Bards Tale 4 Killed Mangar Again Queen Will Not Come Out and Talk

Note: I should mention that unlike more modern RPGs, these games exercise non have expansive maps with landmarks and other things. The bottom flooring of a dungeon looks pretty much like the top, and so it's very difficult to give directions that aren't just jumbles of go e then north then south and so west etc. While I did include maps that show the path to take, at that place are many occasions where you take to use an item or requite a password or solve a puzzle that isn't very easy to indicate with a map, so you lot tin can't utilise the maps alone. If you find the written directions tedious to read (and god were they tedious to write), pair them with the maps to navigate a little easier.

Choose to start a new game, pick Bard'south Tale ane: Tales of the Unknown (far left), and and so click legacy style. Turn off Private Inventory, Misc Game Differences, Automap Disabled, Full XP Requirements, Save at Guild Only and No Items in Empty Houses. And so kickoff the game. After the text from the guild principal, it's time to create our party. The commencement selection is whether you want half-dozen or 7 party members. While you can take 7 characters, it means everyone will level up slower and you'll need the 7th slot open up if y'all want summons. The 2nd game also requires yous accept a space open up so yous can take NPCs join for puzzles. Lastly, you have to kill the boss in the third game with a Rogue, and then if y'all make a vii man party without one, someone will have to sit on the demote for the tertiary game. I simply went with a vi homo political party and made a Rogue in the third game, because the 3rd game doesn't require you lot to have NPCs bring together to do puzzles.

Character Creation

Anyway, my party looked like this. Equally for stats, Forcefulness matters for the four front line characters, Intelligence matters for the 2 mages, and Constitution/Dexterity/HP matter for anybody. Forcefulness helps for melee damage, Intelligence gives more Spell Points at level up (the mana of this game), Dexterity helps characters deed earlier in combat, and Constitution helps make up one's mind how much HP a character gets when they level up.

Characters

Dwarf Paladin

Forcefulness: 18
Intelligence: 10
Dexterity: 12
Constitution: 14
Luck: vi
Hit Points: 28

Dwarf Warrior

Forcefulness: 17
Intelligence: 12
Dexterity: 14
Constitution: 14
Luck: ix
Hit Points: 28

Hobbit Bard

Strength: ten
Intelligence: nine
Dexterity: 17
Constitution: ten
Luck: 14
Hit Points: 24

Human Hunter

Force: fifteen
Intelligence: six
Dexterity: 14
Constitution: 15
Luck: 11
Hit Points: 23

Elf Wizard

Strength: 10
Intelligence: 15
Dexterity: fifteen
Constitution: 12
Luck: x
Hit Points: 25
Spell Points: 20

Elf Conjurer

Strength: 11
Intelligence: 15
Dexterity: 16
Constitution: 9
Luck: 7
Hit Points: 17
Spell Points: 24

You lot get an achievement for making your offset character.

Starting Out

With our party setup, we are set up to go. To start we want to fight enemies around the temple to level up and get money. We'll employ the coin to buy better armour then we can move on. From the gild, head North twice and you'll notice the blacksmith East of you. Just call back where it is for now. Continue North to the wall, then West to the wall. Go South from here, you'll pass by the Review Board to the East, and an Inn South of it. The Review Board is used to level up, when a grapheme has a yellow arrow by their name in the bottom window they tin can advance a level. Go on South until you can go West, and and so practice so. You'll cease up in a big area with a ton of temples on all four sides. The temples on the North, Due west and Due south walls all can heal you, the ones along the East one serve no purpose correct now. Simply get in, option who to heal (or the whole party) and you're practiced to get.

Equally for fighting, the platonic way to grind it out is to find two doors that confront each other and but keep going into them. The encounter rate but walking around is much lower then the take a chance to observe enemies in houses, then doing information technology that way is much faster. Speaking of, such a spot exists correct past the temples. If y'all go to the far E temple on the Due north wall and move two squares East, you can do it here. Merely walk into the N or South house and and then exit, you'll be facing the other 1. Bounce back and forth until you get into fights, and brand certain to salvage often as the first couple of levels are really rough. While you're fighting, some things to take notation of...

ane. Before entering gainsay, pick your bard and go to the song list, and option Traveler'south Tune. This song volition subtract the AC of your entire political party, making them harder to hit. Yous'll run across an icon announced to a higher place the character stats when active. When it disappears the vocal has ended. You'll besides hear the music stop if y'all have audio on. Your Bard tin can only sing a number of songs equal to their level, and then he tin can but sing one vocal at level i. To furnish information technology, you'll have to buy them a drink at a tavern. I wouldn't worry virtually it too much for at present (sing a vocal only don't bother replenishing when information technology ends), but it will exist super important later.

ii. Some parties will appear at a altitude, and the game will tell you this past telling you how many feet abroad they are (if information technology'south out of melee range). If they are more than than x', yous cannot assault them until y'all close the distance by choosing to advance until you are shut plenty to hit them. It volition happen rarely out hither, but information technology happens all the time in dungeons and the like, where yous face up multiple enemy parties. Note that melee enemies that are farther than 10' away will move closer to you lot. A cardinal thing to notation is that advancing happens before anything else, and so if some orcs are xx' abroad, they will advance at the start of the turn. SO you can accept anybody attack them and and then the orcs will advance and be hit.

iii. The start 4 characters can attack in melee, the other two can only use ranged or spells. As a result, most gainsay rounds will exist pressing Attack for the outset four and Defend for the two mages to start out. Notwithstanding your Conjurer has an Arc Fire spell he can use to assist, your Magician will not have any gainsay useful spells at this level.

4. Sometimes you will run into monsters that can join you. If you lot have the 7th slot open, let them join and put them in the front. When they dice select them and kick them.

5. Hobgoblins, Orcs, Berserkers and Spiders are some of the enemies that can be rough, even in small numbers. I'd exist wary of fighting them if you're low on HP, until you get some gear and some more levels.

6. Mages use SP, which replenishes very slowly during the day. The but main way to refill it is to become to Roscoe's. If you go to the NorthWest corner of the temple expanse and take this path, you'll see Roscoe'southward (a star on the minimap). You can refill SP here, for a cost. You won't need it now equally you won't cast much but you lot'll be visiting it all the time later.

As you grind your characters volition get a yellow pointer which means they can level up. When you go to the Review Lath, ane main stat is raised past 1 (i.e. Strength, Intelligence, etc) and the character will also get a heave to other relevant stats like HP, SP (your mages) and Disquisitional (your Hunter). These boosts are random, so you tin can save scum if you lot like. I did and then to get Constitution and Dexterity boosts. The principal problem is that some level ups can be absolute haul. For example, when my Hunter hit level iii he got +ane HP the first time and when I reloaded my save he got +15 the second time. So imagine if you go +two HP and +1 Intelligence on your Warrior, that level up is awful. If you lot get multiple unlucky level-ups it can make quite a difference early on. While it's true that your stats will all hitting 18 eventually, the problem is that the early game is the hardest, so getting the important stats loftier at present is the most important. Whether your Paladin has 18 intelligence or 5 doesn't mean a thing, simply the difference between 5 and 18 Forcefulness is pretty big. I wouldn't salvage scum for perfect rolls in every stat, but it wouldn't be a bad idea to curlicue a few times to go something decent. At the very least, roll until you get a relevant stat for that grapheme and a decent corporeality of HP. Mages will go much less HP per level up, just they will really become a ton of level-ups over time (more on that after). Anyway, the first time you level a grapheme up will give you an achievement.

Dean's List

Be promoted at the review board for the first time.

Dean's List

1 guide Offline Game Mode Single Player

Purchase this equipment for your characters as you lot get money. I moved on once I hit level 3 with everyone and had this stuff. You lot may want to become a level or two higher though. Enemies during the day tin can only be one grouping, at night and in dungeons it can exist multiple, so you can become overwhelmed if the enemy is a big grouping. Speaking of, the early section of the night can exist rough, if you lot enter the social club (where we started the game) you can reset it to daytime. I did information technology every time nighttime came. Take note that whatsoever buffs or songs that are agile volition exist canceled.

Paladin/Warrior

Gauntlets
Helm
Tower Shield
Halbard
Plate Armor

Bard

Broadsword
Fire Horn
Helm
Leather Gloves
Scale Armor
Tower Shield

Hunter

Halbard
Helm
Leather Gloves
Plate Armor
Belfry Shield

Both Mages

Dagger
Robes
Leather Gloves

Wine Cellar/Sewers

When y'all're ready to return to the Society, become South to the wall, Due east two squares, and so Due south a couple of squares. Y'all'll run into a Samurai Statue. My characters killed it before it got an attack off. At that place's a temple merely North of yous if you need to heal. Continue South through the gate, and so enter the Inn Eastward of yous. Choose to buy a drinkable and go one for your bard, and then practise information technology again and option the vino. You'll get 2 achievements. Ane for entering the Wine Cellar, and one for using the services of an Inn, temple, blacksmith and Roscoe's.


Wine Cellar
Wine Cellar

You'll be in the Wine Cellar, as you tin guess from the achievement. Yous'll also be blind. Have your Conjurer utilize Mage Flame. This will illuminate the area and fill up out your map a little better. Note that some things can remove it, like darkness tiles. Anti-magic squares will besides cancel information technology. Your bard has a song chosen Seeker's Ballad that works similar Mage Flame, but volition automatically relight when you lot leave a darkness square, and will stay lit in an Anti-Magic area. Mage Flame would have to be recast. For now though, having Traveler's Tune is more important. The other spell you'll want going is Kiel's Magic Compass. I give directions as N/East, etc and if you don't have a compass activated, y'all'll have much more trouble navigating areas. If you do become lost, y'all can open the periodical (J on keyboard) to see the map and figure out where you are. I've provided maps so you can compare information technology to where y'all are to see where you got off track.

In this dungeon (and all the residue) yous tin encounter more than one enemy party. The game volition tell yous the distance they are away from you (if information technology'due south more than 10') and how many of them there are. If a spell or attack only hits one enemy, or i group, when you select it yous'll have to selection which group. Anyhow, yous want to head to the Sewers to get an achievement. To do so head Northward 1, Due east 1, and then North until yous can become Due east. Become North ii, East 3 and then North until you see a modest path open to the East take information technology, and go through the door you lot encounter East of you. You'll have a fight. These are set encounters that will e'er exist a fight when you move to this square. They reset when y'all get out the dungeon or get to a different level in the dungeon. Anyway, kill the enemies and and so go down the stairs 2 steps North of you for an achievement.

Sewers

Now that we take the achievement, you tin can skip this surface area entirely. The entire point of this dungeon (for now) is getting a password to enter the next dungeon, but you don't need to actually find it to enter the side by side dungeon, you can but blazon it in. Information technology's too much easier to level upwards there, considering the monsters requite more than exp. Another matter to consider is that the next dungeon is much, much closer to Roscoe's, and so grinding is much easier. Besides to even get to the countersign you'll need to wait until nighttime, and so it's pretty annoying. If y'all're interested skip to the Catacombs section (which I propose, but you do you). Otherwise, read on if you desire to go the countersign.

*** Spoiler - click to reveal ***A good way to level up would exist going back up the stairs and doing the fight in the Wine Cellar again, the encounter respawns when you go up/downstairs or reenter a dungeon, then you lot can do it as many times every bit you lot like. If yous're feeling super brave and are at to the lowest degree level 5-seven or so, you tin try levelling at a spot by the stairs in the start level of the sewers. From the stairs that become up to the wine cellar, get East in one case, North 2 times, E 2 times, Due south one time, E once and so South over again.

When y'all go through the door West of y'all you'll face some black widows. They give a ton of experience for your level and tin exist killed fairly easily with a Warstrike or Starflare spell. However, they can exercise decent damage and can also poison you lot, which y'all may struggle to deal with right now. It can be cured with Flesh Anew, but will obviously cost you spell points you'd rather exist using on opening chests or killing the enemies, and it's a long walk out if you're out of spell points. The fight in the Wine Cellar is far safer, but won't be as rewarding. If you like you can fight the Wine Cellar fight a bunch and then when you're feeling a fiddling stronger requite the Black Widows a try, just either way y'all'll exist making a lot of trips to leave for the temple or Roscoe's.

When you're ready to go for the password (probably level eight or 9ish) you'll need to expect until night. There's a beam of light that volition do 30 damage to each character in your party, so if they're already low from fighting it'll be rough. Here are directions to the password if you're going for it.

Sewer

Level 1

From the stairs up to the Wine Cellar, Due west i, South 1, Due west ane, South ane, Westward 3, South to the wall, North 1, West 2, S 3. Some text volition popular up in the right window, and then if yous see me say "become South until yous become text" this is what information technology is referring to. Get West in one case. You will be on the opposite side of the map, if y'all check. If at that place'southward no wall on the outer edge of the map, you lot can go to the other side of the screen. Anyway, go North through some rough fights 5 times, West 1, South iii, West 1, North 1 into the Darkness I mentioned previously. You absolutely demand to take Kiel'due south Magic Compass working to go through the Darkness. Go West twice and and then North twice to the stairs and become downwardly.

Level two

Go S once, W to the wall, North to the wall, then East to the wall. Go South ane, East i, South 2, Due east three. Go Southward to a 4-way fork, and then go South again. You'll reach a tile where information technology will ask you to walk through, each character will have 30 damage if information technology isn't dark. Anyhow, continue South until you tin get East, exercise so to the wall. So go Due north twice to find the password: Tarjan. Now that y'all have it, get out. Level up anyone who has level-ups and heal upwardly. Brand certain to sell off unwanted stuff as well, because your inventory limit is 40.

Catacombs (merely actually, powerleveling)

When you're ready to head to the area with all the temples we started levelling at, enter 1 of the ones on the East wall, speak to the priest, and then say: "Tarjan". You volition be able to enter the Catacombs, which will give you an accomplishment.

Sadly nosotros cannot skip the objective hither, merely nosotros can learn a spell that makes getting there much easier. First though, we demand to go some levels. The spell I'chiliad talking about volition require level 13 of your Conjurer. The spell is called Apport Arcane, and allows you to teleport pretty much anywhere within the dungeon you're in, fifty-fifty up and down levels. Information technology doesn't work everywhere, a lot of the later dungeons have a flooring or two it doesn't work on, but information technology works on about levels. Being able to skip even ane level ways you save a lot of HP and spell points you tin utilise for the boss or whatever. Anyway, as for grinding, there are two places of note to start. For the beginning go E 3, Due north 1, Eastward i and and then follow this path until you reach a door going South. There are 2 more than doors East of it with encounters. From the far Due east of the three, North 1. East 3, South 1, and and then W to find 2 more doors. The Wights and Ghouls tin hit you with the OLD disquiet, so I would suggest using whatever grouping spells your mages have like Warstrike, Dragon'due south Breath, etc to impale them quickly. If you open up the spell list you'll see a tab for group spells, you can click that and run into all the spells you lot take, and the max distance they hitting. Yous can also employ your Bard's Flame Horn. Speaking of, using the Flame Horn will give you an achievement. I mostly got Horns faster than I could use them, so it's not a bad way to relieve SP.

They are all pretty close to the stairs, and then you lot tin can practise them all, then get out and heal if needed and then go back and do them again. They reset when you leave the level they are on. The other fight of interest is nearby. From the 2d from the West door of the 5, go Northward 1, Due west 2, North 3 and cast Trapzap, then North to the wall, West 1, North 2. The door to your W leads to a fight with 66 skeletons. The experience is ok (some of the fights behind the five doors volition give far more experience) but you'll get a fat stack of cash. You can run the v doors and and so striking the skeletons if you like before leaving. While you're grinding you'll certainly hit 100k gilded earning you an achievement, and you'll striking level 10 as well if you haven't already. If you're using Trapzap on the chests, you'll likely hit 50 traps disarmed while you're here likewise.


As for your goals in this area, the first is getting your Conjurer and Magician to level xiii. This allows them to buy the level seven spells. 1 of them is Apport Cabalistic (which I volition call AA from at present on considering I'll be typing information technology a lot) from the Conjurer. This allows you to teleport within the dungeon. Some levels volition not let you to AA into them, just you tin can always AA out, equally long as your destination allows you to AA to it, and almost every level 1 of a dungeon works this style. You can besides AA to the stairs leading down to level 3, even if you can't AA to level three itself. You lot can even go up and down dungeon levels, and on PC yous can open the journal and merely click AA, then choice a foursquare to teleport. I'm not sure if you can do this on Xbox. The other method is manually casting the spell and then entering coordinates. Y'all type the coordinates as either a positive or negative number, with the number beingness the number of squares you want to move. If you desire to go North or East, these are positive numbers. If you want to go West or South, you type negative numbers. To go up a dungeon level, use a positive number and if you want to go down, you utilise a negative number. Sadly you can't only type numbers on PC, you lot have to use the arrows to change the number. So for some examples...

If you want to go North five squares and E 1 foursquare, you'd put 5 into the N section and and so 1 into the E section.

If you want to go North 5 squares and Westward two squares, you'd put v into Northward and and so -ii into E.

If you want to go South 4 squares, East 2 squares, and down 2 dungeon levels, you lot'd put -iv for N, ii for E and -2 for Upward.

Of course, I'll give you the proper coordinates when I tell you to use AA, only if you lot ever need to exercise it outside of my directions, there information technology is. Anyway, after y'all hitting level thirteen, at that place'southward nothing more to proceeds from levelling mages more, so you want to course modify them both to Sorcerer at the Review Board (MAKE SURE YOU Purchase ALL THE SPELLS Offset!!!). This resets them to level 1, merely they keep their stats and spells. The result of them being level i is that they'll proceeds a lot of levels quickly now, which will boost their HP and spell points nicely. This is important because the next dungeon after the Catacombs has a dragon guarding it that averages most 100 harm with its breath attack, which can destroy your mages in ane plough if they accept low HP. Information technology will besides let them to larn the spells of their new grade without losing the one-time ones.

I would suggest levelling to the offset-class modify (BUY ALL THE SPELLS Earlier Class CHANGING!!!), then class irresolute and grinding some more to get some more than levels. I actually went to level 13 Sorcerers and form changed them to Magician/Conjurer (whichever grade they didn't start as) and got some more levels later on that. To give some context, my non-mage characters were level 17 when I moved on. Information technology's overkill for the Catacombs but you'll need information technology for the next dungeon anyhow. As for how to actually level, what I did was enter the dungeon, AA to the skeleton spot, then AA to the Zombie spot, and so AA to another Zombie spot, and then I'd AA to the stairs and leave to reset them and do them as many times equally I could, and so restore my SP at Roscoe's.

Here are the coords to do this. From the entrance, practice N12 and E3 for the Skeletons, then Northward-3 E15 for the first Zombie spot, and N1 E3 for the 2d. Employ either your large group spells like Dragon's Jiff, or toot your Bard'due south Flame Horn to kill them. I found I'd get Flame Horns often plenty I wouldn't run out, but RNG may not be as kind to y'all, so use spells like Dragon's Breath if the Horn gets low. Yous tin likewise utilise Mangar's Mind Blades, which hits every enemy instead of a singular group, but obviously, there's merely i grouping in each of these fights, just it might kill all of them more reliably than Dragon's Breath. The terminal affair I'll mention is the Bardsword, which tin drib from the chests here. Normally a Bard can only use songs equal to their level, and and then they demand to purchase a drinkable at the tavern. With the Bardsword, they tin utilise infinite songs, making the sword very useful. Equip it on your Bard and keep it there when and if yous get one.

Catacombs, but for existent this fourth dimension
Catacombs Level 1 and 2

Once you're all levelled up, it's time to movement on. Our objective is a Spectre boss down in level 3 that has an eye we need to progress. You cannot AA to level iii, but you lot can practise it to the stairs down to three and walk from there. In order to do so put in 8/xi/-i. If y'all want to walk from the entrance read the spoilers, otherwise, utilize AA to the coords I listed and keep reading.

*** Spoiler - click to reveal ***Level 1

Go East to the wall then North to the wall. Go East one, South 2, E 1, North one. Use trapzap alee of you and and so go Northward to the wall. Go W one, North ii, East 2, then North to the wall. Go Eastward one, North ane, Eastward until you lot can go North and practice information technology once. Go W 1, North 1, Eastward iv, and and then Due north. Get East three times, use trapzap, and so East ane, S 2, Due west 2. Go South and become down the stairs.

Level 2

Follow the path until you reach the starting time door (don't go in). Go West until you reach another door (don't go in) and get S until you come across a door (don't go in). Get Due west twice and so South through a door. Go South 2 more times, employ trapzap, and then go South 2, West 2, North 1, East one, and North to the stairs.

Level 3

Catacombs Level 3

Once y'all're in level 3, the path forward is quite a bit more than complicated. Become Due west until you achieve a door (don't go in) and become South one, W to the wall, Due south two, face West and trapzap, West i. Go N through the door then West ane, North 4, Due west to the wall, North 2, East 1, North i, Westward ane, Northward to the wall, East 2, North 1, Due west 2, North ii. Activate Kiel's Magic Compass if it'south not upwardly and go East until you accomplish a 4-manner fork. There'south a spinner here that spins you around. Every fourth dimension you plow on a spinner square or motion into it, it will turn you to face a random management, and so it'due south very like shooting fish in a barrel to get lost if you lot aren't careful with them. Just continue turning in identify until the compass says you are facing East, and then go East and through the door. Go Northward and follow this path to a door Due south of you. Go North 2, East 1, S 1, Eastward 1, and then North into a teleporter. When y'all're teleported bandage Scry Site, this brings the map back and shows your position in the Journal once again. Ever do information technology, even if I don't tell you to.

E of you is the outset anti-magic aura you'll come across, all your buffs will be cancelled when you walk into i. Songs nonetheless work though, so you tin use Seeker's Ballad to still be able to see, though you'll need to recast the compass spell after you walk through ane. Go Eastward to the wall, North once, West to the wall and so North once into darkness. Go Eastward 3 times and become Northward once, trapzap Due north of y'all and go North, trapzap Westward of you and go West, then trapzap Due north of you lot and go North. Go East once and heal up whatever wounds and quicksave. Now get North for a dominate fight against a spectre. Have your front line attack and your mages cast Listen Blade, it should die in one plough. You'll pick upwards an middle automatically. Go North once and so West once to exist teleported to the stairs. Go up the stairs and AA with N-8 Eastward-eleven UP1 to leave.

Harkyn's Castle
Harkyn's Castle

Our next objective is Harkyn'due south Tower, which is why we got the eye. It activates a statue at the elevation. This dungeon is pretty rough, because non merely is it a 3 level dungeon with stiff enemies, just at the end nosotros are teleported to Kylearan's Tower, which nosotros tin't go out without having to go through Harkyn's Castle again. So essentially we have to go through iv floors of dungeons. While we tin can use AA to skip a floor or two we have to catch an important detail called the Silverish Square, which we need to get into the boss room. Later that you lot can AA to the boss fight in Harkyn's Castle, but Kylearan's Belfry cannot be skipped. From this betoken, I started running from fights and but fighting them if the run attempt failed (if it does, the game volition only bring upward the gainsay carte du jour for you to choose attacks instead of telling yous it failed).

Yous're welcome to tough information technology out if you desire though. From Roscoe's, go West once, Northward to the wall, so Due west to the wall. Go Due south twice and so Eastward to fight a statue, then East twice to fight some other 1. ii squares South is some other statue, though this one is a dragon then quicksave before doing it. After it is dead, you can go North in one case and East twice to observe a temple to heal at. From where the dragon was go east one time and and so south once to discover another statue to impale, much easier to impale than the dragon. Now from the dragon statue go West twice and enter Harkyn's Castle for an achievement.

Our start objective is getting the crystal sword. In guild to defeat the crystal golem for an achievement, the killing accident must come from a crystal sword. You too have to kill information technology to progress through the story then you demand to go it regardless of achievements. You can just AA to N0 E19 to land right on top of it. If yous want to do information technology legit here y'all get.

*** Spoiler - click to reveal ***

Harkyn's Castle

The yellow path on the map is the path to the Crystal Sword, the blueish path is to the stairs, ignore the blue path for now. Go East to the wall, and so North until you can go East again, practice so to the wall. Go North 3 times, then Eastward through the door to the wall. Go North twice, and then E to the wall again. In that location's a bunch of traps South of you lot and so yous want to trapzap, then get South once and trapzap over again to get rid of the last one. Go South until you run across the Jabberwock, it has a breath attack like dragons. Have everyone attack and have your mages use Mind Blade to hopefully kill it in i turn. Go S twice and so W twice to discover the sword.

The Crystal Sword is a pretty bully weapon regardless of needing it for an achievement, and it'south actually possible to go multiple. You simply need to not have the Crystal Sword on you when you go back to where you got it. If yous'd like to get more, you'll demand to leave the tower. Go Due east once and so Due north to the wall. Become West 3 times, Northward to the wall, East past the showtime Southern path, then have the next by going S 3 times. Go West to find the bank. Deposit some cash (the amount is irrelevant) to get an achievement while y'all're here.

Buy 10 eolith slots and put the Crystal Sword in the depository financial institution, then go back to the spot and get another, then repeat until you lot are satisfied. All 4 of your front line can use it, though y'all should keep a Bardsword on the bard for now due to how useful it is. I got 3 full, 1 for each of the frontline aside from the bard. Anyway with that washed let's go through the tower proper. For whatsoever reason, yous can't AA to level 2, just you can to level 3, right on tiptop of the objective. Showtime off though, AA N19 E0 Up0 to land on top of the Stairs to the 2d flooring.

Go N 1, Due east 1, North ane, East i and so Northward to the wall. Go Due east eight times and and so North 5 times. Go East to the wall, Southward once, East to the wall, North to a door (don't go in!), West to the wall, Southward one time, and then West to the wall. Go North once and and then East to exist given a riddle. Say no to the riddle, yes to the fight and then win the fight. Go east into the portal and then West in one case to get the Silver Square. We need this to admission the last boss, and then brand certain you don't sell it or drop it. Now AA N0 E0 Upward-i and say no to using these stairs or you will leave the castle.

Next, Salvage and AA N1 E21 Up2 . This volition put you right on peak of the boss fight. Equally usual, skip past the spoilers if yous use AA. If you lot want to walk here y'all go...

Harkyn's Castle

Level 1

From the entrance go East to the wall until you get the text, then go directly North until you lot're prompted to have someone sit on the throne, choice your Bard. Continue North to the wall, then go Due west to the wall, South to the wall, East one time and and so Due south twice. Get West to the wall, South 3 times, West to the wall, and then North to the stairs to level 2.

Level 2

Go North 1, East 1, North 1, Due east 1 and then Due north to the wall. Go East 8 times and and then North 5 times. Go East to the wall, South once, East to the wall, N to a door (don't become in!), West to the wall, Southward in one case, and then West to the wall. Go North in one case and then Due east into a teleporter right later on the forced fight y'all have to win (say no and and so yes), then Due west once to get the Silvery Square. We demand it and the other silver items to accomplish the final boss so don't get rid of it. Now Salve and and so AA to N1 E21 Up1 for a boss fight, or read the spoiler to walk.

*** Spoiler - click to reveal ***Become Due north 2, W 4, North iii into a teleporter. Go South one, East to the wall, North 3, East to the wall, Northward ane, and then West 1. You'll see a portal, hit Q on the keyboard to go up information technology (Z is down FYI). If you tin't become West to the portal yous'll have to go North 1, Due west 2, South one, East 1 to it. Either fashion you lot'll be in level 3.

Level three

Become Due east 2, South ane, West iv, East ii, South 1, Westward four. Go Due south to the wall, then West to the wall. Get Due north 1 and then Eastward to the wall. Go Northward 1 then West until you reach a door (don't get inside) and so Due south two. Go Westward to a wall, South until you reach a door going East and become through, then Northward to the wall. Become E i and so Due south to a wall, and then Due west two to exist teleported. All four directions are a teleporter, but only the teleporter Due north of you is the right 1, so make certain y'all go North. From here follow the path until the surface area opens upwards, go Southward to the wall and then quicksave. Go Eastward through the door and you'll have a fight against 4 groups of 99 Berserkers.

Have your Bard use his horn on the closest group, take both mages utilize Heed Blade. Both Mind Blades should kill nigh all of them with the horn, the real question is practise plenty of them go turns to kill your allies before then, which is why you quicksaved. One time they're dead, go South iv East 6 into a spinner. Activate the compass if it isn't on and so keep turning until yous confront Eastward, do so twice. Quicksave and then get East again.

Approach the statue for a boss fight. My hunter crit it second turn so I accept no clue how hard the fight is, only he did 50 damage earlier she did, so probably not going to challenge you unless you lot're super low on HP/spell points. You'll be teleported just outside Kylearan'south Tower afterward you win. Note that the 2 gates here are one way trips, meaning you'll have to go dorsum through Harkyn's tower if you exit, and then don't go through them. Enter Kylearan's Tower. AA will not piece of work hither, so we must walk through information technology. Even though it is only ane level, it's a clusterfuck of teleports with a ton of walking so it isn't easy to navigate. Then just a warning: the map looks awful. Sad!

Kylearan's Tower
Kylearan's Tower

The yellow arrow is the offset path, then light blueish is the side by side, followed by green.

Level one

To start with, West two, Due north i, West ane into a teleporter. Use Scry Site and go Due west two, South one, East i, Due south 1 through an anti-magic field and then West into a teleporter. Go Due south 1, Due east three, South 1, West. Reply "STONE GOLEM" to be teleported. Get South 1, Westward one, Due south 2, and so Eastward to the wall, South 4, West 1 through the door. Answer "SINISTER". Get East ane, Southward 4, then Westward to the wall. Get South until you lot hit a wall. Go West once and then become North and follow this path until you go through a door. Go South once and then West once. Go Northward 1, West 1, Due south to the wall, West 1, North to the wall and so West 1. Become Northward until you get a Silvery Triangle. Go South to the wall, Due east i, Due south 1, West 1, and and so S to the wall. Get East to the wall, South to the wall, West i, North one, West ane, North i, West 2, and then become South to the wall. Go Due east 1, Due south 2, East 2, and so quicksave. Get South to fight the Crystal Golem. Have everyone with a Crystal Sword attack, and take everyone who doesn't defend until information technology dies. Y'all'll get an achievement.

From here become South 2 into an anti-magic field, and then E 1, Due south 1, Due west 2. Follow this very long, winding path until you reach two doors and enter the West i. Follow the path until you achieve some other door, get through it, Due south 1, Due west 1, South 2 into a spinner, so West two. Go Due north twice into a teleporter and Scry Site. Get North (ignore the door close past) and follow the path until you reach another door and head within to get the Onyx Key. Become North once to be teleported to the stairs, you can exit now. Go Due south through the gate and then Due west, you'll see the Review Lath ahead of yous. With that done our next objective is the last dungeon of the first game. Return to the tavern in the SouthEast portion of the city, purchase wine, and and so go downward the stairs in the Vino Cellar. To get to the entrance of the final dungeon, nosotros need to find the entrance in the tertiary level of the Sewers. As always yous can AA, just enter the Wine Cellar and from the stairs upwardly enter N16 E17 Up-3 to put yourself right on the stairs that lead to Skara Brae, right by Mangar's Belfry. If not...

*** Spoiler - click to reveal ***

Wine Cellar and Sewers

Get W one, South one, West 1, Due south i, West 3. Go South iv, W 2, South until you become text, West ane. Go North 5, Westward one, South 3, West i, N 1, West ii, N 2 to the stairs. Follow the path to a 3 fashion fork, get South 2, E 3, Due south until y'all can go W, do information technology once. Go Northward and enter the portal (Z on your keyboard) to achieve level 3. The directions hither are pretty unproblematic. Get W two, Due north 3, W 1, North ii, Westward 1 to the stairs.

Again, the gates are one-fashion so don't go through them. Enter Mangar'south Tower for an achievement.

Endgame

Enter Mangar's Tower.

Endgame

1 guide Offline Game Mode Single Player Main Storyline

Mangar's Tower

Our outset objective is getting the Master Key, which volition allow u.s.a. to open the gates to Mangar'due south and Kylearan'due south Belfry from both sides, which means we can access them much more than easily, not that we need to go back to Kylearan's. Sadly it'due south on the third floor of this belfry, so if yous aren't using Apport Arcane it's quite a struggle. You tin can't teleport right on pinnacle of the central but you can onto the stairs to level 3, which is where the guy we buy the key from is. Make sure yous take at least 50k gilded. If not become kill the Skeletons in the Catacombs a few times for greenbacks. If you're using AA start employ 15/iv/i and answer "CIRCLE" to become the Silver Circle, and then use -xiii/7/0 to accomplish the stairs to level 3. If you want to hoof it...

*** Spoiler - click to reveal ***

Mangar's Tower

Level ane

This is a loooong walk then get ready. Get East 1, Northward 1, East 4, North to a door (don't go in) East 2, North into a teleporter. Scry Site, South one, West v, South 3, West two, and then Due north twice into some other teleporter. Scry Site, Due south 2, East 2, North 3, Due east three, Due south 1, East two, South 2, and then East and follow this path to a fork. Go East 1, Northward to the wall, Due east i, North i, W ane, North 1, East 1, Northward 1, West 1, North to the wall. Go Eastward and follow this path until you get text. Go North two, E two, trapzap North and go directly North to the wall. Become East once (revelation) and go South, follow this path to a fork. Get North and follow the path (ignore every door) until y'all accomplish the dead stop, which will be a oral fissure. Click continue and you'll be in level two.

Level 2

Follow the path here (by the doors) until you attain a Due west/East fork. Get West and follow the path until you accomplish a darkness tile. Go West ii, South 3, Due west 1 and follow this path until y'all go through a door. Get South 1, Westward 3, North 2, East 2, and and then trapzap facing North, then get Northward to the wall. Go Westward i, S ii, Westward 1, North 2, West ane. Go South 2, Westward iii, South 1, West to the wall, South to the wall, then East 3. Get North one, East 2, North two, West 1, North 1, West 2, South one, Eastward ane. Answer "Circumvolve" to go the Silver Circle.

Backtrack to the first fork on this level. At the fork go East until you pass a door going S and go through. Go East ii, S i, Westward 5 into darkness. Get W 8, South v into a spinner. Head East 6 times into another spinner, so South once. Go West 2, South 2, West to the wall, North ii, East 2 and and then Due south into the stairs to level 3.

Ignore the blue and green lines on the map, they're for the return trip. Almost every square in here is covered in darkness, and so make certain you stick to the directions. Go West 6, Due north 1, then W to the wall. Get North to the wall, Westward ii, North 3, trapzap ahead, and go North over again. Now y'all desire to become East 2, trapzap ahead, Eastward 7, trapzap, East 6 trapzap, so East two. Become Due north through the door. Go N 3, Eastward 4, S iii, West iii, North 2, Eastward ii, South 1, West 1 and buy the Principal Fundamental. As well if you equip it on someone spinners no longer touch on yous, and so make sure you lot do that and keep information technology equipped.

With the key in hand you can either make a push for the final boss if you actually want to or get out, merely without some powerleveling victory is rather unlikely. Your ability to both resist spells and land spells is tied to grapheme level, and then if you're not high enough you won't even be able to hit Mangar with whatsoever spells. He is fifty' dorsum and constantly summons enemies that will block yous who can drain levels or turn characters to stone, so spells are your merely existent mode to hit him. Annotation you lot can't Apport Arcane any higher than the stairs going up to level iii, and then yous have to walk through 3 levels, and the boss is pretty rough regardless. I'd do some side things and grind upwardly some more earlier making an bodily push to the top.

As for the side stuff, AA to the stairs on level 1 and exit. From the square North of Mangar's tower go North twice and follow the path to a statue and destroy information technology. Go North 3 times, East to the wall, then Due south and kill the statue you come across. From here become North to the wall, West to the wall, then North into some other statue, impale it. Go North until y'all tin become East, practise and then twice, then go South to the wall, East twice, Due south in one case, East one time, and and so South to the wall. Go East until you hit a wall, and so go S once, and so East and kill the statue. Become East twice and North twice and vanquish the statue hither, which should be your terminal statue for the achievement.

Fine art Critic

Destroy every statue in Skara Brae.

Art Critic

1 guide Offline Game Mode Single Player Collectable

Go North once, W to the wall, N once, then W and follow this path. You'll pass by the casino North of you. Play until you win. For those who don't know how to play Blackjack, the goal is to have your cards add upwardly to 21 or lower, as close to 21 as possible. Your cards are compared to the dealer and whoever is closest wins. You're shown your offset cards and then you can cull to describe more or cease. A quick google search shows there's plainly quite a bit of depth to strategies, but for our purposes, perhaps cartoon if yous are 16 or lower, and property if you take 16 or college, would be adept enough to go you lot a win pretty quickly. You'll get an achievement for winning, and an achievement for using every service in Skara Brae. For some reason the accomplishment says Caith, a town in the 2d game, instead of Skara Brae simply oh well.

Striking Me!

Win a mitt of blackjack at the casino.

Hit Me!

1 guide Offline Game Mode Single Player

With that done it'southward time for grinding. In order to do this, I would AA to 4 fights Mangar's Tower. three are on level 1 and 1 is on level 2, so y'all can do the iii on level one, AA to level 2 and exercise that 1, then AA to the level 1 fights which reset. All iv fights give betwixt 10k to 17k experience, and can be won by having your Bard use a Flame Horn and ane mage use Mind Blades, or having both mages use Listen Blades. When/if you observe a Common cold Drum (or another Cold musical instrument) y'all can apply that alone to kill everything in ane turn. From the stairs AA to N3 E0 Up0 for Samurai, then N4 E19 Up0 for Ghosts, and then N4 E0 Up0 for some Evil Eyes, and finally Northward-eight E-12 Up1 for some Wights. From here AA to N8 E8 Up0 to find a circle that will regen your SP, so you don't even take to trudge back to Roscoe'due south to keep the grind going. If you accept Mage Staffs make sure to put them on your mages, as it volition double how much SP they gain per second. Also go on your centre out for amend armor too, like Diamond Helms/Plate and and then on. As a guide, my not-mages were level 28/29 and my mages were level twenty when I made the last push.

Your get-go objective volition be getting your mages to 13 (MAKE Sure TO BUY ALL THE SPELLS!) and class irresolute them to Wizard, which should be the only pick left. If you didn't go equally difficult in the Catacombs as I did then level them to 13 for the second class change and brand them Magician/Conjurer (in other words, whatever course they weren't at the start) and do it again to make them both Wizards. Likewise when you get level vii spells in their last class (Wizards), you go an achievement.

The Mage's Tale

Acquire all spells for Conjurer, Magician, Sorcerer and Wizard with one character

The Mage's Tale

1 guide Offline Game Mode Single Player

I had besides hit level 25 during the grind for another accomplishment.

And also 500 battles.

Mangar's Tower again
Mangar's Tower

Level iii

When y'all're ready to go, return to level 3 (or 2/11/1 with AA). On level 3 go West half dozen, North i, then West to the wall. Go Due north to the wall, Westward ii, North three, Trapzap, North ane. Go Eastward three, trapzap, East 6, trapzap, East i and and so go S until you find a mouth, you must give vii answers in the right order, Ane AT A TIME. That means type a word, hitting enter, and and then do the side by side ane.

LIE
WITH
PASSION
AND
Exist
FOREVER
DAMNED

Get Due north six, West half dozen, South 3, W 3, North two, Due east two to the stairs.

Level 4

Go East 1, South i, trapzap East, E 1, Northward 2, East 5, and and then N through the door to the wall. Go East to the wall and then South twice into a teleporter. Scry Site, trapzap to the East, East iii, Northward 3, Westward two and follow the path to a teleporter at the expressionless terminate. From hither go North two, West 2, trapzap ahead, West until yous striking a door (don't get through) and go South 3, West 2, Due south 1 into a teleporter. Become East once. Now things get funky, every wall becomes a door and every door becomes a wall. Go Due west twice into a teleporter, then head West 2, South 1, Due west four, trapzap ahead, Due west iv then South until you become through a door. Go South two, West 2 and enter the portal hither to go to level 5. To go upward a portal, you'll demand to bandage major levitation and so on PC yous press Q. On panel bandage major levitation and then concur cn_RT and select "Take Portal Up" past using the cn_RS to highlight information technology and cn_A to select it.

Level five

Become Due east twice in a teleporter. Get Northward one, Eastward ii, Due south 1, Due east to the wall, and then North 1. Go East ii, South 1, East 4, N 1, East 2. You'll take a fight because one of your political party members volition be possessed, have either mage bandage dispossess on whoever is affected (they'll have POSS by their HP). Then become Due north once into a teleporter. Become Eastward and follow the path to a fork and trapzap it, then go South to the wall and and then West to the wall (trapzap the last square). Go South in one case, East to the wall, South to the wall, then East to the wall. Go Southward once, East until you reach a door (don't go in). Go N three, Due east four, North to the wall, and then East and swoop into the pool (heal start if you're low HP). Head Northward 9 times to a door. Become North 1, East 4, Due north to the wall, Due west two, trapzap zap, Due west 2. Answer "Spectre Snare" to get the Spectre Snare, and an accomplishment. This weapon gives a massive nine AC to your bard when equipped, so put that shit on him, it'll be there until the end of the third game.

Recast your Traveler's Tune and Ybarra's spell and then SAVE/QUICKSAVE, and so become South for the concluding boss. The final fight is an incredible struggle. Mangar is fifty' back, has minions in front of him, and both him and his allies can summon more, so you lot likely will never exist able to become into melee range with Mangar. The Demon Lords can plough you to stone with their regular attacks and also have a breath assail that can exercise over 200 damage, and the Vampire Lords will hit you with the drain condition event.

Basically what you want to exercise is take your frontline assault the Demon Lords first turn to hopefully kill them before they turn your characters to stone, while your mages keep pummeling Mangar with Storal's Soul Whip. One-half the fourth dimension he will resist the spells only you only need 3-4 to hitting to kill him. Each plow have your front line focus Demon Lords first, and and so Vampire Lords and other minions only if there are no Demon Lords. However have your mages throw up a Restoration if necessary, if a front end liner dies and the vampire lords hit your mages with drain, it's only going to be harder because Mangar volition resist the spells even more than. One time he is dead y'all merely need to clean upwards his minions. You'll go an accomplishment, forth with 300,000 feel and the aforementioned amount of gold.

Heroes of Skara Brae

Complete Tales of the Unknown past defeating Mangar and rescuing Skara Brae.

Heroes of Skara Brae

2 guides Offline Game Mode Single Player Main Storyline

That'southward all in that location is to practise in BT1. At this indicate, you tin can grind out levels, money, or items if you like. When we motility on to the second game the feel we can become and the items we accept access to will be much, much less than we can become in Mangar's Tower. There are also very few places you can really power level in the next game, so at present's the time to practice information technology, though I didn't do any before moving on. The next step is to enter the Guild and choose to move on to Bard'southward Tale 2 The Destiny Knight, brand sure you option "Full Ability Transfer" so your characters come in fully intact. When y'all're set up, move on to the next folio.

Find anything you remember is wrong with this walkthrough? Assist u.s.a. ready information technology by posting in its Walkthrough Thread.

This walkthrough is the belongings of TrueAchievements.com. This walkthrough and whatever content included may non be reproduced without written permission. TrueAchievements.com and its users take no affiliation with any of this game's creators or copyright holders and any trademarks used herein belong to their corresponding owners.

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