is 3) to 4, 5 or All in case you want everyone to be able to brawl, by selecting Advance. Return to the main menu. Here you can Equip weapons/armor, check a character's Status, Pool Gold, Trade Items, Drop Items if your inventory fills up (each can carry 8 including equipped gear), Cast Magic or Sing... you get the idea. When you're comfortable with the menus, navigation and are properly ordered it's time to go get some armor and weapons! 4c. Garthe's Head north and enter the door to the east. You're in Garthe's where you can buy armor, weapons and a few items. I'd buy a Torch or two, a couple Potions (cures some ailments, does not restore HP) and at least 1 Drop for your Bard in case he lost his voice and you need a safe ride home (see Spells and Songs section). Your Bard can equip both the Broadsword and an instrument (must have 1 equipped to sing). You'll see a # in front of items the active character can not equip. Have each talk to Garthe in turn, Pool Gold and buy as you choose. I equipped my lead Warrior to the hilt then did my best with the next two. If you have the attackable slots at 3 for a while you can pick up good equipment in the Cellar and Sewer without getting characters 4-6 hurt, except by magic. Be sure to get an instrument for the Bard! You can Equip outside. Garthe will also Identify ?items you pick up in dungeons and buy things you no longer need. The items initially available for purchase are as follows: Weapons Cost User ------- ---- ---- MthrAxe 1400 Warrior Halbard 1000 Hunter, Warrior BroadSword 350 Bard, Hunter, Warrior ShortSword 120 Rogue, Bard, Hunter, Warrior Staff 20 all Armor ----- PlateArmor 1200 Warrior ChainMail 640 Bard, Hunter, Warrior LeatherArm 400 Rogue, Bard, Hunter, Warrior Robes 20 Sorcerer/Wizard, Rogue, Bard, Hunter, Warrior RoundShield 180 Rogue/Bard/Hunter/Warrior Helm 200 Rogue/Bard/Hunter/Warrior LeatherGlvs 120 all Items ----- Torch 6 all Potion 20 all Drop 14 Bard Horn 100 Bard Harp 100 Bard Flute 100 Bard The best equipment is the most expensive. Cheaper things a character can use are less effective. RoundShield, Helm and LeatherGlvs are the best initially available for everyone. Any items you sell to Garthe which have not been identified first will not show up in his inventory for sale. Identified items will appear at the bottom of the list but it's not fiscally sensible to Identify, Sell and later Buy an item. If you want it, Identify and keep it. If you don't want it, just sell it. Use the prices in this guide to determine what an item is before identifying it. The cost to Identify will be half the Cost to buy. The most expensive items are the best a character can use. Apparently, the more costly an Instrument the longer a song (The Seeker's Ballad, Wayland's Watch) lasts. 4d. Skara Brae North from Garthe's you have the Drawnblade Inn to the west. Talk to the owner and you can hear a rumor about advancing your level at the Council (due north) or have a drink of Root Beer which restores the Bard's songs (he's out of Grape Juice). North again is a Temple to the east where you can be healed, restoring HP, MP or both for any or all members at a cost of 1 gold for each MP and HP. It's much cheaper when you have the spells to use magic to restore HP and pay to restore your MP, unless you're ready to advance a level, which restores everything. The last stop north is the Council where you advance levels and buy new Spells. If you want to maximize your level increases, Talk to the Council one by one then choose Advancement. If you choose Advancement on the first screen everybody who can go up will and you won't be able to decide which stat you want increased individually. When you gain a level they will announce what stat increased. Since you made a save state before you went in (right?), if you don't like the stat that went up, reload and try until you get it. Save and repeat for the rest of the party. Of course you can only do that after you gain enough experience. Refer to the chart at the end for the points necessary to gain levels. Note, increases to Vitality and Intelligence are cumulative. At each new level your HP and MP will increase by the corresponding stat. For maximum effect, if you're going to increase Vitality, do it early to gain maximum HP. Ditto for Intelligence/MP. I forced my fighters and Bard to increase Vitality the first 7 level changes and magic users to increase Intelligence at the same time. This raised their respective stats to 24 so they could take more punishment and cast more spells without needing to retreat. !!!CAUTION!!! The attributes are capped at 24. However, once a stat reaches 24 it's just as likely that it can raise at a level up, but you WILL NOT receive that increase. No stat will reach 25! Watch carefully as you gain levels so you don't waste a bonus. Leveling Intelligence for MP and Vitality for HP early will give you the highest possible values so I do recommend it. Town of Skara Brae ___________________________________________ ___ | | | | | ___ ___ _____ _ _______ |_______| |___ | | | | | | | | | | # U | | | | | | |___|___| |_______| _______ _P_| | | | # | | | 3 = | = | | |Klyearan's | | |___| | |___|_ _____ |___| |_______|___|_______ | | Castle | | | | | | | | | |___________| |___|_ _|___| |___| _______ _____ _| | | | | | | | _________ _________________ ___ |___ | |___|___| | | | | | | | | | | | | R |Review | |_______|___|___|_ _| ___| | |___ | | |_ _| Board | | | = | | | | | |___ ___ _ _____| |___| |_______| | |___ |___ | | | | | | | = | | = T | ___| | | |___|_ _____| |___| | ___| |___| | | | | | 1 = |Temple |___ | | ___________ ___ |___|___| |___ | ! | | | | | | = | | = A | | | | |_______ |_____ _____| | |___|___| |___| | | | | | D | | | G = |Garthe's | | |_ _____ |_______|_N_|_______|_ _ |___|___| Armory S | | | 2 | | Catacombs | | ! |Guild E E |_#_| |___|___| _______ ___ |___| |_______ W X | | | | | = | | | | | E I | | | |___|___|_ _| | | | ___ | R T | | | | | | | | | ! | | | ___| |___ | ___ |___|___| | |___| |___| | | D | | | | | | = | | |_N_ # ___| | |___|_____ _ |___| _ _____|___|_ _| | U | | = | | | | | | D | |_P_| |___|___| |___|___________|___| |_N_| Mangar's Scarlet Bard The !s are statues (fights) guarding entrances The #s are blockades requiring items to grant passage 1 is the Drawnblade Tavern 2 is the Dragonbreath Tavern 3 is the Archmage Inn Sewer Exit DN is quick access to the Widow fight (walk up, back down) So, you want experience? Go west of the Council then north into town. Random encounters will begin around here and you should have little trouble winning. Experience points per person are shown at the end of battle, you only need 20 to go to level 2. 210 gets you to level 3. You can wander about mapping out the city while gaining experience and if you get into trouble, use Traveller's Tune to return to the Adventurer's Guild. When you reach level 4 you should be safe exploring the Scarlet Bard, where the Grape Juice is. From the Guild, go north past the Council then west, south, east and south to find a Wizard statue guarding the path. If you can, cast Corrosion, have Bard sing The Seeker's Ballad before you enter battle and Falkentyne's Fury after then pound on him and cast ArcFire, MageBlade (weak) or Starflare while saving a few MP for Word of Healing if someone gets to 30 HP. You can do this as many times as you like with one or both statues (1 to the south) by going into the Scarlet Bard, going down to the cellar then going back out. The statues will be restored. You can gain levels like that until your patience expires, or you do. As a point of reference, my level 4 party didn't take 1 full round to win. I didn't need the Bard's songs, the Wind Warrior wasn't really necessary and Corrosion might have been overkill. Fully equipped my Warriors were hitting for low 20s, my Bard hit for about 20 and The Wizard statues have about 44 HP. So, when you feel like a challenge, enter the Scarlet Bard. Remember to advance to your highest available level before going in, at least 4, and get the level 2 spells. 4e. Scarlet Bard 4e1. The Cellar Talk to the proprietor and tell him you want a drink. If your Bard's lost his voice get him a glass of Root Beer. To enter the dungeon ask for Grape Juice then go down to get it. You might take some torches with you to save MP and if you want to get to the big battle with minimal loss of HP/MP you should sing Wayland's Watch. After random fights in here a chest can drop after each one. If you want to make sure, make a save state before giving the last command. If a chest doesn't appear at the end, reload the save and give the last command again. Make a new save before opening the chest and if it's a useless item, reload and open it again. Be warned, the chests are virtually all trapped (only good use for the Rogue) so either check and disarm them with your most agile character (I use the Bard) or cast Trap Zap which only backfires when the chest has a Trap Zap Bomb. The items I've gotten are RoundShield, LeatherGlvs, Torch, ChainMail and Broadsword. All items sell for half what you pay for them so, if you don't need anything but money, keep taking ChainMail. At the bottom of the stairs in the Cellar go north to the wall, east (you'll be prompted to use your own light), north, west and north. When the wall on your right stops go east to the wall (long way) then south. Enter the door to the west (a cold breeze will be blowing). You really need lights in these areas to see the doors. Walk counterclockwise to get to the second door, go through then take the door on your right which leads to stairs to level 2, the Sewers. Scarlet Bard Cellars _______________________________________________________________ | | | _____ ___________ _________ _______________________ | | | | | | | | | | | | | | | | |_______| | | |___________|_ _|___ | | | | | = | | | = | | | | | | _______|___|_______| |___| _______ | | | | | | | | | | | = | | | | | | | | | _______| | | | |___|___| | | | | | | | | | | | | | | | | |___| | ___ | | | | | | | | | | | | | | ... | | | | | |_ _| |_ _____| | |_________ _____| | | | | |...| | | | | |...| | | | |___________| |___|___|___| |___________| |_______| | | | | | | | |___ _____________ _________ _______________________ | | | | | | | | | | | |___ | | | | _____ _____ |___| | | | | | | | | | | | =...| |___ | | | | | | |___| | ___| | | | | | | | | | | | | _______| |_______|_ _|_______| | |_______ | |___| | | ... = | = | = | | | | | ___ |_______|___________| | |_____ _| |___ | | | | | | | | | | | | | | |...| | | | | | | |_______|___| | | | | | | | | | D | | | U | | |___________________| |___|___|_____________N_| | | P | | | |___| |_______________________________________________________| UP is stairs outside, DN is stairs to the Sewers Ellipses are areas with hints 4e2. The Sewers On this level chests dropped after battle may hold a Halbard, GoldRing, Helm, ?item, KielsCompss and PlateMail in addition to items found on the 1st floor. The enemies are tougher so keeping Wind Warrior in your party is a good idea. When you're ready to take on the boss have your Bard sing The Seeker's Ballad before the fight and Falkentyne's Fury during. Don't forget Armor Collapse if you have it, Corrosion if you're below level 8. To challenge the Widow (use mini-map) go east, north, west, north, west, north and west at the junction. Cross the wide room and go north at the dead-end then west and south into the darkness. Use a Torch or Mage Flame when necessary and go east when you can. Go north, east, south, west, south, east, north and turn east. One step will start battle with the Widow so prepare now. After you win continue east, south and west to claim the Heretic Proof which allows access to the next dungeon area, the Catacombs. Sing Traveller's Tune to exit or use the nearby stairs (see figure below) to exit, re-enter and fight again. Note: Heretic Proof can be sold for 1,000 gold and obtained again by beating the Widow again. If you plan to beat the Widow a few times with a Gold Ring for experience (HIGHLY recommended) you might as well make some money at the same time. Keep it when you're ready for the Catacombs. The Sewers ___________________________________________ ___________ | | | | | ___________ ___________________ |_______| ___ | | | | | | = | |...| | | ___|_ _|_______________ | ___|_______| |___| | | | | | | | | ___| _______ _______| | |___________________ | | | | | | | | | |___| ___| ___| | _______| _______ ___ | | = | | | | | | | | | | ___|___| ___| | | ___ |___ | | |___| | | | ...| | | | | | | | |___________|___ ___| | | |___ | | |___ | | | | | | | | | | | _______ | |___| ___| |___ | | |___ |___ | | | | | | | | | | |_ _| ___| |___________| |___| | | ___| | | | | | | | | |___________________ ___ | ___| | | | | | | | |... | | | _______________ |___________| | |___|___ | | | | | | | | | | |___| _______ | ___ ___ |___ | |___| | | | | | | | | | | | _______| ___| | | |___| |___ | |_______ | | | | | ! ! | | | | | _______| ___| | !_!____ | | ___ | | E | | | | | | | | | | | | X | | ___ |_______| | ___| | |___| | | |___| | | | | | $ | | | | | |___________ | |_$_____|___________| | | | | | Heretic | U ... | |___| |___| Proof |_P_____________| EX are stairs to the street in front of Mangar's Tower UP are stairs to the Scarlet Bard Cellar Ellipses (...) are squares with hints ! is the fight with the Widow spider $ is a corpse with Heretic Proof (grants access to Catacombs) 4f. The Catacombs Be sure to sell the things you collected which you don't need at Garthe's, cast Wind Ogre (level 8) and visit the Council to gain levels if available. If not, visit the Temple to restore your MP/HP. Let your Bard drink Root Beer at the Drawnblade Inn then head back toward the Scarlet Bard. On the way there you'll notice a path to the west opening into a courtyard-like area. Walk south in the middle to a Temple that is not very friendly, until you have the Heretic Proof. Enter here. 4f1. Catacombs Level 1 You enter in the SW corner and your destination is the NE area. To get loads of experience go east, north, west, north, west then north at the intersection. Use the door to the east and go east until you can't. Go north, east, north, east and turn south. Go through the door. Go west now to enter the first huge experience-farming battle. If you have Magic Water you can take out 1 group of 9 Zombies at a clip while Armor Collapse helps your fighters take out a group, hopefully, in 2 rounds. The Sorcerer will take care of 2 groups in that time. Be sure to have someone use a GoldRing before the last Zombie dies and reap the rewards. Repeat this procedure after going south to the the wall and again when you go east, north for another group and east for the last one. If you go south from this room you get dialogue on your way back to the main corridor (south, west, north, west through two doors - see diagram blow). When you're ready go downstairs, from the entrance go east, north, west, north, west and north to the wall at the intersection. Walk west, north, east, north, east and through the 1st door to the north. Go west to the wall, north through the door then through the door on the east wall. Use the door NE of you then go east to the wall, south, east and use the door to the north. Go east through the door, south to the door but through the one to the east. Go east and south to the stairs. While you're on this level, chests dropped after battle can contain any of the items from the Scarlet Bard (both levels) and the MthrAxe and (?Helm) MthrHelm. Remember to make a save state before the last command is given to make sure a chest is dropped and again after it falls to get what you want. I collected 7 or 8 GoldRings to use on the Zombie groups (or better Ghouls) and for Seeker fights on the 2nd level (200 pts per Seeker, doubled). Next floor. Legend: For all dungeons from here on ^, v, -> and <- represent 1 way doors = and - - represent 2 way doors blocks of a number are teleport pads blocks of a letter are destinations (1 goes to A, 5 goes to E, etc.) all ellipses (...) are squares with hints Catacombs Level 1 _______________________________________________________________ | | = | = | | | | |_________v_________ |_^_________| |___ | | = | | ^ <- = | | |_v_|___ _____^_ |___________|___ ___|_______| | | | | ^ | | = | |_ _____| ___| | |_______________ |_v_|_______ | | | | | | | | | | | | |___ | | |_ _____| | |___________ | | | -> | = | | | | = | | | | |___| | | _ _ |___ ___| _______| | D | | | | | | | | | | | N | | |_________ _| |___| |_______| |___ |___ |___| | | | = | | | ____ _| ___| ___ ___________| ___|___ ___| | | | | |...| | | | |___| _______| ___| |_ _| ___ | ___| | | | | | |...| | | | | | | ___| |___ | ___| |___ | |___| | ___| | | = | |! ! | | | | | |___ | | |! ! | | _ _| |___ | | | | | ! ! ! !| | | | |___ |_______| | | ! ! ! !| |_ _____| _ _____|___ | = | |! ! ! ! | | | | ___| |___________| |!_! ! ! ___| | ___| ___ | | <- = | | = | | | | | | ___ |_______|___ |_ _|___|_ _____| |_______| | | | | | | | | | | | | | | |___| |___ ___ |_ _| | |___| _____ _| |_ _|_ _| | | | | ...| | | | ___________| | | |_______| _______| _______| | | U ... | | | = = | |_P_____________| |_______________|___________|_______|_______| Blocks of ! are squares with Zombie x 27 battles (3 groups of 9) 4f2. Catacombs Level 2 There are 3 areas with hints on this level. Trod over them if you wish, I did. To reach the bottom level go south, west, north to the wall then west to the intersection. Go south and in the middle of the large room go through the east door. Go north, east, north, east and through the door to the south. Go east, south, west, south, through the east door then south to the stairs. The chests on this level can hold ?Shield, ?Gloves, ?Instrument, ?Weapon and LightWand. The gloves are MthrGloves, the instrument is Lak'sLyre, the shield is MthrShield, weapons are MthrSword, BardSword, ShieldStaff or ThiefDagger. If you're looking for a particular ?item, save the chest, open it and save the result to slot 2 (I'm assuming you save the chest to slot 1). Reload slot 1 and repeat saving to the next slot. You can save on 2-9. Once you have all 8 slots saved, load one of them, sing your way back to the Guild, go to Garthe's then Identify the item. If it's what you want, reload that slot, save to slot 1 and continue. If not, load the next slot and repeat until you find what you want. You should be able to deck everyone out pretty well in 1 or 2 trips this way. ?Instrument is what to collect for earning money although the Crystal Eye sells for 17,500! Sell a few as you pummel Aildrek for levels. Spells get expensive at higher levels. Catacombs Level 2 ___________________________________________________________ | | | | ___________________ ___________________ | | | | | | | | | | ___| | ___________ | | _____ _ | | |_____ _| | | |... | | | | | | | | | | | ___| | | | | |___|___| |_ _| |___ | | | | | | | = | | | = | | | _ _|_____ _____| | | |___| _ _| | ___|___| | | | |...| | | | | | | | | |_______| | ___| |___| ___|___ | | ___ | | = | | | | | | | | | U | | |_____ _____|___| | | | |_ _| | | | P | | | | | = = | | | | | |___ | |_____ _| | | | _______| | | | | | = | | | | = | | | | | | |___| ___|_____ _____|___|___|___ | |___| | | | | | | | | | ___| |_______| | _______ ___ | | | _______| | | | | | | | | | | | | | ___|_ _________| | ___|_ _|___| | | D | | | | | | | | ... | | | N | = | | | | _______| | | |___|___| | | | | | | | | | | | | |_______|_ _| ___ |___________|_____ _| ___|_____ _| | | | | | = | | | | | | |_______ |___|___| |_ _____ | | | | _ _| | | | | | | | | = | ^ | |___ ___|___ |_______| | |_______| | |___| | | | | -> | = | | ___| |_ ___ _|___________|_______|_______________|___| | | | -> -> -> -> -> -> -> -> | |___________|_______|___________|___|___|___|___|___|___|_______| 4f3. Catacomb Level 3 There's nothing of interest on this floor except the fight with Aildrek. The dropped items are the same as above as far as I can tell. There is a chance one or more of your party can be turned against you by being bitten by the Wights and until you get Inspect at level 20 the only way to recover that member is to beat them to death and bring them back to life at the Temple for 300 gold. Save states every so often can mitigate this danger. Also, when fighting Dopplers if one disappears without being attacked one of your characters has been replaced. Dispossess will not fix this. A last note, use a GoldRing in the Aildrek fight to net everyone 10,000 experience! You can return and do it again, and again. This is why I farm GoldRings from fights on the upper floors. From the entrance go south, west and north into the corner. Go west, north (not through the door), west 5 spaces and north through the passage. Go east, north, east and through the door to the south. Walk east through one door but not the second. Turn south, go east (again not through the door) and south through two doors. Go east, north and through the door to the west. Go north, through the east door, south, east, south to the wall then west and immediately south. Use the east door to be teleported to the staging area. Due east Aildrek waits. In preparation I always have a Gold Ring with the Bard, the Wind Giant in place and The Seeker's Ballad playing. In the first round sing Falkentyne's Fury as Armor Collapse paves the way for Battle Skill. In the second round Bard throws the ring, Wizard uses Emit Flare or Word of Healing if necessary (Flesh Anew is far more effective when you have it) if things get dicey. Three rounds usually does the trick. It's a great way to rack up experience and make money. When you win, walk ahead and south to take the stairs to the street. The ?Instrument can be sold for 800 gold but... Note: The Crystal Eye can be sold for 17,500 gold! Every time you beat Aildrek with the GoldRing for experience you can pocket a large chunk of change. Save the last one for entry to the Castle. Catacombs Level 3 ___________ ___________ | | | | _______| ___ |_______________| |___ | | | | ___| _______| |___ ___ |___ | | | | | | | ___|_______________| _____ _| |_______ | | =... | | | | | | | _____ _| _____ _____ | | | | A A| | | | | | | | | |____A_A| _ _|___________| | | | =___ |___ | | = = | | | | |_______ ___| |_______ |___|___|___ | | | | | 1 1| | | | | 1 1| | | ___| |___|____1_1| |___| |___| 1 1| | | | = | = | | | ___| |_____ _________|___ |_______|___= ___| | | | | | | = | | | |___|_ _|___ |_ _| | |_________ _| | | = | | |...| | ___________ |___| | |_______ |_ _|___ | | | | | | | D | | | | _______| |_______ |_ _|___= | N | | | | |S S =... ! ! | | | | | | | |S_S____| !_! | |___ | | | ___| | | | | | | 1 1| | | | |___ |___________| | | |_v__1_1|...| | |___ | | | | | | |_______ | E | _______| -> ___| | | X | |1 1<- | | |_______ |___| |1_1| ___|___| | |1 1<- ->T T| |_______________________|1_1|___|T_T| the block of Ts teleports to the block of Ss (staging area) ! is the Boss battle with Aildrek EX is an express exit to the street 4g. The Castle When you're done pillaging Aildrek for experience and cash take the Crystal Eye to the NW area of Skara Brae to gain access to the Castle. Talk to the Dragon and show him the Eye to enter. The enemies here are significantly more durable than in previous areas, but the gear you can get is also superior. 4g1. Castle Level 1 Items of interest dropped on this level are a (?Ring) SquelchRing which is the same as the Hunter's Critical Hit (breaks after use), (?Armor) AdmtChain for all but the magic users (same AC rating as PlateMail, may have other benefits) and Bracers4 which finally gives the magic users some defense, (?Instrument) FireFlute which the Bard should equip and anyone can use in battle for a fire attack on a group (breaks after some number of uses), (?Weapon) CombatStaff for magic users (I leave the Shield Staff on for defense), BloodAxe for the Hunter and DayBlade for the Warrior, (?Shield) Arcshield for all but magic users (they can never use shields), (?Helm) MthrHelm for Warrior, Hunter and Bard and the ElfCloak for the Warrior, Rogue and Bard. Walk east then north past the dialogue. I would use Greater Revelation in here, hopefully you have it by now. Use the first door to the east then go north and take the door east. Go south through the door, east, north to the wall and east to the door. When you're ready for the fight, go through. You're awarded the Whitemantle. Return to the main hall, go all the way north, Sit in the Throne then use the revealed door. Pass through the 2nd door, go east through the door then north, east and south through the last door. At the end of the passage are the stairs to level 2. Castle Level 1 _______________________________________________________________ | | = | | | | ___ | | |_____ _________ _ _______ _| ___ | | | | | | = | | | | | | | | |___| | |___ ___|_______| |___ | | |___| | | | | | = = | | | | | |_________ _|___| |___|_____ _____|_v_| |___| U |_____ _____| | | | | | | P | | | | ___| | _______ | | _______ |___| |___ | | = | | | | | | | | | | | | |_____ _|_ _|_______|_ _|_x_|_ _|_______|_ _|_____ _|_ _| | | = | | | | | | = | | |___ | | | T | | | _______| | | = | | | | | | | | | | | | | |_ _____|_____ _| |_ _____|_____ _| | | | | | | | | | | | | | |_ _________ ___| |___ _________ _|___| | | | | | | | | = | | |_____________ _| | | |_ _________|___|___ | | = | = = | = | | | | |___ |___| |___| ___|___| | | | | | = | | = | =! | | | _ _| | | | | | | ___| | | | | | | | | | | | = | | | | ___| |___|_ _| | | |_ _| |_ _|_______| | | | = | = = | | | |_ _|_______| | | | | | _________ _| | | | | | | | | | | ___ |_______|_ _|___ ___|_ _|_______| | ___ | | | | | |...| | | | | | | |___| | ___________| | | | |___| | | = | D | = = | |___________|___|_N_____________|_______|___________|___________| ! is a battle with 15 Berserkers to gain Whitemantle T is the Throne, x is a secret door (need Whitemantle) 4g2. Castle Level 2 On this level chests may also contain (?Armor) MthrPlate for the Warrior and Hunter. If you have Dragon Breath (level 7 Wizard combat spell) you'll breeze through here. The Sorcerer's Demon Strike can be handy against the pesky Lesser Demons which can Possess you with their attacks. The easy path to the dragon fight is south to the intersection, east to the intersection and north through the door to the corner. Go east after to claim the figurine. Use it to prevent the Crystal Golem in Kylearan's Tower from regenerating. To get upstairs, return to the site of the fight and go all the way south through the door. Go east and through the south door. Do not go through the door in front of you now. Go west, south to dialogue then one more step south before turning east. The stairs are at the end of the short hallway. Castle Level 2 _______________ ___ ___ ___________________ |! ! $ | | | | | | |1 1<- = | |! ! _________$_| | |___| |___| |1_1| |___ | | | | | | = | | | | | |___| |___ ___________ ___|_ _____| | | | | = = | | | | | | |_ _|_____ _|___ ___|___|_ ___ ___ _|___|_ _______ _|___|_ _| |...| | | | | | D | | | | ___ | | ___ | | ___ | N | ___ | | | | | | | | | | | | | | | | | | | | |___| | | |___| | | |___| | | |___| | | | 1 1 | | 1 1 | | 1 1 | | 1 1 | | |____1_1____| |____1_1____| |____1_1____| |____1_1____| ___________ ___________ ___________ ___________ | | 1 1 | | 1 1 | <- 1 1 | | 1 1 | | | 1_1 | | 1_1 | | 1_1 | | 1_1 | | | | | | | | | -> | | | | | | | | | | |___| | | |___| | | |___| | | |___| | | | | | | | | <- | |_ _|_^___ _____| |_____ _____|___|_________ _|_^_|_________ _| | ^ | = = | ^ | | | |_____ _| |___ ___| ___| |___ | | | | | | | | | | | | _v_| |___| | ___ ___ | | | | |...| -> <- | | | | | | | | | |___________| | |___| |___| |___ ___|___|_ _| | U | | |A A| | | _________P_| |___ ___________ ___|A_A| ___ | |1 1| = = | | | | | | | |1_1| |___ ___| |___________| |_______| |___| | | = = | | = 1 1| |___|_______|___| | ___ ___ _______|________1_1| This floor wraps around north/south and east/west ! is a battle with a Dragon $ is the Crystal Fighter (prize) 4g3. Castle Level 3 This floor can be tedious even with a diagram. You enter in the SW quadrant and are going to the center. There are areas with forced fights from which you can run if you're lucky. See the figure below. Go east, south and west to the wall then walk north until the path widens and go through the door to the east. Go south, west, south, east to the end and north to but NOT through the door. Use the west door then the second and go south to the wall. Use the east door, walk through the dialogue then south, west and north to the door on the west wall. You'll fight 27 Dark Fighters through here. Dragon Breath will make very short work of this fight. Mind Storm works fairly well on a single group. After you win, go west and north then through the east door. Tarjan is in the SE area of the room. He hits hard so have your best conjured creature up front and make liberal use of your spells and songs. Since Tarjan gives 18,360 experience I suggest using a GoldRing in the second round of battle. You're awarded the Crystal Key at the end and through the door is the express exit to the street. This is a great battle to revisit for level building, and cash if you sell the key. Castle Level 3 _______________________________________________________________ | | | ___ ___________ _______ ___________ ___ | | | | | | | | | | | | | | | |___| | _ _ |_ _| | |_ _| _ _ | |___| | | | | | | | | | | | _______| | |___________|___________| | |_______ | | | | = | | | | | _______|___|___________________________|_______ | | | | = | = <- | | | | | |_________ _| |_________ ___^_________| |_^_| | | | | | | ^ = * = ^ | | | |_______ |_____ _| _______| |_______| | | | | | |1 1| | | | | | | | | |1_1| |_ ______ | | | | | = * | | = | 1 1| * = ...| | | | | |_ ___ _| | |____1_1|___|___ | | | | | | | | | ! ! = E | | | | | _______| | | | |________!_!____|_____X_| | | | | | | | | | = = | | | | | | _______| | |___ | | |___| | | | | | | | = | != | | | | | | | | ___ |___|___|_______| |___________| | | | | <- = |1 1| ->1 1| | | | | | |___|1^1|_______________|1_1|_v_________________| | | | | ^ | | | |_ _______________________ ___________ ___v___ _________| | | | | D | | | ->1 1| | | | | |_N_________ | | |___|1_1| | ___ | | | A A| | = | | | | | |________________A_A| |_______|_______________| |___| | | | |_______________________________________________________________| EX is the exit to the street * is a forced random fight, can run ! is a forced fight with 27 Dark Fighters (3 groups of 9, can't run) !! is the battle with Tarjan 4h. Kylearan's Tower 4h1. Level 1 New items are here: the (?Weapon) AdmtSword for the Warrior and WizWand for the Wizard (best used as an item to restore ~20 MP anytime). The (?Helm) DmndHelm is only good for the Warrior. Finally the (?Ring) SquelchRing and the Dagstone. Someone let me know if they know its use? Oddly, going by prices the WizWand should have been found in the Castle, but it's here. The only thing of note on this floor is the fight with Crystal Golem. Remember to use the CrystalFig during the fight so the Golem doesn't regenerate. To get to him go north, east to the intersection then north to the wall. Walk east and use the southern door. Exit via the SE door then the NE door in this room and the east door in the new room, the north door is one way and not the right way. Go north in this corridor then as far west as you can, passing through 3 doors on the way (avoid the north door, one way, bad). Go south and as you turn east the battle begins. Exit by the SW door, go west and south to the stairs. Kylearan's Level 1 _______________________________________________________ | | ___| _____________________^_________________ |___ | | = | ^ = | | | ___| | | ___________|_______ |___ | | | | = | | | | | | | _^_| ___|_____ _|___| |_____ _ | |___ |___ | | | ^ | | | | | | <- | | | | | |___ | |___ _ _ |___|_____ _|___ | | | | | ! !| | -> | | | | | | | |___ ! !|_ _| |___| |_____ _________ | | | | | = | | | = | | | | | |_______| |_______| |_______| |_^_| | | | | = = -> = = | ^ = | | | | ___|_______|___| |___|___| | | | | | | | = | | | | | | ___________ ___| |___| | | | | | | | = | | | | | | U | |_______ |_ _ ___| |___ |___| | | | P | | = | | | = | -> | | |___| | | ___|___ ___| |_____ _|_ _| | | | | | | | | = | | | |_______ | _ _| | ___|_ _|___ | | _ _| | | | | | | | | | | | | | _______| |___| |_ _| | | |_______|___| | | | = | | = | = | = | | | ___ ___| | | | | | | |___| | |...| | | | | | = | = | | | | | |_____ _| | |___________| | |_______| | | | | | = | -> | | D | |___ |_____v_|_v_________________|_______| ___| | N | | | |___| |_______________________________________________| ! is the fight with Crystal Golem (use CrystalFig) 4h2. Level 2 Talk about your convoluted paths to victory! The simplest way to explain this trek is, put your right hand on the wall and NEVER take it off! True, you'll loop around one dead-end, just one and you'll arrive at your destination. For the directionally enamored go south from the start, east, south, east, north, east, north through two doors, west, north, west, south, west, south, west, south, east and south to the door! Go through and reverse course - north, east, north, east and look for a recessed (second) door to the north. Take it and go east, south, east, south until you find the door on the west wall. Use that. South, west, south, west, north, west, north, east, north, east and trough the SOUTH door (you don't want to have to repeat this, do you?). West and south brings you to Kylearan. Wait, there's no fight here? So, WHY'D we come all this way? Talk to Kylearan to collect the Jade Key to finally access Mangar's Tower. You need this AND the Crystal Key unless you go through the Sewers. Continue past Kylearan to exit on foot. Kylearan's Level 2 _______________________ | | _______| _______________ |_______ | | | | | _______| _____ _ |_______ | | | | | | | | ___| | _______|_ _| |_______ | |___ | | | | | | | ___| | _________^_____ | |_ _ | | <- = | ^ | E | | | | | | |_______| | _____ _| X | | | | | | | | | | | | -> | | |___ | ___| | ___| |___| | | | | | | | | | | = | | | ___ | | | ___| |___| | | | | | | D | | | | | ! ! | | | | | | N | | | | |___ ! ! _______| | |_ _| | | | | = | | | | | | | | |___|___|___ |___| _______| | ___| | | | | | | | | |___________|_ _| _______| _______| | | | | = | | |_______________ |_v_|_v_____|___| _______| | | |_______________________| EX is the exit to the street ! is the meeting with Kylearan 4i. Mangar's Tower Here you will find the best items, weapons and armor in the game. Empty your inventory of the items you needed to access the other areas (you can always get them back by starting from the Cellar) by selling them at Garthe's then head to the SW area of Skara Brae. You must beat the now simple Mangar Guard statue to get to the tower unless you choose to go through the Cellar and Sewers and use the direct exit stairs - handy if you want to gain a few Gold Rings. Bring out your Wind Dragon (you should have level 7 spells by now), sing Seeker's Ballad and use Greater Revelation (do this at the Temple and restore spell points if you wish) then enter. 4i1. Level 1 The enemies on this floor are serious. In any fight from which I don't run I have Bard sing Falkentyne's Fury and use Armor Collapse, frequently accompanied by Dragon Breath for large numbers of enemies. You only 'need' 3 chests here so you don't need to pick every fight. The chests dropped on this floor can contain a Dagstone, (?Ring) Squelch Ring, (?Weapon) Keal'sAxe for the Warrior and Bard or (?Instrument) FrostHorn usable on one group. I don't find the horn useful at this stage so I just make sure to pick up 3 weapons on the way to level 2. For the most direct route, go north, through the east door then walk clockwise until you come to the 3rd door on the right. Enter and the teleporter (2) will take you to the north-central area (B). Exit to the south then go west and take the south door. Go to the wall then through the east wall and turn south. Go through 3 doors then east and through the north door. At the end go east and through the door. Turn north and go to, but not through, the door. Go east and through the next door on the north wall. Continue through the 2nd north door then go west, south, west through the door to the wall then north through 2 doors. One more step puts you on level 2. Mangar Level 1 _______________________________________________________________ |3 3<- | |B B| = | |3_3| _____ _____ | |B B| _______| _____ _____ | | = | | | | | | |0 0| = | | | | | | |___|___|___|___| |_ _ | |0 0| |___|___|___|___| | | | = A A| = | | | | | | = E E| = | | | |____A_A|___| | | |_ _|_ _| | |____E_E|___| | | | | | | | | | | | | | | | | | | | | |___|_ _|___| | |___| | | | |___|_ _|___| | | | | -|> | |6 6| | |___|___________________|_____ _| | |6_6|_^_________________| | | = | | ^ | = | | ___ | _ _ | |_ _|_ _________| _ _ | | | = | = | | | | | = | | | | |___|___|___|___| |___|_______| |___________|___| |___|_ _| | = = | <- | | ___________|_____ _____|___ ___|_____ _____|_ _________| | | | | | | | = | |_ _| | _ _____|_____ _ |_ _|_______| | | | | = | | | | | = | | | |___| | | | | | ___| | | | | = | | | | | |4 4| |___________|_______|_______| | | |___|_______________|4_4| |C C= | | | |3 3<- | |C_C| _____ _____ |_ _____|_ _|_ _|3_3| _____ _____ | | = | | | | | | | = | | | | | | |___|___|___|___| | |_ ___ _____| |___|___|___|___| | | | = 1 1| = | | | | | = 5 5| = | | | |____1_1|___| | ___| | | | |____5_5|___| | | | | |2 2| | | | | | | | | | | | | | D | |___|2^2|___| |_ _| | | | | |___|_ _|___| | | N | ^ | |F F| |D D| | |___|___________________|_______|F_F|___|D_D|___________________| -|> is a secret one way door 0 teleports to Level 2 4i2. Level 2 Up here chests can contain a (?Shield) DragonShield for the Hunter (and Rogue), (?Armor) DmndPlate for Warrior, Hunter and Bard, and Bracers6 for magic users, (?Gloves) WarGloves for Warrior and Hunter and the Staff of Lor which anyone can use to recover ~50 HP (useless IMO). From your landing go south through two doors, east, north, one step east then south through two doors. Turn west and go through the door. South through the door turn west and go to but not through the door. Take the one below then go south, west (the door is one way at you), north, west and north to a recess in the west wall. Go through that door to the wall and take the northern door. Go to the wall and through the north door. East to the wall and through the north door all the way to the top and through the door to the west. North, east and south before the door. Go south but avoid the one way door, use the one to the the east instead. Go south when you can to the stairs up. Mangar Level 2 _______________________________________________________________ | | | = | | _______________ = | _______| _____ _____ | | | | | | |0 0| = | | | | | | |_____ _____ | | | |0 0| |___|___|___|___| | | = | | | | -> | | | = 5 5| = | |___| | | | |_______|_ _|_ _| | |____5_5|___| | | | | | = | | | | | | | | | | |_____ _| |_v_|___ | | | | |___|_ _|___| | | = | | | | | |6 6| | |_____ _| | _______| | | | |6_6|_ _________________| | = | = | | | | = | | | | | | U |_ _|_ _________| _ _ | | | | | | | P | | = | | | | |_ _____| | | ___|___| |___________|___| |___|_ _| | = | | | = = = | | |___|_ _| |___|___ ___|_____ _____|_ _________| | = | -> | | | = | |_______| |_______| |_ _|_______| | | | | = | | = | | | | ___|___ | | ___| | | | = | | | | | | | | |_ ___ _|_____ _| | | | |___|_______________|_ _| | | = | | | | = | | | |_____ _| ___|_ _|_ _|___| _____ _____ | | | | | | | = | | | | | |_ _____|_ ___ _| | |_ ___ _____| |___|___|___|___| | | | | | | | | | = | = | | | |_ _____| |___|___ | | |_______|___| | | | = | | | | | | | | | |_____ _|_ _____| |_______ |___| | |___|_ _|___| | | | -> | | |_______________|_______________|___________|___________________| Numbers are teleporters to corresponding level 1 letters 0 0 is where you start 4i3. Level 3 Starting here you should be able to find the (?Weapon) Arc'sHammer for Warrior. If not you'll find them on the 4th. If you don't want to be bothered tracking down the hints but still want to know what they are I put them below the figure. If you'd rather just know where to go and what to do, read on. From the entrance go south, west, south, west, south 1 step then through the east door. Turn south when you can and check the area. When prompted, press the 'marks' in this order: Dragon, Fire, Crystal, Sword. You'll be transported to the asterisk (*), facing south, so turn north and head up the stairs. Mangar Level 3 ___ ___________________________ ___ | | | = 7 7| | | | | |________7_7|_____ _____|_______ | | | | | ___| | |___________________ |_____ _ 4 | | | | = | | 7 7| |...| _______| ___|_______| | |_______|____7_7| |___| | | | | | | _____ _| ___________|_______________________| _______| | | | | U | = = | | | ___| | | | P | ___________| | | | | ___ | | | | | | | | | | | | | | |_ _|___ ___ | |___ | |___| | | | | | | D | | | | | | | | | |___ | N | |___ | |___| ___| | = | * | | | | | | | ___|_ _|___|___ | 2 | | | |___ | | ___ | | |...| | | | = | |...| | ___ | |___| 1 | | ___|___| | | 3 | | | | | | ...| | | | | | |___|___| _ _| | ___| ___|_ _| _______| | | | | | -> | | | | | | | ___| |___| | | ___| |___ | | | |7 7 | | | | = | | | ___|_ _|7_7____| ___|_______| | ___| |___ | | | | = | | = | | | ___| ___| _ _ |_______ ___| | ___| | | | | |G G| | ? | | | | | _______| ___|G_G|_______ |_?_| ___| | ___| |___ | |... | | | | | | |_5_ |_______|___________| ___| | | | | | |___ |___________________________| ___| This floor wraps around north/south and east/west 1. Seek 4 marks, and passage shall lie before you 2. The first one is the Mark of the Dragon. You have three more to go. 3. The last one is the Mark of the Swords. It will lead you to the stairs. 4. The Mark of the Crystal falls after the Mark of Fire. You need one more. 5. The Mark of Fire comes after the Mark of the Dragon. You still need 2 more marks. ? is where you chose marks (DFCS) to warp to * and the stairs to level 4 4i4. Level 4 This level is a horrendous PITA, unless you're reading this. The only part of the diagram below that's useful is the section from DN to 8 as after you step off H all the doors will become walls and the walls will become doors! That's why there's a 2nd figure for this level. So, go north, east, north and east through two doors then south to the teleport and walk west to make the switch. Mangar Level 4 _ ___ ___ ___ ___ ___ ___ ___ _________________________________ | = | | _______ |_ _________________________________________ | = | H H| = | = = | = | |____H_H|_ _|___| ___| |_______ | | = = | ...| | | | | = |_ ___ ___ _|___| ___|___| | _ _|_ _| | = | | | = = | |8 8| = | ___________| D |___|___|_____ _______ _____|___| |8_8| | = | | N | | | | |I I| = | | _ _ |___| | | |_________ _|I_I| | = | | | | = | | | | = |___| | | |___|_____ _|_______|_ ___ ___ _|___| _______| | | | = | _______| |___ | _ ___ ___ ___ ___ ___ ___ _| | ___ = = | = | | |_ ___ _____| |_ _| _ ___ ___ ___ ___ ___ _| | | | | = | | | ___| |_ _____| _______________| | | | | | | | _______| | | |___ | _ ___ ___ ___ _| | = | | | | = | | | |_ ___ ___ _|___ | | |_______________| | | | | | | | | = = | | _ _|_______|___|_ _| | | |_ _|_ _|___|___| | = U = = | | |9 9| | | | = | P |_____ _| | _______| |9_9| |___|_____ _____| | = = = | | = = | = | | |_ _| |_______|_______ ___|_____ _| | = = | | | | | = | |_ ___ _____| _______|_ _| | | | = = | | | = |_ ___ ___ ___ _|_ ___ ___ ___ _|_______________|_______|_______| This floor wraps around north/south and east/west Area beside HH flips doors/walls This floor layout is before stepping on the square west of H H (and after you come back down from level 5, if you do that) so look below to find the route to the stairs after flipping the doors for walls Below is how the floor looks when you step on the magic tile. The shortest path I've found to the stairs is through the door you just created then north and through the west door. Walk north with your right hand on the east wall. Keep it there and you'll walk quickly to the steps (east through door, south through two doors and the door on south wall in east corner, west to wall and north to stairs UP). The floor resets doors and walls when you leave it. Mangar Level 4b _________________________________ ___ ___ ___ ___ ___ ___ ___ _ = | = | _ ___ _ |_____ ___ ___ ___ ___ ___ ___ ___ ___ ___ _ | | = H H= | = | | = | | |_ __H H|___|_ _| _ _| |_ ___ _ | | | | = ...= = = = = | |___________|_ _| _ _|_ _| | ___|___| | | = = = | | = =8 8= | | _ ___ ___ _| D |_ _|_ _|_ _______ _______ _|_ _| |8 8| | | = = N = = = = =I I= | | | ___ |_ _| | | |_ ___ _____|I I| | | = = = = | = = = = | |_ _| | | |_ _|_ _____|_ ___ _|___________|_ _| _ ___ _| = = = | = _ ___ _| |_ _ | ___________________________| | _ _ | | = | = = |_________ _| |___| _______________________| | = = = | = = | _ _| |_____ _| _ ___ ___ ___ _| | = = = = = = _ ___ _| | | |_ _ | _______________| = | = = = = | = | | |___________|_ _ | | |_ ___ ___ ___ _| = = = = = = = = | | = = ___|_ ___ _|_ _|___| | | |___|___|_ _|_ _| | | U | | = = =9 9= = = = | | P |_ _____| | _ ___ _| |9 9| |_ _|_ _______ _| | | | | = = | | = | | | |___| |_ ___ _|_ ___ _ _ _|_ _____| | | | = = = = = | | |_________ _| _ ___ _|___| | | | | | = = = | |_______________|_______________|_ ___ ___ ___ _|_ ___ _|_ ___ _| This is the floor layout after walking west from the teleportation 4i5. Level 5 Regardless of the appearance of the diagram below this is the simplest floor to navigate. The level does wrap but it's not an issue. From the entrance follow the path and avoid the 1st door on your east. After that just don't walk down any dead-ends and you can't make a wrong turn. When you get to the dialogue in front of the door prepare yourself. After you go through you get 1 step before the fight with the Demon Lord. NUTS is a common condition so have the crazies Guard until they're sane again. All your spells and songs work, except for Demon Strike, so cut loose. Heal up completely and save before heading north. One square before the final alcove you should prepare for a very long fight. Mangar will also confuse your characters from time to time and he hits HARD. I had 4 WizWands with me so I restored all my MP before the fight. You'll want to Battle Skill all your attackers and be able to resummon Wind Dragon. Don't forget Falkentyne's Fury and Dragon Breath when you're not using Flesh Anew (Armor Collapse does not work). Level 5 ___ _______________ ___ ___ | | | | | | | | |_ _____ | | | ___| ___ |___ | | | | | | | | | |X X| | | |___| |___| ___| | | | ___ |X X| ___ | | | | | | | | | | | | | | | | | | | ___| | | | |___| |___| | | | | | | | | | | | | | | | | | ___| | | | | | | | | | | | | | | | | | | | | |___| | | | | | | | | | | | | | | |_____ _____| | |___________| |_______ _______| | | | | | | | | | | | | |___| |___| |___________ | ___| |___ | | = | | | | | | | | | |_______| | ___|___| |___| | ___| |___ | | | | | | | | | | _______| |___| ___________| | ___ ___ | | | | | | | | | |! !| | | | | | ___ |___ | ___ | |___| |! !| |___| | | | | | | | | | | | | | | |...| |___|___|___| | |___| |_______ |___| _______| | | | | | | |...| | | | D |___ | _______|___ |_______ |___| |___| | | N | | | | | | | | |___|___| | | ___ |_______ |___ |___________ | | | | | | | | | | | _______| | |___|_______ |___ |_______ ___| | | | | | | | | | | | | | | | |_______| |_______ |___| |___| |_______| |___| | | | | | | | | |_______________| | | ___| _______|_______________| ! is a Demon Lord fight X is the fight with Mangar This floor wraps around north/south CONGRATULATIONS! Kylearan has come to congratulate you on your hard fought victory. Unlike many newer games, the end really is the end here. I hope you enjoyed the game and as much of this guide as you chose to use. ============ 5. Equipment ============ For this section the professions are denoted as follows: W=Warrior H=Hero R=Rogue B=Bard S=Sorcerer Z=Wizard ?=unknown item found in dungeon/tower AC=Armor Class (lower=better) :Armor: ================================================================================ ARMOR | Cost | Who can Use | AC | Where found / notes ================================================================================ Robes | 20 | W H R B S Z | -1 | Garthe's LeatherArm | 400 | W H R B | -2 | Garthe's ChainMail | 640 | W H B | -4 | Garthe's, Cellar/Sewer PlateArmor | 1200 | W | -5 | Garthe's, Sewer, Castle 1 ElfCloak | 1200 | W R B | -2 | Castle level 1/2 (equip as accessory) AdmtChain ?| 1600 | W H R B | -5 | Castle level 1/2 Bracers4 ?| 1800 | W H R B S Z | -4 | Castle level 1/2 MthrPlate ?| 2200 | W H | -6 | Castle level 2/3 Bracers6 ?| 8000 | S Z | -6 | Mangar level 2... DmndPlate ?| 8800 | W H B | -8 | Mangar level 2... ================================================================================ GLOVES | Cost | Who can use | AC | Where found / notes ================================================================================ LeatherGlvs | 120 | W H R B S Z | -1 | Garthe's, Cellar/Sewer MthrGloves ?| 520 | W H B | -2 | Catacombs level 2/3 WarGloves ?| 7000 | W H | -4 | Mangar's level 2... ================================================================================ HELM | Cost | Who can use | AC | Where found / notes ================================================================================ Helm | 200 | W H R B | -1 | Garthe's, Cellar/Sewer MthrHelm ?| 720 | W H B | -2 | Castle level 1/2 DmndHelm ?| 2600 | W | -3 | Kylearan level 1/2 ================================================================================ SHIELD | Cost | Who can use | AC | Where found / notes ================================================================================ RoundShield | 180 | W H R B | -1 | Garthe's, Cellar/Sewer MthrShield | 400 | W H | -2 | Catacombs level 2/3 ArcShield ?| 860 | W H R B | -3 | Castle level 1/2 DragonShield?| 8000 | H R | -4 | Mangar level 2... :Weapons: ================================================================================ WEAPON | Cost | Who can use | Where found / notes ================================================================================ Staff | 20 | W H R B S Z | Garthe's ShortSword | 120 | W H R B | Garthe's BroadSword | 350 | W H B | Garthe's, Cellar Lightwand | 500 | S Z | Catacombs level 2/3 | | | use in battle, can blind all foes ShieldStaff ?| 700 | S Z | Catacombs level 2/3 (AC -2) MthrSword ?| 800 | W H B | Catacombs level 2/3 ThiefDagger ?| 980 | R | Catacombs level 2/3 (AC -1) Halbard | 1000 | W H | Garthe's, Sewer, Catacombs level 1 BardSword ?| 1100 | B | Catacombs level 2/3 MthrAxe | 1400 | W | Garthe's, Catacombs level 1/2 BloodAxe ?| 1480 | H | Castle all levels CombatStaff ?| 1500 | S Z | Castle level 1/2 WizWand ?| 1600 | Z | Kylearan level 1, use to gain ~20 MP Dayblade ?| 1600 | W | Castle level 1/2 AdmtSword ?| 2200 | W | Kylearan level 1/2 Keal'sAxe ?| 4800 | W R B | Mangar level 1/2 Arc'sHammer ?| 8000 | W | Mangar level 3/4... Staff of Lor | 10000 | S Z | Mangar level 2..., use to gain ~50 HP ======== 6. Items ======== ================================================================================ INSTRUMENT | Cost | Where found / notes ================================================================================ Horn | 100 | Garthe's Harp | 100 | Garthe's Flute | 100 | Garthe's Lak'sLyre ?| 1600 | Catacombs level 2/3 *Fireflute ?| 2000 | Castle level 1 *FrostHorn ?| 2800 | Mangar level 1 (maybe sooner) *FlameHorn ?| 3200 | Mangar level 1 (maybe sooner) *DragonHarp | 8200 | Mangar level ? (* used in battle by anyone to damage 1 group, break after some number of uses) ================================================================================ TOOLS | Cost | Notes ================================================================================ Torch | 6 | use to see in dungeons/towers (Mage Flame) Potion ?| 20 | use on self, heals various status, no HP Drop ?| 14 | Bard use to gain 1 song (cures lost voice) KielsCompss | 120 | use to find coordinates (Scry Site) DagStone | 2600 | use to cure stone condition - found in Kylearan, Mangar ================================================================================ RINGS | Cost | Notes ================================================================================ GoldRing | 10 | all can wear, use in battle, double XP & gold | | found in Sewer through Castle SquelchRing ?| 1800 | all can wear, use in battle, kills 1 target | | (not bosses?) found in Castle through Mangar ================================================================================ MISC. | Cost | Notes (all sell for 50% of Cost) ================================================================================ HereticProof | 2000 | won in Sewer, use to enter Heretic Temple, can't buy! CrystalEye | 35000 | won in Catacombs, use to enter Castle Whitemantle | 2000 | won in Castle, use to access secret door/level 2 CrystalFig | 30000 | won in Castle, use on Crystal Golem in Kylearan Tower CrystalKey | 20000 | won in Castle, use to enter Kylearan Tower & approach | | Mangar unless you go through Sewer JadeKey | 40000 | received from Kylearan, use to enter Mangar Tower ================= 7. Spells & Songs ================= :Wizard Spells: ================================================================================ NAME | MP | Notes ================================================================================ Mage Flame | 2 | Non-Combat, creates light like a torch Gleam | 2 | Combat, blinds a group of enemies, lowers | | their chance of damaging you physically Arc Fire | 3 | Combat, attacks one enemy with fire Spell Level 2, Experience Level 2 Mage Blade | 3 | Combat, makes magical sword to attack 'physically' Word of Healing | 4 | use in or out of combat, heals ~20 HP Corrosion | 4 | Combat, cuts defense of a group by 50% Spell Level 3, Experience Level 4 Trap Zap | 3 | Non-Combat, disarms chest traps, not Trap Zap Bomb Lesser Rev. | 4 | Non-Combat, emits light & reveals secret doors Starflare | 6 | Combat, attacks one group with fire Flesh Restore | 7 | Non-Combat, cures poison and heals ~40 HP Spell Level 4, Experience Level 8 Animated Sword | 9 | use in or out of combat, creates "Living Sword" | | added to your party like a charmed creature Armor Collapse | 9 | Combat, cuts defense of a group by 75% Create Figurine | 11 | Combat, can turn an enemy into a doll, can be | | sold or used to summon that enemy later as ally Emit Flare | 12 | Combat, attacks one enemy strongly with fire Spell Level 5, Experience Level 14 Arcyne's Magestar | 10 | Combat, can blind all enemies & make them miss turn Flesh Anew | 12 | use in or out of combat, heals party for ~150 HP Arc Blizzart | 22 | Combat, attacks one group with a blizzard Spell Level 6, Experience level 20 Quake Call | 5 | Combat, attacks all enemies Greater Revelation | 15 | Non-Combat, emits light & reveals secret doors longer Stone to Flesh | 18 | use in or out of combat, cures being turned to stone Spell Level 7, Experience Level 26 Restoration | 28 | Non-Combat, restores party's status & all HP Dragon Breath | 32 | Combat, attacks all enemies heavily, ~210 damage ====================================================================== :Sorcerer Spells: ================================================================================ NAME | MP | Notes ================================================================================ Image of Terror | 1 | Combat, can cause an enemy to flee Scry Site | 2 | Non-Combat, gives current coordinates Battle Skill | 3 | Combat, raises one character's attack & defense Spell Level 2, Experience Level 2 Instant Wolf | 3 | use in or out of combat, summons illusionary wolf Mind Darts | 3 | Combat, attacks a group 'physically', weak Spell Level 3, Experience Level 4 Invincible | 3 | Combat, greatly boosts a character's attack & defense | | heavy damage to that character when spell wears off Sorcerer Sight | 5 | Non-Combat, senses random fights in front of you Wind Warrior | 5 | use in or out of combat, summons illusionary Warrior Disbelieve | 7 | Combat, can banish illusionary enemies Spell Level 4, Experience Level 8 Magic Water | 6 | Combat, damages a group of undead enemies, ~85 HP Mind Blade | 6 | Combat, can instantly kill an enemy Instant Ogre | 10 | use in or out of combat, summons illusionary Ogre Rejuvenation | 10 | Non-Combat, cures OLD and restores ~40 HP Spell Level 5, Experience Level 14 Dispossess | 12 | Non-Combat, cures POSS (possession) Image of Hate | 12 | Combat spell, can cause enemies to fight each other Wind Giant | 18 | use in or out of combat, summons illusionary Giant Spell Level 6, Experience Level 20 Mind Storm | 18 | Combat, can instantly kill members of 1 enemy group Beyond Life | 30 | Non-Combat, brings a character back to life Spell Level 7, Experience Level 26 Inspect | 16 | Non-Combat, removes Doppelgangers from your party Wind Dragon | 28 | use in or out of combat, summons illusionary Dragon Demon Strike | 38 | Combat, can instantly kill all Demons ================================================================================ :Bard's Songs: ================================================================================ NAME Non-Combat Songs ================================================================================ The Traveller's Tune | Teleports your party back to the Adventurers' Guild. | a very useful song, even works in dungeons Wayland's Watch | Lowers the chance of random encounters (barely), | works better on far weaker enemies. The Seeker's Ballad | Enhances the party's defense, lowers their AC by 2 =========================================================== Combat Songs =========================================================== Freeze Voice | Freezes all enemies, can make them miss their turn Lucklaran | Lowers enemies' chances of successfully casting spells Falkentyne's Fury | Enhances party's attack & defense Badh'r Kilnfest | May charm an enemy, if successful it will join party | stays until you charm another, it dies or you return | to the Adventurer's Guild. ================================================================================ ===================== 8. Level Requirements ===================== You can check these for yourself by going to the Council (Review Board) and selecting Talk then Advancement one character at a time. If you aren't eligible for a level increase you will be told haw many points you still need. Add this to your current experience to check. Level EXP ----- ------ 2 20 3 210 4 570 5 1470 6 3300 7 6900 8 11100 9 17100 10 23100 11 30600 12 39000 13 48000 14 57600 15 67200 16 77700 17 88200 18 100800 19 113700 20 127200 21 142200 22 157800 23 178800 24 200400 25 224400 26 249000 27 274500 28 300600 29 327600 30 356100 31 386100 32 422100 33 467100 34 521100 35 587100 36 677100 ========== 9. Credits ========== I would like to thank Lance Boyd for supplying the information that the Dagstone can be used in or after battle to reverse the process of being turned to stone. ================== 10. Required Stuff ================== Well, that's it. If you need a list of enemies check the guide by ASchultz available here at GameFAQs. If you notice anything I got wrong you can e-mail me at my AOL account, drisin4u. (They made me put this in) This guide may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Thanks for reading, I hope you still enjoy playing the game! Copyright 2010 Tony L. **** end of file ****