****************************************************************************** The Bard's Tale: A Quest for Coin and Cleavage Version 1.7.1 Author: MysticWeirdo ****************************************************************************** ****************************************************************************** CONTENTS ****************************************************************************** 1. Introduction 2. Version History 3. General Information 4. Character Generation 5. Walkthrough 6. Side Quests and Areas 7. Merchants 8. Magical Songs 9. Equipment 10. Enemy Stats and Strategies 11. Experience Levels and Talents 12. Extras 13. Other things to do 14. Tips and Tricks 15. Extra Summon Interactions during conversions 16. PC Glitches 17. Song Lyrics Transcripts 18. LEGAL 19. Contact Information 20. Credits ****************************************************************************** 1. Introduction ****************************************************************************** I am MysticWeirdo also known by my real name Warren Grieder. Bard's Tale is an RPG that see you that on the role of "The Bard" a scoundrel that looks out only for his own selfish interests: money, women, and self preservation. This game is a modern follow up to the Bard Tale series from the late 1980's. This game is available for the Xbox, and PS2. The PC version has also been release several months after this guide was written. I played the Xbox version of the game, but this guide should also be also be application to the PS2 version. I've been informed by solublefish that the PC version is essentially the same, although others have reported that at least task may require an alternate solution on some PC's, and on of the Kirks allows you to unlock the extras faster. ****************************************************************************** 2. Version History ****************************************************************************** Version 1.7.1: October 2, 2005. Tip added for the Firbolg Mine. Additions made to the summoning notes for the Gouger and Vorpal Rat. Strategy added for Lugh. An alternate resolution to the problem using a bow on the pc added. Note added that Haggis monster may appear even if Hatcher died earlier. Note on wolves calling for reinforcements added to enemy section. Version 1.7: August 1, 2005. Significant amount of additional material received from solublefish, including enemies strategies and statistics which have been added in a new section, as well as notes on artifacts, talents, summons, statistics, strategies for several areas, and several other observations. Other material from other sources include a PC only observation on donations at the Kirk in West Dounby, and a resolution to a glitch that may prevent PC users from using a bow and several summons. An improved strategy for one of the final boss choices has also been added. Version 1.6.6: July 20, 2005. More detailed solution for freeing Dolyn in the PC version added. Included some location details in the sidequests and a missing link from the main walkthrough to one of the sidequests. Version 1.6.5: July 18, 2005. Additional information on freeing Dolyn added. Alternative strategy for seed pods in forest tower added. Alternate automatic summon for the beginning of the final chapter added. Alternate strategy for Herne added. Alternate strategy for the Shadow Axe zombie added. Version 1.6.4: July 2, 2005. Additional information on Rhythm attribute and correction to Vorpal Rat location. Version 1.6.3: April 23, 2005. Snark reward for bugbear side quest. Some Summons and an Ego sword interaction addded, and another interaction expanded. Version 1.6.2: March 11, 2005. Correct some error in the song lyrics. Version 1.6.1: February 27, 2005. Fixed some typos. Clarified how to open all of the secret door locations. Version 1.6: February 14, 2005: Added tip on reducing prices in Houton. Alternate strategy for forest tower wolves. Created a Tips and Trick sections to accomodates some submitted information. Some typos corrected. Added a note to one of the summon interactions. Version 1.5.2: January 8, 2005: Corrected an error in the Difficulty mode names. Added note on effect of not getting the dog in Houton on the divination room in McRath's Dungeon. Added alternate strategy for Lugh. Version 1.5.1: January 5, 2005: Added note on using small and medium donations when unlocking extras. Updated copyright. Added another alternate strategy for the second battle against Fnarf. Version 1.5: December 9, 2004: Fixed some typos. Added section with transcripts of song lyrics. Version 1.4.3: Decemember 4, 2004: Added a summon interaction and mentioned a reference to the original Bard's Tale. Added minor plot variation when being snarky to Bannafeet with high charisma. Version 1.4.2: November 23, 2004: Added additional information on the man who demands an apology in Houton. Two more summon interactions added. Version 1.4.1: November 14, 2004: Belatedly removed request for info on the Harp of Age from the introduction. One more summon interaction added. Added information on missing the time limit in the arena on level 1 of the Mountain Tower. Merchant section sorted into equipment merchants and bartenders. Version 1.4: November 14, 2004: Corrected portals from Axe Portal room in MacRath's dungeon. Added Experience requirements. Added note about Dolyn possibly being killed when escorting him in the frozen tombs. Corrected table of contents. Version 1.3.5, November 13, 2004: Added chest locations for all levels of the Forest Tower, as well as Mountain Pass and Frozen River, this should complete the chest locations I didn't record during my first pass through the game. Added note on summon to use when on the ice rafts in the Frozen River. Version 1.3.4, November 13, 2004: Added locations for the additional inventory item from the 1.3.1 update to equipment section. Version 1.3.3, November 13, 2004: Chest locations for Highland Park added. Some extra details added for Highland Park. Version 1.3.2, November 13, 2004: Chest locations for the bugbear cairn added. Minor corrections made. Version 1.3.1, November 12, 2004: Additional summon interaction in Kirkwall added. More inventory items added for the merchant in Kirkwall. Added chest locations for Fairyhaunt Woods, Houton Forest, Neversdale, and Zombie Lounge. More details on the alternate plotline where you kill Ketill Swart and info on where Ketill goes if you untie him in the fight against Fnarf. Version 1.3, November 12, 2004: Note added about the possibility of Hatcher getting killed while escorting him. Brief description of the six attributed and Charisma price adjustment values added. Strength, Dexterity, and Rhythm bonuses added. Vitality effect on hit point total added. Adjusted all merchant prices to 10 Charisma prices. Version 1.2, November 11, 2004: Stats for Dubgilla shield added. Stats for Silver Harp Added. Extra merchandise and corrected prices for Dirk added. Corrected name and stats of instrument obtained in Finstown. Last Token Location added. More summons interactions added. Donation totals for last three movies. Extra merchandise and corrected prices for Thorvald added. Name and stats for instrument sold by Thorvald added. New piece of armor added. Stats for Upgraded Brute added. Stats for Harp of Ages added. Several minor corrections. Some extra details for some of the talents added. Addition information on Olav and the Firbolg in the finfolk mines. Version 1.1.1, November 9, 2004: Stats and more precise location for one instrument added. More summons interactions added. Full details on Ring of Tara added. Version 1.1, November 8, 2004: Some information on the Upgraded Brute song and a flute sold by Crazy Thorvald added. Added note on token bonuses. Added sections on the Extras, things to do, and summon interactions. Some information on tbe Ring of Tara token added to the walkthrough (I don't know if its 15 or 17 yet.) Correction made to information on being snarky to the puppy. Information on alternate plot line involving Ketill Swart and Bannafeet added. Corrected spelling of Bannafeet. Version 1.0, November 7, 2004: Finished Chapter XIII and XVI, completing the walkthrough. Two more upgraded song, a new dirk, and a new flail added. Last artifact added. Alternate conversation path for the farmer's daughter in Kirkwall added. Corrected several typos. Version 0.80, November 6, 2004: Finished Chapter XII. Three more tokens, three upgraded songs, a special weapon, and a possible instrument added. Version 0.70, November 6, 2004: Finished Chapter XI. Two more tokens, two upgraded songs, one merchant and several pieces of equipment added. Version 0.66, November 6, 2004: Finished Chapter X. Two more tokens, two more songs, two upgraded songs, and a weapon added. Corrected regular Knights hit points. Version 0.60, November 4, 2004: Finished 4 side areas, and started Chapter X. 3 new tokens, a new song, and an upgraded song added. Possible instrument and shield added. Token and Summon Song Descriptions added. Removed nonexistent chest at end of chapter VI. Flagged Chapters II and IX as optional. Correct function of Old City tunnels in Chapter VIII. Added summon effects for Lugh. Added more info on the conversation options for the Neversdale ferries. Version 0.50, November 3, 2004: Finished Chapter's VIII and IX. Added armor rating for Oak Leaf Armor. Added 3 songs, 3 tokens and several other pieces of equipment. Complete a side area, and added a secret door to another. Version 0.40, November 2, 2004: Finished Chapter 7. Corrected barrel count in Drunken Rat. Added one token, one song, one upgraded song, and a 2-Handed sword. Version 0.38, November 2, 2004: Added alternate strategy for Fnarf in Highland park. Version 0.37, November 1, 2004: Revised ending for Chapter VI to add a weapon and token from an alternate conversation option. Started Chapter VII and added an upgraded song. Version 0.35, November 1, 2004: Finished Chapter VI. Added a new song, a new instrument, a new shield, and a new token. Added one armor piece I forget to add from earlier in the game. Version 0.31, November 1, 2004: Added better options for Neversdale ferries. Version 0.30, October 31, 2004: Chapter V complete and Chapter VI started. Completed Ruins of Dun Alfiene side area. Added upgraded song, 2 weapons, an artifact, and 2 tokens. Version 0.25, October 31, 2004: Filled in Damage for Long Bow. Finished Chapter IV, and started Chapter V. Added two upgraded tunes, two new tunes, a new bow and a new instrument. Version 0.20, October 30, 2004: Finished Chapter III. Added two more magical songs. Fixed some side quest/area info. Added two more shopkeepers. Version 0.10, October 30, 2004: Finished Chapter II. Added first four token locations and some new equipment. Added Hunting Grounds side area. Added one more magical song. Version 0.05, October 30, 2004: Initial Version of the guide. Completed Chapter I. ****************************************************************************** 3. General Information ****************************************************************************** Controls: --------- If you need a list of the controls you can get these in game by selecting Help on the pause menu. I won't list these here. Money: ------ Silver coins are the currency of the realm. Any treasure you find is automatically converted into silver. Also any weapons or armor for which you acquire an upgraded version while be automatically converted to silver. Treasure can be found in chests, on fallen enemies, or dug up by a faithful pet. Conversations: -------------- As you play the game, several conversations provide you the option of Snarky or Nice conversions. Depending on the situation your reward can be affected by the options you choose. Healing: -------- The bard heals slowly over time. He can also donate to a Kirk or summon a creature that can heal him if he requires faster service. Combat: ------- The bard can fight his opponents by using either melee or ranged weapon, or preferably by summoning creature to fight on his behalf by playing instruments. Vanquished creature drop treasure that can be converted to silver. Giving Orders: -------------- The bard can issue four different orders to his summons and followers: Come to me, Stay, Attack, and Defend. World Map: ---------- When traveling about the world map between towns, if you walk into one of the creature avatar you'll enter a combat situation where you'll number to kill a certain numbers of creatures. ****************************************************************************** 4. Character Generation ****************************************************************************** The first thing you do on starting a new game is generate a new character. The difficulty level affects the base amount for each of the six attributes: Strength, Vitality, Luck, Dexterity, Charisma, and Rhythm. Each attribute max a maximum value of 20, except Luck with has a maximum value of 21 having skipped 13. Don't put more than 17 into an attribute in the initial allocation as you'll find tokens that raise the attributes by 3 points. If you've put additional points into the attribute the bonus points from the token will be wasted. Strength -------- Strength effects the amount of damage you do with melee weapons. 4: -3 Damage 5: -3 Damage 6: -2 Damage 7: -2 Damage 8: -1 Damage 9: -1 Damage 10: Normal Damage 11: +1 Damage 12: +2 Damage 13: +3 Damage 14: +4 Damage 15: +5 Damage 16: +6 Damage 17: +7 Damage 18: +8 Damage 19: +9 Damage 20: +10 Damage Vitality -------- Vitality effects the amount of hit points you have. 2: + 10 Hit Points 3: + 15 Hit Points 4: + 20 Hit Points 5: + 25 Hit Points 6: + 30 Hit Points 7: + 35 Hit Points 8: + 40 Hit Points 9: + 45 Hit Points 10: + 50 Hit Points 11: + 55 Hit Points 12: + 65 Hit Points 13: + 75 Hit Points 14: + 85 Hit Points 15: +100 Hit Points 16: +115 Hit Points 17: +130 Hit Points 18: +150 Hit Points 19: +175 Hit Points 20: +200 Hit Points NOTE: Vitality is not the only contributing factor to you hit point total. Each level you gain also gives you an addition 10 Hit Points up to a max bonus of 200 Hit Points at the max Level 21. The is also a token that grants you an addition Luck ---- Luck increases the likelyhood of getting favorable "rolls" such as amount of damage done/recevied and the treasure dropped by enemies. Dexterity --------- Dexterity effects the amount of damage you do with bows. 4: -3 Ranged Damage 5: -3 Ranged Damage 6: -2 Ranged Damage 7: -2 Ranged Damage 8: -1 Ranged Damage 9: -1 Ranged Damage 10: Normal Ranged Damage 11: +1 Ranged Damage 12: +2 Ranged Damage 13: +3 Ranged Damage 14: +4 Ranged Damage 15: +5 Ranged Damage 16: +6 Ranged Damage 17: +7 Ranged Damage 18: +8 Ranged Damage 19: +9 Ranged Damage 20: +10 Ranged Damage Charisma -------- Charisma effects the prices in shops: 0- 2: 20% price markup 3- 4: 15% price markup 5- 6: 10% price markup 7- 8: 5% price markup 9-10: normal price 11-11: 5% price decrease 12-13: 10% price decrease 14-15: 15% price decrease 16-17: 20% price decrease 18-19: 25% price decrease 20 : 30% price decrease Rhythm ------ Rhythm effects the damage done by your summons creatures attacks 4: -9% damage 5: -8% damage 6: -7% damage 7: -6% damage 8: -5% damage 9: normal damage 10: normal damage 11: +5% damage 12: +6% damage 13: +7% damage 14: +8% damage 15: +9% damage 16: +10% damage 17: +11% damage 18: +12% damage 19: +13% damage 20: +14% damage Andrey Abutin writes "Rhythm stat also affects the summons' HPs" Statistic notes --------------- Thanks to solublefish for these notes on the various statistics. Vitality - You want to be sure you maintain enough vitality to survive several hits from whatever enemy you're facing. Maxing it out early isn't necessary, though. Once you get the Crone in chapter 2, you only have to worry about surviving one battle at a time, so HP aren't as important as they might be in other games. Dexterity - Especially if you plan on using the bow extensively as I suggest, dexterity is the stat to max out first, though watch your vitality as suggested above. Rhythm - Once you have about three summon slots on your instrument, increasing rhythm is more efficient than increasing your own stats. Since you have multiple allies, and rhythm affects both their attack and defense, you get a greater improvement. It allows your crone to survive multiple hits, and lets your melee fighters last longer and weaken your foes while you're free to attack at will. Strength - Maintaining a decent Strength level is useful, but not critical. Put points here if you feel like you're taking forever to kill foes with your swords, or if you don't have enough summon slots to justify increasing rhythm further. Luck - It's hard to say how good Luck is. It affects almost all aspects of combat, and even (I think) increases the amount of silver you recieve. But it doesn't increase them very much, so you're probably better off increasing the other stats first. Charisma - Almost useless. You can always pick up more silver if the items you want are too expensive. In the early chapters, the barrelmaker is an easy way, and later on you'll earn so much silver between shops, you don't need the price reduction. Besides, after Stromness, there's nothing more to buy. Modes ----- Easy Mode: 8 points per stat. Normal Mode: 6 points per stat. Olde School Mode: 4 points per stat. Higher difficulty levels also reduce the number of save points available in the game. This guide will mention all save point available in Easy Mode. You are given 12 additions points to distribute between the six stats. Do so or let the game auto allocate them for you. Allow the game to autoallocate will result in the stats being kept are near equal levels. Initial Talent -------------- After allocating the points you select you initial Talent from: Two Handed Weapons Dual Wield Flail Shield Bash Shield Charge Power Shot Critical Strike Treasure Hunter ****************************************************************************** 5. Walkthrough ****************************************************************************** After generating you character watch the opening movie. NOTE: When I mention a direction in this guide, North is defined as the direction the gray block appears on the exterior of the mini/full map display. Point's in the walk through where you can enable side quest and area are identified by *SQ#* and *SA#*. The label are also included in the side quest section. ================= Chapter I: Houton ================= Drunken Rat Tavern ------------------ You begin the game in the town of Houton, inside the Drunken Rat Tavern. The bar matron, Mary, assigns you the task of killing the rat in her cellar. Before going down there, you can listen to the song which gives tribute to the inventor of beer, sung by a trio of drunks. Talking the three bar patrons and Mary either gets you encouragement to head to the cellar or a complain about your procrastination. Go through the passage between the female patron and Mary. There a chest to the left in the room at the other end. Open it to acquire some silver. Go down the stair to the right to end the cellar. There's a save point at the bottom of the stairs. Continue down the passage through a broken wall. You might want to summon the common rat do deal with the rat here, or just kill it with you sword. That wasn't so bad, but wait... A giant fire breathing rat appears and set you on fire. Retreat to the tavern where you'll be extinguished and given a better sword (the Broadsword) after Mary and the bar patrons have a laugh at your expense. Wait until you've healed up (listening to the drunks singing should be long enough) and head back down stairs. You'll encounter an old man who will teach you the Thunder Spider summoning song. He'll also offer to give you a tutorial on movement, melee combat and summoning, take him up on it if you want. After the tutorial (or brushing the old man off) summon the Thunder spider and head back to the giant rat. The Thunder Spider should make quick work of the rat. Return to the tavern where you enter a conversation with Mary. If you're snarky with her, she'll give you the best room in the inn and provide you some female companionship for the evening (No you down get to see anything). Being nice get you the worst room and a lonely night. Houton ------ Leave the bar and you'll enter a conversation with the old man from the cellar. He give you an amulet "Caleigh", some Adderstones and assigns the task of finding the Trow, Bannafeet in the Fairyhaunt Woods. If you're snarky to him, he'll reveal a little extra information about himself. The Bard also makes a reference to the original game when choosing the snarky, mentioning that he has had plenty of experience with ... cities locked in eternal winter (which was of course the story line to the original Bard's Tale - Skara Brae was locked in eternal winter by Mangar). Thanks to Martin William for this information. Before heading off to the woods, have a look around town. There a save point on the south of the tavern. Just to the west of the tavern is a well with a puppy standing by it. Talk to the puppy and be nice to it, to befriend it. It will now follow you, providing benefits like possibly digging up treasures at times, flushing out game, and attacking enemies (after acquiring the Dog Training Talent which you should select when you get to Level 3). If you're snarky to the puppy, it will run off. It will come back if you leave Houton and come back (Thanks deity62103). To the north of the tavern is a store, The Blackhammer Smithy. The shop keeper, Seamus sells some pieces of armor and a few weapons and a treasure map. All of these are likely out of your price range for the moment. Purchasing the treasure map will open up the Ruins of Dun Alfiene side area *SA1*, Seamus will also retire so make sure you've purchased everything else from him first. TIP: Before buying anything at this store you should get some Widows Wine from the Drunken Rat, the charisma boost will get you a better price. [Thanks Paul] There are several round dwellings in town called brochs. There's also Kirk (church) in the northwest corner and the Sheriff's office in the tower by the northern gate. The broch to the south of the bar is occupied by Ogun's Mum. She wants you to tell Ogun she love him *SQ1*. (You can still do this sidequest if you don't talk to her initially). The brochs southeast and east from here contain chests containing more treasure to clean out and convert to silver. Further to the south is Darraud's broch. He'll give you a quest to kill a Bugbear in a cairn to the west of his broch *SQ2*. Be nice to him to get a more favorable reaction. Colin Dawson adds: "In Bard's Tale if you be mean to the man about the bugbear quest 2 twice you get the quest but when you complete the quest he says. "Hear is your blood money" and you get 5 bits of silver, a reference to Judas in the Bible." There a cluster of three Brochs on the west side. The northeast one contains a woman who is terrified of you and a chest. (One of the treasure items is your wanted poster which explains the woman's terror.) Old Man Vinter is in the northwest one, all he does is babble about a bugbear. The southwest one houses the barrel maker, if you talk to him, he'll try to sell you some barrel which you'll refuse. Destroy a couple of barrels outside his house. Be nice to him and he'll give you side quest to drum up some business for him by destroying barrels he's already sold *SQ3*. The kirk offers healing and blessing for a price. You can talk to the Sheriff in his office. You can be nice to him to get a more favorable reaction. As you wander about town bumping into people, you'll encounter a man who'll demand an apology. Be nice to him to get 200 experience. (If you're snarky several times he'll appear much later in the game and give you 1430 experience then. Thanks Shistar.) This value includes the 10% bonus from the Falstone, if you managed to miss that the reward will only be 1300 (Thanks Robert Morley). (solublefish adds It's a better deal to take the 200 XP from the man who wants an apology. It's easier to level now, so the lower amount is actually worth more.) After you've finished exploring the town head for the southern exit to the Fairyhaunt Woods. Fairyhaunt Woods ---------------- Summon you Thunder spider in this area to help deal with the wolves that live in this area. There a save point near the entrance. A hunter up ahead recommends that you get a bow to hunt with. You can use the bow to shoot down grouse that you dog will flush out (if you don't have the dog the grouse may still appear for you to shoot to get credit with the hunter but without the 8 silver). After you've bagged a grouse talk to the Hunter again to unlock the Hunting Grounds side area *SA2* on the world map. The tree stumps in the area are treasure chests. There's one due south of the hunter which contains silver. Another is on the west side of the shell of a building at a fork in the road and contains silver and adderstones. A third stump is on the southern of the two paths you can take and contains silver. Make your way to the southwest corner of the area where you'll find Bannafeet in some ruins near another save point. Talking him opens up a short cut back to Houton. If you want a bit of extra experience you can be snarky to him and he'll send you on a wild goose chase to the bottom of the town well. (According to Catsimboy, this won't happen if you're Charisma is high, Catsimboy had 16 Charisma, Bannafeet will instead start you on the next mission but won't unlock the shortcut.) When you return to him (or were nice to him) he'll ask you to free Ketill Swart from the jail in Houton Forest. Go back to town and take the eastern exit to the forest. Houton Forest ------------- There's a save point just inside the forest. You'll be fight Kunal Trow in this area so summon the Thunder Spider to help you out. Head north and turn east to find the jail in the forest. There's another save point just outside the jail. If you're looking for chests on this map you'll find stumps in the northwest, northeast, and southeast corners, and a fourth stump just east of the jail. There's an adderstone and silver in the chest in the southeast corner, the rest contain only silver. Talk to the jail guard and tell him the password and then enter the Jail Inside the jail you'll need to kill the Trow guards. After they're dead head to the cells where all of the prisoners claim to be Ketill Swart. To free them you need to throw the three switches in the correct order. Examine the switches an flip the one the middle prisoner tell you to (if you make a mistake one of the other prisoners will die). The correct order is: 2-1-2-3- 1-2. (Ketill is the prisoner in the middle, if you mess up three times he will die as well.) Leave the jail and fight your way back to Houton. Go to the west exit to Fairyhaunt woods and talk Bannafeet again. He'll teach you the Heroine summon song before he vanishes. (If you killed Ketill, Bannafeet still give you the Heroine later on after racing you the Ketill's Hideout in Neversdale.) Return to Houton and the old man will appear again, telling you to head to Kirkwall to talk to his "brother" Bodb. Kirkwall is now unlocked on the world map. He'll also give you some more Adderstones. As you prepare to leave Houton by the northern exit to world map, the Sheriff will order you to recapture Ketill Swart, who has gone to Neversdale, which will now be unlocked on the world map. (This doesn't happen in you killed Ketill since its already unlocked by Bannafeet, instead the Sheriff thanks you for clearing the Trow out of the jail and for doing in Ketill Swart, before marking Neversdale on the map.) Leave by the northern exit to the world map where you can proceed to either Chapter II in Neversdale or Chapter III in Kirkwall. While on the world map look out for the Trow Avatar that's not holding a weapon and is a darker color that the other Trow. You mission here is to catch him and talk to him, he'll sell you maps to four side areas: Cairn of Ardagh *SA3*, Carrowmore *SA4*, Emain Macha *SA5*, and Tara *SA6*. There's also a priest that wanders the world map where you can make donations. ====================== Chapter II: Neversdale (Optional) ====================== Neversdale is just to the north of Houton on the world map. Travel there to begin the process of tracking down Ketill so you'll be able to return to Houton if you so desire. (or racing Bannafeet to the hideout if Ketill's dead) There's a save point to the left as you enter. The niche to the west just north of here has a stump chest with silver. You'll be fighting wild boards and trow. The Heroine is a helpful summon here (unless you killed Ketill in which case you'll need to make do with the Thunder Spider). Fight your way to the next save point to the north by the river. You can't cross the river here so you'll need to backtrack a bit and make your way east to a ferry. A stump chest in the middle path to the river holds Adderstone and Silver, while the stump chest south of the ferry holds silver. Talk to Chubnik there, you can be snarky to him to get a free ride across but it will cost you later, so you can be nice and pay the 15 silver he's asking which will be the best choice in the long run, or be snarky once and then nice to get a price of 10 silver. There's a save point on the other side of the river. Just a bit to the north you'll see Ogun meet his end and the wrong end of a Trow's arrow. The Trows will attack where you're Snarky or Nice when you talk to Ogun's killer. After finishing off the Trow's in the area loot Ogun's corpse and listen to a trio of Trows singing, and pass on his mother's message. A stump in the northwest corner just past here holds an Adderstone. Head to the west and Ketill (if still alive) will taunt you from his tree house Hideout. There's a save point near the base of the hideout. Summon your Heroine (if facing Ketill)and enter the Hideout. The Heroine will make short work of Ketill if you keep him occupied. While your here loot the 3 chests for a token, Buckler and the Crone Tune. (If Ketill's dead, you find Bannafeet there before you but after chasing him around a bit as he transports away from harm or firing a single arrow, he'll give you the heroine song before leaving the hideout and leave the treasure chests behind for the Bard to loot. Thank for the info on this alternate plot line deity62103) Leave the hideout. There's a token in a stump in the clearing to the south, be prepared for a tough battle again some Trow and Boar Riders. The crone can be used to heal the Bard if necessary. Fight your way through the Trow to the west of the hideout. The stump on the south side of the path from the save point and the one in the northwest corner hold some silver. Following the path to the south leads to another ferry at the end of the path. Talk to Piskey here and want 10 silver if you were Snarky and then Nice to Chubnik saying that his brother needed at good ribbing [thanks Arato] (he'll want 100 silver to cross if you were Snarky to his brother Chubnik). If your where nice to Chubnik paying him the full 15 silver you'll get a free ride back. Pay him to get across the river. Just past the save point on the other side of the river, you encounter the Trow, Fnarf and will need to fight him and his band. Ketill (if he's still alive) will offer to help if you untie him. Be snarky to refuse unless you want him to run off forcing you to track him down again, if you do free him he'll be on the eastern most point on the map on this side of the river (your dog will have tracked him down). The crone's healing power is helpful in this battle, alternate between her and the Heroine as you run about to keep ahead of the pack of Trow. After the battle, head south to the exit to the world map. On the world map, (if you have Ketill in tow) head south to Houton to turn in Ketill and claim your rew..., er just be thankful you're not sharing the cell with him. ===================== Chapter III: Kirkwall ===================== You'll meet an old romantic interest on entering Kirkwall. If you're snarky you'll convince her you love with her and she run off to tell her father. If you nice she'll get angry at you and run off to tell her father. This doesn't bode well either way, but I'd lean towards Snarky. A save point is ahead a few steps to the west. (If you want some extra experience, grab the Falstone from the middle storeroom before entering the bar, talking to the men from Finstown, and talking to Bodb. The 10% bonus granted by the Falstone applies to these interactions too.) A quick look around town shows a hill with two doors to the west of the save point, with the Velvet Hammer store and the Fat Lute tavern. If you enter the Fat Lute, in addition to the bartender, you'll find a priest to whom you can make donations and a man named Conner who semems to be wallowing in self pity. If you have a rat summonned in here and approach the woman by the bar. When you dismiss the rat she'll give you some silver and experience. There are two hills to the north of this one, the western one has two doors, the left one is locked and the right one leads to a poorly lit storage room. The eastern hill has a single door leading to another poorly lit storage room. Bodb is due north of the save point. To the west of him are two resident of Finstown. They tell you there's a reward waiting for you thee. Finstown is unlocked on the world map to the west of Kirkwall. Don't go there yet, its very premature to go there since Finstown is Chapter IX. Talk to Bodb. Be Snarky and he'll lead you to another Body by the Broch Northwest of the save point. Being snarky will make him lead you to a third Bodb to the southwest by the westernmost Broch. Snarkiness will make him lead you to a fourth Bodb. He'll take you to the locked door and the four Bodb's will there you the Light Fairy Song and unlock the door. (If you were nice to the Bodbs they'll make you walk to the next one on your own and you have to complete the circuit being snarky to get the door unlocked) Before you go through the door, investigate the two other poorly lit storerooms now that you have the light fairy which will allow you to see in these areas. The storeroom beside the formerly locked door has a chest with the Falstone Token. The other store room has a chest with the Bodyguard Song behind some barrels. You should also make sure you purchase the Harp from the Velvet Hammer, having a second summon is very useful. Enter the door the four Bodbs opened. Inside this storeroom there is a door in the northwest corner that is blocked by four barrels. Destroy the Barrels and open the door to get to the hidden bluff. Hidden Bluff ------------ A Bodb is standing by the entrance. There a save point to the south of him. Talk to Bodb and he will lead you to a temple by the save point. Being Snarky will earn you a bit of coin. A gate to the south is opened as well which leads to the Finn's Farm area. If you want to investigate the Farm area you'll find a lot of wolves in the area. The heroine and crone summons make a good combo here. There are two exit to Kirkwall in the area, one is just to the east of the gate from the temple, and the other is further south and then to the east near a save point. There is a circle of stone pillars southeast of the save point with an Ex- Chosen's corpse laying nearby waiting to be looted. Loot the corpse are listed to the Trow trio's reprise. West of the circle is the closed gat to Old man Finn's Farm. Who tells you to get lost and to tell Connor that the wedding's still off (If you go to Connor in the Fat Lute tavern you'll find him wallowing in self pity, so you won't be able to pass on that message.) (If you have a bow equipped when you talk to Finn behind the locked gate, (before going back to the temple) he and the narrator make fun of you for being a terrible shot.) Return to the Temple of Caleigh and enter it. Here you'll find all of the Bodbs, who will try to summon an image of Caleigh. However, one of the Bodb's lost the bell required for the ritual to Farmer Finn. Go south of the temple to Finn's farm. The gate is now open, go through and Finn will talk to you. Snarky conversation produces a favorable reaction from Finn and he will offer to give you the bell. (If you choose nice instead, Finn will has you to kill some birds for him. He neglected to mention that you'll also have to fight some Trow scarecrows.) His daughter will show up and you'll find yourself engaged to her. You'll need to find a fool to take her of your hands. {If you were nice to his daughter when you first entered Kirkwall, she'll ask her father to kill you. So he threatens to do so, and you walk away. (Thanks Thomas Nilges)} Go into Kirkwall and enter the bar. Talk to Connor, if you're snarky you'll provoke a fight, which you should let Connor win to impress you fiance. If your nice, you'll talk him into going out to win her back on his own. {If the farmers daughter wants you dead you aren't presented with the option of being snarky or nice to Connor, you just have to fight him and let him win the fight. (Thanks Thomas Nilges)} Either way return to Finn. He'll tell you the bell is around the neck of his horse which is in the stone circle. Having the Heroine summoned will make short work of the horse. Now that you have the bell, head back to the temple and let the Bodb summon Caleigh. She'll tell you to recover a Magical Lute from the trow. ========================= Chapter IV: Highland Park ========================= Leave the temple and you will be led by the Bobds to Highland Park. there's a save point by the entrance. Talk to the trow to the north and you'll be attacked when Fnarf arrives. A gateway will be opened to the east after the battle. Go through the gate. The way onward is blocked by afore barrier and endless waves of hammer throwing Trows will come at you from the top of the hill While you and the Heroine can shoot them down with arrows, its an exercise in futility. Instead look to the right of the gate as you enter this area, there's a man hidden in the tree that is easy to miss. The man name is Mell and he'll guide you through the area if you speak Nicely to him. Head towards the force field, you'll notice a 2 minute timer has started. This is the length of time you have to kill the trows on the hill before Mell runs off. If you have the Heroine summoned its more than sufficient. After you kill all the Trows, Mell will deactivate the force field. Continue to the east repeating the process three more time, each time killing the hammer and/or log throwing Trows before the 2 minute timer elapses. (If the 2 minute time elapses, Mell will run a short distance away, talk to him and try again.) There's a save point past the first four barriers and the path turns to the north. There are no force fields on this stretch, but you'll need to fight several Boar Riders and log throwers. Try to get the riders pinned down in the narrow slopes with arrow fire from yourself and the Heroine. At the end of the path to the north, the path widens out and turns to the west. There's a body of another Ex-Chosen in the corner here waiting to be looted. Loot the body to gain a new bow, Glaisne, which can shoot flaming arrows. Enjoy a third rendition of "It's Bad Luck to be You" by the Trow Trio. A save point is to the west, where the path turns to the south. There are four more force fields on the path to the south for Mell to deactivate, each coming with a 2 minute time limit to kill the log/hammer throwing trows. There's a stump chest with the Vorpal Rat song upgrade in the corner at the end of the path to the south. The path turn to the northwest, where you'll encounter a lot of trow. Slowly work your way through the seemingly endless hordes (Fnarf is summoning in replacements, he'll teleport further back when you get close enough to him) in the narrow path and the larger watery area that follows. Watch you health and replace your summons when they fall. The three stump chest along the northern shore all hold silver and Adderstone. Another save point is fount at the end of the watery area where the path continues to the south. There are six more force field on the final stretch to the south. Again you need to kill the Trow within the two minute time limit and Mell will deactivate them. You'll encounter Fnarf again in a clearing at the end of the southern path. You'll have a rather lengthy battle here as Fnarf will continue summon in more Trow and will teleport if you or an ally get to close to him. Summon your Heroine and Bodyguard, and use your bow to take shots at the enemy, some of the shot will eventually hit Fnarf. If you get hurt summon in a Crone for healing. After you've defeated Fnarf you'll get a new instrument, the Ornate Lute. ALTERNATE STRATEGY (Thanks Richard Wood) "I had trouble beating Fnarf in Highland Park until I summoned the light fairy. It distracts the 2 Trow that Fnarf summons, and since its armor is 4-20, it never gets hurt or dies. So with him around, you can attack Fnarf all you want without his friends getting in your face or killing your party members." SECOND ALTERNATE strategy (submitter requested to remain anonymous) "Use the vorpal rat, it will pretty much fly at Fnarf. Fnarf will have a hard time summoning anything, and the rat can do some serious damage. Also use your bow to go after Fnarf, and leave whatever does get summoned to your favourite other character (I used the Thunder Spider). This got me one dead Fnarf in under 30 seconds." The stump chest in the area where you fought Fnarf holds silver and Adderstone. Return to the entrance area to the east where you meet Mell again. He'll teach you the Mercenary song. Return to the Bluff through the gate and enter the Temple. Caleigh will direct you to a tower to the east of Kirkwall. Before you go make sure you've purchased everything you want in Kirkwall. ======================= Chapter V: Forest Tower ======================= Head to the tower to the east of Kirkwall and enter it. Watch the cut scene. Outside the Tower ----------------- There's a save point by the entrance. You'll quickly be set upon by a large pack of giant wolfs. Have some tough summons out like the Mercenary and Body Guard to hold them off while you pick them off with arrows. You may want to run to the northern part of the map and pick off the handful of wolves there while the bulk of the pack is busy with your summons, and then work your way back. The niche to the west near the save point has a stump chest with silver and adderstone, as does the niche to the west near the entrance to level 1 of the tower. The tower entrance is at the north end of the map. ALTERNATE STRATEGY: Ted sends this strategy: "When outside Forest Tower, I had trouble dealing with the packs of wolves until I sprinted past the pack "to the right" (as you enter the area) into the cul de sac there. There, you're far enough from the other pack of wolves that you only have to fight about three at once; you can then lure the others out later." Forest Tower, Level 1 --------------------- Enter the tower. There is a save point near the entrance along with some menacing plants. Beware of the seed pods they drop, these sprout into new plants very quickly so don't waste any time collecting them to convert to silver. Robert Morley suggests this alternative "Don't follow your instincts and collect up all the seed pods. Instead, try to get a little distance away from them and just keep shooting them with your bow whenever they pop up. (The Crone and Heroine make good accompaniments here.) The reproduction algorithm will never generate more than one reproducing seed per parent plant, sometimes none at all, so the number of plants MUST go down over time, and will eventually come to an end. By the time you've killed all the various offspring, however, you will have gained a significant amount of experience. I levelled up once for each level of the Forest tower." The a three paths leaving the vicinity of the save point. The northernmost path leads to a stump chest containing an Upgraded Thunder Spider song. The other two paths join up again in a room full of plays. Watch out for the spike trap in this room. Take the southern exit from this area an watch out for boulder. a short ways to the west is a stump with the Trap Finder song. The Trap Finder will be invaluable disarming the traps in this dungeon. The passage continues to the west to a save point. The path splits past the save point, both ways are will with traps and plants, so have the Trap Finder summoned to take out the traps while you an a second summon deal with the plants. There's a stump chest on the western path holding silver. The paths rejoin a ways to the north and the path continues a short way north turning to the east and then back to the south. A fork to the west leads to a small side chamber which has a stump chest contain silver, while the fork to the south leads to a chamber with a save point and the exit to the second level. Forest Tower, Level 2 --------------------- Like the first level the second level is filled with traps and plants. Have the Trap Finder summoned to scout out the traps while you and another summon deal with the plants. There's a save point near the entrance. The path starts to the east and then turns south for a while. Theres a stump chest with silver and adderstone where the path then turns northeast to a fork. Both paths from this fork rejoin a short way to the north. The path goes a little further north, then a short distance to the west and then to the south. The path head to the west again with a dead-end branch to the north part way down containing a save point and a stump chest containing silver. The path continues west to a chamber with a save point and the exit to the third level. There are two other paths here that form the end points of a loop the has stump chests in the northeast and southeast corners both of which contain silver and Adderstone. Take the exit to the third level. Forest Tower, Level 3 --------------------- This level features more traps and plants, so use to the same strategies as previous the previous levels. There is a save point a bit to the south of the entrance. There are two paths out of the entrance area. The northern one leads to a chest with the Silver Torc Token. The southern path goes east a fair distance before turning north at a fork with a lot of plants. The path to the west dead end in a chamber where there's a chest with a new flail, Cronderg. The eastern path goes on a ways before turning south to a save point where a stump chest contains some silver. The path the goes northeast and then north to a fork which converges back upon itself to the northeast. There a stump chest on the southern path that contains silver. The path turn west and then south to a save point. To the south is the exit to Herne's Chamber. Herne's Chamber --------------- Have your Heroine and Mercenary summoned, equip your bow and enter Herne's chamber. The Heroine and Mercenary should be effective against Herne and the plants he summons. If necessary summon a crone for healing. Fire arrow at Herne and he should go down before too long. You get 15 Adderstone and Herne's Amulet for winning this fight. Caleigh tells you to speak to Bodb in Kirkwall for the next destination. Black Wombat suggests this altenerate strategy for Herne: "Herne's even easier than you make him out to be! I went up at him with the Crone and the Lightning Spider out. I charged him, two-handed style, while my spider went on shocking him. I got smacked occasionaly, but the Crone healed faster than the big guy hurt. And, whenever he summoned a flower to assist him, my spider's ongoing chain lightning would fry it before any of us had to even think about it twice." Leaving the Tower ----------------- Leave the chamber and watch the cut scene. Fight your way back down the tower. The plants are gone, your facing druids now. Follow the path in the opposite direction from the way you came in through the three levels. The previously disarmed traps should be gone on levels 3 and 2 so you can a mercenary and a crone on those levels. The traps will be back on level 1, so the Trap Finder may be necessary, swap with the crone when you need healing. When you exit to the outside, you encounter a small army of druids. The save points moved to where you've emerged from the tower, but there's no time to worry about that now. You'll likely find it necessary to use Herne's level 3 summon two or three times to reduces the druids numbers, having the mercenary and bodyguard summons will help buy you some time by keeps to nearest druid busy while you move into position. Summon a Crone to heal yourself when one of the initial summons falls. Kirkwall -------- Kirkwall is besieged by skeletal horses. Fight you're way to the west side of town and talk to Bodb. He tells you the location of the Mountain pass which is now unlocked on the World Map to the north of Kirkwall. Leave Kirkwall and head for the Mountain Pass. This is also the last chance to complete the optional Chapter II. This is you last chance to go back to Houton to get the maps for *SA1* from the blacksmith and *SA2* from the the Hunter in the Fairyhaunt woods. Here is a good opportunity to head to the Cairn of Dun Alfiene *SA1*, the Hunting Grounds *SA2*, the Cairn of Ardagh *SA3*, and Finstown (Chapter IX). You'll get a chance later, but after entering the mountain pass, you won't return to this part of the world for a while, and the items found there can be very useful. Also, try to track down the trow mapseller to get a map to the Cairn of Carrowmore, *SA4* (and the Cairn of Ardagh *SA3* if necessary). ========================= Chapter VI: Mountain Pass ========================= Mountain Pass ------------- Head to the big door that's appeared on the World map north of Kirkwall. There's a save point right by the entrance. there are a few wolves in the neighborhood. the door to the Viking tombs is due north, but they are frozen shut. If the Bard attempts to go up the pass to the west, he is forced back by the cold as the path turns to the northeast. There's a man named Gower Northeast of the save point, be nice and he'll give you a free drink of a warming, albeit cursed, brew. (If your snarky, you have to pay some silver for it.) Gower is actually a Trow. To break the curse you need to retrieve the sword fated to kill him and give it to him before you can leave the pass. Head west and turn to the northeast through a wolf infested pass. You and a mercenary can hack away at them while a crone heals you. You arrive at a junction with paths to the east and west. The path to the east leads to a group of Trow and a save point. The path to the west is home to more wolves. There's a stump chest by a boat is this area that holds silver. Heading west from the previous junction there will be a few more wolves. You find some trow where the path turn north. The path continues north through more Trow to a large clearing. The clearing is home to more Trow. The are three exits from the clearing. The eastern exit is home to some wolves. A stump chest here contains silver. The northwest exit lead to a group of Trow. The stump chest here has more silver. The northeast exit leads to a group of Trow guarding a save point. There a chest to the northwest of here sitting on some ice, an obvious trap. Walk out on to the ice and open the chest which contains the upgrades Mercenary song. A druid will show up and set you adrift on the Frozen River. Frozen River ------------ As your ice raft travels downriver you'll be attack by Finfolk. Don't overlook the usefulness of the Thunder Spider against these water dwellers. You'll come to ground at a save point. Follow the path to the south, fighting through wolves as it turns west. There's a stump chest with some silver in the corner where the path turns to to where there are Trow to fight. The path turns east leading through more Trow to a save point. East of the save point is another ice raft and an ice path with some wolfs leading to a stump chest containing Adderstones and silver. Prepare for a long ride of the ice raft, fighting Finfolk and taking some shots from the occasional Trow arches. I got overwhelmed at the end and was forced to use a Level 3 Caleigh summon, if I'd had the Thunder spider summoned I might have avoided this. Several trow are waiting at the landing point. There's a save point nearby and another raft just past it. There are some silver and adderstone in a stump chest at the end of a wolf infested path north of the save point. Get on the next raft and go for another ride. More finfolk attack on this ride. A small group of trow wait by the save point at the end of the ride. the sword we're looking for is stuck in some ice to the north. walk up to the sword, Casgair, and you'll pull it out. The ice will fall away from under you and you'll find yourself in the frozen tombs. Frozen Tombs ------------ These a save point on the northern wall of the room you've fallen into. The eastern exit from the room in locked with an emblem of the world tree, Yggdrasil. To the north is the entrance to the Burial Chambers is locked with a Raven emblem. There are passages leading south and west. The path to the south ends at an ice wall. Dolyn is trapped behind it, you can speak to him and he'll promise to reward you if you free him. Be nice to him and talk to him two more times to get some information about some stones he's found, a Raven Stone that he left at his campsite and the Tree stone that he has on him. Return to the room where you entered the tombs. (NOTE: You can be completely snarky to him here as well to get the Ring of Tara token from him later this chapter, instead of the White Book of Rhydderch is chapter XII and the Golden Coronet Token in this chapter. Thanks to Otakuman00 for making the post with this information.) The path to the west has some traps in it so you'll want to summon the Trap Finder. Follow the path until you reach a north south fork. Casgair and the mercenary will more short work of the undead Vikings to the south. There are more traps in the south where you'll find a chest with some Adderstones and silver and an abandoned camp. Examine the camp to acquire the Raven stone that Dolyn mentioned. The northern path from the junction has a complete of traps, but end at a locked door and has a side chambers blocked by an ice wall. So head back to the entrance room where you can now enter the Burial Chambers. Burial Chambers --------------- A save point is just ahead where there are corridor leading North, east, and west. The north and east path are blocked by ice walls, so head west. Have the Trap finder out to deal with the traps. You encounter a few undead vikings where the hall turns to the north. There are more undead at an east- west junction. The eastern path dead-end in a room with 2 ice walls to the north and south (the southern wall blocks the path back to the save point). Head west through an area with a few undead, to a chamber with more undead and a chest with Adderstones and silver. a path to the north from the northwest corner of this chamber leads to another chamber with a save point and a large undead Viking sitting on a throne. The door to the north is locked so examine the viking twice. The viking is Hrafn, who's been barred entry to Valhalla until he proves his valor in combat. Talk to Hrafn, being snarky to provoke him into opening the northern door. Lead him to the north where he can prove his worth be killing 25 enemies. This is your best chance to get two chest in the northern areas where the undead vikings respawn continuously. You'll need to steal some kill from Hrafn as you take this route. (If you stay ahead of Harafn on kills, you make snide comments in response to his bragging.) Head east with Hrafn and turn north at the junction. There's a side chamber to the north, which has a chest on the north side with an Adderstone and some silver. Lead that room and head east and then south. The other chest is just to the east as enter a larger chamber. Once Hrafn's got 25 kills, you'll be taken back to his throne room where he'll give you his Royal Stone, and a Valkyrie will teach you the Elemental summoning song and give you a Jeweled Flute. The Flute lets you summon three creature now. You'll like by wanting some combo of Mercenary, Elemental, Trap Finder, and Crone depending on the circumstances for the rest of this dungeon. The Elemental can melt the ice walls so head back to the room with two ice walls and melt them. Note that it also thaws out the undead vikings in the room which you can kill for the experience. If you didn't make it to the second chest with Hrafn the area its in is just to the North. You can probably get away with running a couple of laps around there area, opening the chest on the first pass and scooping up the loot on the second. The other chest is well out of reach without using level 3 Caleigh summons to protect against the respawning undead, so you'd suffer a net loss going for it. Otherwise, head back to the save point by the entrance and thaw the ice wall to the each. The are more frozen undead in the room past it, put away the fire elemental if you don't want to fight them. The chest in here contains the Kite Shield. Return to the Frozen Tombs. Frozen Tombs, take 2 -------------------- You can now access the side chamber off the northern hallway to the west using the elemental. Note there are frozen undead in the entrance area and previously disarmed traps are reset. The room off the northern hallway has some frozen undead inside and a chest containing silver and Adderstones. More importantly your can now free Dolyn by summoning the Elemental to melt the ice. Apparently this might not work on the PC, three potential solutions have been posted on the IGN boards, if you try the first two have the elemental out as suggested in the third in case its a matter of positioning. jay24k on the IGN boards say "Go to the wall guys and choose option 4 and summon the letter D. Forgot what it's called but it destroys the wall." as a solution. JustinCase1089 on the ign boards say that the Herne Artifact worked. hkblur gives the most detailed solution -- For some reason the fire elemental summon doesn't get close enough to the wall to trigger it. One time I got lucky and the summon location for the elemental was *right in front* of the wall and it broke down. But, I've gotten the following method to work every single time without fail: With the fire elemental out, walk anywhere near the wall and summon the healer chick (a simple heal will do).. Keys: 1 S A Somehow this puts the elemental where it needs to be to trigger, or something.. -- He'll give you the Tree Stone when you do. (If you were completely snarky to him he'll run off unlocking the eastern door of the entrance room and die in a trap just past the door, allowing you to retrieve the Ring of Tara token from his corpse. The tree stone will be broken preventing access to the Golden Coronet token. Thanks for the post Otakuman00.) The tree stone unlocks the doors on the east side of the entrance room and the door at the end of the northern corridor. The room at the end of the northern corridor contains a chest with the Golden Coronet Token and another chest with some silver. Be careful when escorting Dolyn through this dungeon, it is possible to get him killed, denying you access to token he will give you eventually. Return to the entrance room and unlock the eastern door. You'll be traveling through corridors filled with undead and trap so choose your summons accordingly. The hallway to the east has two hallways leading north off you it, the first one seal with ice that the elemental can thaw, and a single southern passage. The southern passage leads to a room with several undead and a chest containing silver and Adderstones. Both Northern path lead to another east-west hall. The west end has a path leading north to a chamber with a few undead, some of which are frozen. A chest sits on top of a tomb in the center which contains silver and Adderstones. There are stairs on the east side of the tomb you can climb to reach the chest. There another ice wall in the middle of the east-west hall and several undead at the east end. The path goes north by two frozen undead and turns west towards another room with several undead. (If Dolyn's dead there will be a chest with silver in this room, it will be empty otherwise.) Another path lead west from this room where Dolyn will leave you and Gower will meet you to claim the sword. (If you're Snarky to him and you'll toss the sword to him but is seems his reflexes were a little off today, oh well, the curse is broken.) Be Nice to him and he'll exchange your sword for the Quicksilver Broadsword and The Badge of the Wind Token. There a save point here and an exit to the world map. You have no where to go no except the Mountain tower just beside you. =========================== Chapter VII: Mountain Tower =========================== Mountain Tower exterior ----------------------- Enter the mountain tower and watch the cut scene. The save point is to your left when you enter the tower. You'll be greet by a druid, Cuthbad, and a band of trow two steps to the north. If you're nice you'll end up fighting all of them. If you're snarky you'll just have to fight Cuthbad, it's a fairy easy fight either way. Wide paths go northeast and northwest from here, and merge back together a way to the north. There are skeletal horse guarding a stump containing silver on the northeastern path. The northwestern path and the dead-end that branches off it to the west is home to some trow. The path to the north from the merge point has more trow in it, as does the larger area to the north. There are stumps at both the east and west ends of this area with more silver. A save point is beside the enters to the Mountain Tower's first level. Mountain Tower, Level 1 There a save point by the entrance. Prepare the Mercenary, Vorpal Rat, and Crone and enter the arena to the north. You'll need to clear four waves of mechanical enemies here, each wave comes with a three minute time limit. If you don't defeat the enemies within the limit, Lugh will call you pathetic and give you three more minutes to finish of the survivors. Wave 1: Mechanical Knights. The vorpal rat will demolish these guy. Wave 2: Mechanical Boars. You'll need to resummon creature here. Substitute the Elemental for the vorpal rat if desire. Wave 3: Mechanical Boar riders. You'll need reduced there numbers with a Level 3 Herne summon, or two. Finished the knight off with arrow. Wave 4: Mixture of Mechanical Arrow. A few level 3 Herne summons are in order here. After defeating the four wave investigate the side chambers. The southwest one has a chest bearing Adderstones and silver. The northeast one contains a body where you'll find the Upgraded Light Fairy Song. The way onward lies to the north. The are a lot of knights here, so don't go charging in. Let the Mercenary and Vorpal rat have some fun while you shoot arrows from a distances. There are more knights past a door where the corridor turns to the west. This room also has a save point. The exit to the second level is to the west of the save point. Mountain Tower, Level 2 ------------------------- A save point is just to the east of the entrance where a trio of knights awaits. Hallways go east and south from here and will converge partway down the hallway on the east side of the map. If you go south, you find the area dark and will need the Light Fairy. The Trap finder will also be needed to deal with the traps here. Have the mercenary or vorpal rat out to help you with the few knights you'll encounter to the south where the hall meets and east-west corridor. There's a chest with some silver in it at the west end. Heading east you'll encounter some traps and a group of knights in the room at the eastern end. Another hall go south from here to another chamber where these a chest with silver and Adderstones. The path east is trapped at leaded to the point where the two paths from the entrance meet. If you want to explore the alternate route from here, go through the doors to the north where you'll encounter a few knights and boars on your way north and then west, partway back to the save point is a side chamber to the north, where you can find a chest with more silver and Adderstones. Going south from where the two paths you'll encounter a centurion and some knights and boars guarding a level. While the vorpal rat can me short work of the knights, you may need to lure the boars off one or two at a time to the side corridor to dispose of them more easier. If you can keep it occupied, the centurion can be killed by the vorpal rat. Pull the level to open the gate. There are a fair number of knights and boar riders between the gate and the save point to the south. The hall goes west here soon branching west and north where some mechs are waiting. The western path lead through a few groups of mechanical knights and boar riders and turns north, Watch out for the boulder at the junction. Alternatively, the northern path in dark and trap filled, but has much fewer enemies. Also there's a chest in the chamber just to the east of the junction that holds the Silver Horseshoe token. Go north from the junction to a room with a save point and a chest with silver and Adderstones. To the west are some female guards behind and gat mocking you. If you're snarky one of them will hint at their only fear. Summon the rat to scare them off. Process into the room to enter the third level of the two. Mountain Tower, level 3 ----------------------- There's a save point here as well as a few knights and centurions. The path to the east is trapped. The chamber at the end contains several knights and centurions. There's an inner chamber that can be entered from the south, where there's a chest containing Cladteamb Soluis, a 2-Handed sword. The side chamber to the north off the outer chamber has a chest containing Silver. Take the exit to the south from the outer chamber. A hall heading south through chamber with a pool to another chamber where there are a few more knights. The path turns to the west now. Go by the dead end to the south and into a large chamber with several knights and centurions. This chamber has an inner chamber as well, which can be enter from the north. There's a chest in the inner chamber contain silver. A save point is here as well. Continue west from the outer chamber to another chamber with a pool where there are some more knights. Take the exit to the north. Just to the west of the northern end of this hallway is a large rectangular chamber stretching to the north with an inner chamber that can be entered from the east. There are lots of knights, boar riders, and centurions in the outer chamber to deal with. The inner chamber contains a chest at the southern end which contains some silver. There are more knight and centurions in another adjoining chamber to the north. Its inner chamber is entered from the east and has a chest with silver. Heading east then north will take you to another large chamber with knights, centurions, and boar riders in the out chamber and a chest contain Adderstones and silver in the inner chamber which can be entered from the south. A save point is to the east with the exit to Lugh's Chamber to the South Lugh's Chamber -------------- Now its time to fight Lugh. Have the vorpal rat and mercenary out to where down Lugh to begin with. Try to keep your distance from him, the whirling blades around him can do a lot of damage. Use the stairwell for cover. Resummon your creatures when they perish until you're out of mana. At this point use a Level Three Caleigh summons and hack away at Lugh until he's finished. ALTERNATE STRATEGY: If you summon a character with high HP and armor, then run off screen, the character you summon should keep him busy long enough for you to take Lugh down with your Bow. (Thanks Keith) Another Alternate Strategy: To defeat Lugh easily summon a mercenary and a heroin and simply attack him with everything you got ignore the spinning axes because if you just keep hacking away he will die before he can kill you. (Thanks Conor) Caleigh will tell you to go to the tavern in Dounby. You'll receive 15 adderstones, Lugh's Amulet, the Knight Song, and the Upgraded Trap Finder Song. Leaving the tower ----------------- Like the fore tower, you'll be fighting druid again on the way down. Your're newly acquired Knight can be quite effective against them. Reverse your steps through the three level, all trap will be reset. There are a lot of druid in the arena on the first level. There Thunder Spider's chain lighting can make their numbers work against them. Outside you need to fight your way south through more druids and skeletal horses. The exit is at the west end of the southern area past a save point. Both the exit and save point have moved since you enter the area originally. If you've acquired the map for the Cairn of Carrowmore *SA4* you can go there before proceeding to Dounby. ===================== Chapter VIII: Dounby ===================== East Dounby ----------- East Dounby is just to the south from where you emerge from the tower. Enter it and watch the cut scene. There's a save point just to the south. A welcoming committee is around the corner to the west. There are 2 more groups of druids along the northern street to the east gate. (The east gate lead to the world map near Finstown) Enter the sheriff's office and talk to the Sheriff to get some experience and here a fourth rendition of "It's Bad Luck to be you." Return to the streets a take the westernmost of two streets going south. Go path the entrance to the Old Town tunnels and continue past the southern east-west street, turning to the west to the Chateau D'Renard by a save point. Enter the Chateau and talk to Jean and his brother Jacques to begin the "Fox Brothers" side quest, *SQ4*. The Knocker song they give you can be helpful against the groups of druids you encounter. You'll likely want to avoid the purple barrier in the south east corner, it will trigger an endless stream of druid until you leave the area. Can be use to earn some silver and experience. Flee into Catair's broch to stop the druids from spawning. Continue to the south past the Chateau and turn west to the exit to West Dounby, fighting the two groups of druids on the way. West Dounby ----------- There's a save point at the entrance to West Dounby. An entrance to a Kirk is to the south if you care to make a donation. West of the Kirk is a group of druids where the street jags north a bit before in continues west. There's a bar at the next corner where the street turns north. Enter the Tup bar. A woman by the bar will share some of her inheritance with you when you approach. Talk to the town crier in here to enter a talent show. You win the Boots of Quickening token for winning. My rhythm was 16 in case that has some bearing. You be attacked by druids on leaving the bar after participating in the contest. Go north and turn west at the junction, fight the druid in the next junction. If you want you can go to O'Dells Arms and Armor store to the west past and group for druids. The store is near as save point and the Western gate of Dounby. The flail he sell can be had for free in Chapter IX and better armor and bow will be for sale so don't waste your money on them. Otherwise, head north to a save point by the Aiken Drum bar. Enter the bar and talk to the Drunks on the stage to here a song about the Nuckeavee. Summon a rat and approach the woman standing by herself. She'll give you some silver and experience when you dismiss the rat. Talk to Dugan and he'll tell go to Greenlands, which is now unlocked on the world map, and talk to MacRath who has the Shadow Axe needed to enter the Island Tower. If you talk to Dugan again he'll tell you about the tunnels underneath town that can be use as alternate path between East and West Dounby. You passed by one entrance to the tunnels on the way to the Chateau D'Renard in East Dounby. There another east of the Aiken Drum. As its not too difficult to deal with the Druids in the streets, I'll consider the Old Town tunnels as side area *SA7*. Consider tackling any of the first six side areas, tracking down the trow to buy the maps for the third through sixth if necessary. You can leave Dounby in three directions, to the west from West Dounby to get to *SA5*, *SA6* and Greenlands (Chapter X), to the north from East Dounby to get to *SA4*, or to the east from East Dounby to get to *SA1*, *SA2*, *SA3*, and Finstown (Chapter IX) as well as Kirkwall and Houton, both of which are overrun by undead. ==================== Chapter IX: Finstown (Optional) ==================== It's worth buying a Captain Fargo's Reserve from the bartender at the Aiken Drum in West Dounby before heading to Finstown. Fin's Woods ----------- While you can get here as early as Chapter III its best to wait until at least the end of Chapter V. Enter Finstown to the west of Kirkwall to claim your reward. You'll discover that you've walked into a trap where you'll be facing a large armor of archers. Use a level 3 Caleigh summon to buy you time to clear out a staging area around the save point to the west. If you can here right after Chapter V you might want to you a level 3 Herne summon to reduce the number of archers. The body guard is useful to distract the arch. Otherwise ranged summons and the crone are useful. Melee summons can get cut down quickly by groups of archers so they'll be less useful. Once the staging area is clear slowly advance to the north, picking off the archers one by one with arrows. Make you're way north through to barricades and turn east to a save point where two Vikings will welcome you and ask you to see their leader Silkbeard. Finstown -------- Enter Finstown. A save point is two thirds of the way across the map from the entrance. Trowle's Pub is in the northwest corner. You can talk to Gregor at the bar, who accuses you of freeing the Orkney dragon to raze the town and allow the Vikings to take over. Make sure to summon at rat in here. One of the viking is afraid of rats and will give you the token after you dismiss the rat in exchange for your silence. Silkbeards's Headquarters is in the northeast corner. enter it and walk up to Silkbeard who will thank you for freeing the Dragon that razed the town. The Viking will sing a tribute to you. Take note of the chest in here for future reference. While you here, you can buy some weapons and armor from Dirk who is on the east side of the room behind the table. In the southeast corner of town you'll find the town armory. The Vikings turn hostile when you attempt to enter it. Use a Level 3 Herne summon to take out the four Viking that immediately attack you. Try to enter the armory again. Regardless of whether you're nice or snarky, you'll need to fight the two Vikings inside. They shouldn't be a problem if you a strong melee fighter summons. Open the gate and loot the five chests here, which contain Scalbach's mail, a Granite Flair, and Broonie's Cloak token. Leave the armory and go to the cell in the southwest. Talk to the town elder in the cell and be nice and four archer will follow you to help deal with the Vikings. Also in the cell is a female refuge, who'll give you a new instrument, Finn's Lute, a priest where you can make donations ,and a girl who'll you get experience from for talking to her, the nice option will be less painful. Slowly lead the archer through town picking off the Viking one at a time. You'll enter a battle with Silkbeard when you reach the tow gate. Use a couple of level 3 Herne summons to deal with his 8 henchmen and finish Silkbeard off with a strong melee summon, heroine and crone. Go loot the chest in Silkbeard's Headquarter where you'll find the Rouge and Heal Stealer Songs. If you want you can talk to the village elder again to receive his thanks. You get a better reaction from him if you're nice but there's no reward. Leave town and the town gate will be locked behind you. Head for the wood southern exit to return to the would map. ====================== Chapter X: Greenlands ====================== It's worth buying a Captain Fargo's Reserve from the bartender at the Aiken Drum in West Dounby before heading to Greenlands. Watch the cut scene as you leave West Dounby through the gates. Greenlands is to the west a ways on the world map. Greenlands, southern plains ---------------------------- You'll be confronted by a group of druids. (Stromness will be unlocked). A giant bird will kill you're dog (if you had one) and you have to fight the bird and the druid. Use a level 3 Herne summon to deal with most of the druids. The Knocker and Thunder Spider's lightning attacks can be helpful against the bird. Use melee attacks on the bird whenever it drops of reinforcements. Once its dead you can inspect to the area. A chest in the southwest corner contains silver and Adderstone. Leave via the western exit to the northern plains. Greenlands, northern plains ---------------------------- There's a save point by the entrance. A stump chest with silver is to the south as well as another chest to the southwest of the entrance, along the wall. Redcaps and druids abound, they'll fight each other if you let them. Have strong melee summons to help you with the Redcaps and the Crone for healing. Head north of the save point to a fence and follow the fence north to where it turns west. (There's a chest with silver a little west to a ways north of this corner of the fence. There's another chest in the northwest corner of the map.) Continue west along the fence and you encounter a man whose speech is almost unintelligible. You'll be attacked by the Nukelavee, which puts a mana drain on you, so you'll be lucky to be able resummon any creatures. The bow is the weapon of choice, even with the mana drain in effect the Nukelavee doesn't present much of a challenge. Understanding MacRath -------------------- You'll find out the man is MacRath, but you'll need to escort him back to Dugan for translation. Head back to the exit to the Southern Plains. (I don't think it possible for MacRath to get killed while being escorted, I let the Druids in Dounby hack away at him for a while and didn't see any damage numbers which I'd enabled. If it is possible, MacRath tells Dugan that he has the key to his dungeon on the northern plains, I imagine he'd end up giving it to you.) There are now Red Caps and Trow Scarecrows on the southern plains. I found the Brute, Knight, and Crone were sufficient summons while I used melee attacks. Exit to the world map and return to West Dounby and make your way to the Aiken Drum. Talk the Dugan who will tell you that MacRath will take you to his dungeon where he's hidden the Shadow Axe, and mention something about a few score (a score is 20) of undead warriors in passing. Leave the Aiken Drum and return to Greenlands. Make your way back to where you met MacRath and head south from there. A stump in the southwest corner of the map by the moat contains silver. East of the moat is a cemetery where the dead are rising, there are easy enough to deal with the bow. East of the cemetery is the entrance to MacRath's Dungeon and a save point past it. Examine the graves between the dungeon entrance and make note of the order to the symbols on the graves: Skull, Tree, Moon, Sun, Chicken, and Song. These symbols indicate the shortest route through the dungeon. As you enter the dungeon, the Trow Trio will sing a song about the dungeon. MacRath' Dungeon --------------- There are undead in all areas of MacRath's Dungeon, a few arrows is all it takes to bring them down. You lose you summons a few steps north past an arrow trap. You'll encounter two undead on your way north to the save point. The halls to the east loop back upon each other and hold nether save two more undead. Take the hall to the west which turns north and avoid the spikes trap just past the niche in the west wall. If you were snark to man in Houton who demanded an apology in Houton, he'll appear when you reach the end of the Hall and demand one final time. If you're nice he say that all he want, if you're snarky he'll vow to see you in hell and will get his apology. Either way get 1430 experience as opposed to the 200 if you apologized in Houton. (Thanks Shistar) Enter the Skull Portal in the room at the end of the hall. Skull Portal : Lord Bauder's Dungeon ------------------------------------ There are three undead at the entrance. You can resummon here. Head to the room to the north. Take the hall leading north from the northwest corner of this room and turn to the east to a room with two portals: Tree and Circle. SECRET DOOR: Use the Advanced Trap Findor to open the door on the east side of the room, the small room past the door has a chest holding the Fae Locket Token. Circle Portal: Passageway of Inevitable Demise (optional) ---------------------------------------------- The path leads north, there's a chest on the west side of the first chamber holing silver. Head north avoiding the arrow traps and turn east and then north. You find Skull and Tree portal on the side to the hall. Tree Portal: Lord Pershing's Danse Hall Macabre ----------------------------------------------- The two paths west of the chamber you start in both lead to the same path north. After watching the undead dance kill them and enter the large chamber to kill the rest of the undead there. The chest on the eastern side has silver and Adderstone. Take the hall to the north from the northwest corner to a room with three portal: Skull, Circle, and Moon. There's a save point here as well. Moon Portal: Lord Merrimont's Divination Chamber ------------------------------------------------ A hall runs north of the chamber you're in to the Room of Awakening where you'll be greeted by a floating skull that asks you to light the torches in the large room. The order you light the torches in doesn't matter. This returns your dog, albeit in a spectral form, and earns you the Enchantress song. If you want light the torches again and fight the monster it summons or receive a visit from Bodb, see "Other Things to do" for more details. NOTE: If you weren't nice to the dog in Houton it won't appear. Instead you'll fight the Nukelavee again. (Thanks Legarius) When you're finished with the torches, head to through the now open door to the north and get the Belt of Oak Token out of the chest. There are four Portals in this room: Sun, Axe, Circle, and Tree. Axe Portal: Lord Merrimont's Divination Chamber (Optional) ----------------------------------------------- This level is a long trap filled hall, with a dampening field and several undead. There is a chest containing silver and Adderstone at the north end, where there are Moon and Tree portals. (Thanks for the correction Chad Lepto.) Sun Portal: Lord Apono's Lecture Hall ------------------------------------- Beware of the shadows on the floor her. There a save point in the southern chamber where you start. Head north to the central chamber an get the Behemoth tune from the chest in the center of the central chamber. There are four portals scattered through the remaining chambers. A Chicken Portal is in the Western Chamber, a Cow Portal is in the eastern chamber, and Triangle and Spiral Portals are in the northern chamber. Cow Portal: Passageway of Inevitable Demise (optional) ------------------------------------------- This area has a dampening field. A chest containing silver and Adderstone is due north of where you enter. A Sun portal in in the northwest corner and a Chicken Portal is in the northeast corner. Spiral Portal: Zombie Lounge (optional) ---------------------------- The hall here has a dampening field, traps and undead. It heads east, north a bit (the chest here has some silver), and east again to a large chamber with Sun and Chicken Portals. Triangle: The Oubliette (optional) ---------------------------------- This level is a hallway forming a big square. You start in the northwest corner. There a chest with silver and Adderstone in the northeast. A Sun Portal in in the South West and a Chicken Portal is in the South East. Chicken Portal: Lord Loikin's Hidden Niche ------------------------------------------ This level is a rectangular room with some undead. There's a save point in the southeast corner. SECRET DOOR: Use the Advanced Trap Findor to open the door in the northwest corner. The chest here holds the Upgraded Heroine song. SECRET DOOR: Use the Advanced Trap Findor to open the door in the northeast corner the chest here holds the Upgraded Knight song. There are five portals in the room: Triangle, Song, Sun, Cow, and Spiral. Song Portal: Lord Fubion's Conservatory --------------------------------------- Head north and witness the death of William Hatcher, another chosen. The Behemoth is very effective against the zombie bearing the Shadow Axe. You receive the Shadow Axe for defeating it, if you have it equipped when summoning it will add an electric guitar sound to the summoning song. If you don't have the Behemoth, you can try this strategy provided by Black Wombat: "Pin it in the corner and shield bash it. Unlike most bosses, it can be stunned. The Vorpal Rat can then tear it to bits. Make sure to deal with everything it's summoned, possibly with a level 3 Herne casting, before you stun-lock it!" After defeating the Zombie head north to leave the Dungeon, returning to the Northern Plains. Make you way back to the Southern Plains and out to the world map. Head south to the next destination, Stromness. ===================== Chapter XI: Stromness ===================== Stromness is a fair distance south of Greenlands on the World map. Stromness --------- On entering you'll be greeted by two undead Vikings, who bar entrance to the town to the living. They'll tell you the way to the Island tower is through the town and through the Firbolg mines. They also tell you that the only living beings left in town are the butcher, Hatcher, and the shop keeper. Kill them after they finish talking. A save point is nearby. Exploring the town to the south you'll encounter many undead Vikings that respawn. Behemoth, knights, fire element, and crone are a good team here and make sure you have your bow equipped. You'll find silver in a stump in the northeast corner of town, and silver and Adderstone in a stump in the northwest corner. A kirk, which you can't enter, is a short ways down the west side and is where you'll find Hatcher. There's a Trow here as well. If you're Snarky to this trow, He'll teach the Upgrade Health Stealer song. The Kirk is surrounded by a force field that turns the undead Vikings to dust as the try to cross. A ways to the south of the Kirk is a stump with silver and Adderstone. In the far southwest corner is a chest containing some new armor, Armor of Llyr. On the east side of town you'll find the shopkeeper on the docks due east of the kirk. He'll refuse to let you enter unless you bring the butcher. South of the dock leading to him is a save point and another Trow further south. Be nice to this Trow and he'll teach you the Upgraded Elemental song if you're nice to him. Another magical barrier run the length of the docks providing a safe haven from the undead Vikings. Once you've had your fill of slaughtering the Vikings head to the Kirk and talk to Hatcher. (If you have finished Chapter X, all he'll say is he's waiting for his son to return.) He'll tell you that the way to the Firbolg mines is through his farm. Follow him through town to the store, protecting him by killing any Vikings that come into range, to the store which will now be open to you. (According to posts on the GameFAQs message boards by lilbabiemae and Casyle, it is possible for Hatcher to be killed while escorting him, in which case he gives you the key to his farm. If this happens you won't be able to enter the store, or receive the bow from Hatcher on the next map.) Enter it and buy any items you want/can afford from Crazy Thorvald, you'll be getting a better shield and bow before the end of the chapter and there's better armor in a stump on the current map so you may want to skip those (although the bow might be helpful) to save money. If you buy the Ancient Flute from him he'll throw in the Upgraded Brute at no extra cost. Exit the shop and continue to follow Hatcher on his scenic tour through Stromness and the graveyard to the south. He'll eventually come to the gates of his Farm which he'll unlock and go through. You should do so as well. The Farm -------- You'll be fighting undead sheep, chicks and cattle to protect Hatcher as you follow him through this map. There's a save point by the entrance and a chest containing silver and adderstone in this area. Follow Hatcher to the west and get the Four Leaf Clover Token from the stump in the northwest corner. Follow Hatcher south and get the silver and adderstone from the chest in the ruined building. Continue following Hatcher to the east until he runs into a ruined building and retrieves his fathers bow. You'll proceed automatically past a save point to a hole where Hatcher has disposed of animal parts. If Hatcher is still alive you must fight the Haggis Monster, use your bow to inflict as much damage as possible and try to kill some the animals that head to it in wave to replenish its health. Once the Haggis is dead, you'll receive a new Shield Ochlan, and Hatcher will give you his fathers bow, Odraig Goch. If Hatcher is dead before reaching the Haggis monster, the battle won't happen. It's also possible for Hatcher to die after you reach the battle with the haggis monster. In this case you still get the shield, but not his father's bow. Rene Wilson notes that the Haggis Monster can still appear if Hatcher has died: "Anyway, I was playing the PS2 console version and could not get Hatcher to the farm alive no matter what I did. So I went through the farm killing everything in sight and picking up items. Since I always kill everything in an area before I leave (unless the area respawns in such a way that I will definitely die) I killed a bunch of undead livestock behind the building where the golden thistle token is. After I'd obliterated a few waves of cows, chicken, and sheep the Haggis monster showed up even though Hatcher was dead. I recieved the shield but not the bow." Tim makes a similar observation: "In Stromness If Hatcher is killed it is still possible to fight the Haggis Monster. Once you have killed a set amount of undead farm animals it appears. I did not count how many kills or what type. I know the last kill was an undead cow." Go to the north side of the building Hatcher retrieved the bow from and retrieve the Golden Thistle Ring token from a stump. Head northeast of the Haggis hole to Hatcher to unlock the Firbolg caves, which you can enter to the east. ========================== Chapter XII: Firbolg Mines ========================== Firbolg Mines ------------- A save point is at the entrance. Follow the to the south, which turns to the west (Firbolg Miner #1 is here). Continue to a fork with paths continuing west and south (Firbolg Miner #2 is on the southern path.) The path to the west leads into a dampening field where you'll find Culainn and another Firbolg working at a cave-in. Prior to talking to Culainn, scout out the tunnels to the south. The southern path from the junction turns to the southwest to another junction with paths leading west and south. solublefish informs me that there a firbolg miner here (Firbolg Miner #3) Heading west you'll encounter 2 finfolk. Continue west (you'll see Firbolg Miner #4 here) past a cave-in to the north and into a cavern with several finfolk and a chest containing silver and Adderstone. You can head south from this chamber until the path turn east (Firbolg Miner 5 is here.) Continue west to another junction (Firbolg Miner #6 is here) with paths leading west and south. The paths rejoin to the west, but the southern path is more interesting as there is a silver and Adderstone laden chest. (You'll also find Firbolg Miner #7 here.) The way east of the point where the two paths merges ends at a cave in. The way north leads back to the second junction you encounters in the mines. Now that the tunnels are scouted go talk to Culainn. Be nice and he ask you to help him free some miners trapped behind a cave in here who only have 10 minutes of air remaining. Go talk to Firbolg Miners #1 and #2 and bring them back here to start digging (get #3 as well and you won't need the others). Robert Morley adds this tip: "For the Firbolg Mines, 3 miners is enough if you're willing to be patient. Just grab the nearest three and wait it out, and you don't have to worry about the other (four) if you don't feel like it." If you're like me and didn't spot #3, the first two won't quite be enough so head back to the southern tunnels to gather the other four miners and bring them back to the cave in. Unfortunately the finfolk respawn so you'll need to deal with them again. The path of least resistance follows the path I follows in the scouting trip up to miner #7 and then backtrack. After successfully freeing the miners, you'll be given the Ego Sword (if you were nice to begin with, or are nice to Culainn now, If you're snarky to Culainn at first, he'll bribe you with 1000 silver (not that it matters much anymore). If you're still snarky after rescuing the miners, he'll pay you 2500 instead of the ego sword.). This sword can be equipped in the ranged menu. When equipped it will sing along when you play a summoning song. Enter the now open cavern where there's a chest contain silver and Adderstone. At the southern end of the cavern Dolyn (last seen leaving the Frozen Tombs) is waiting. Talk to him to receive the White Book of Rhydderch as reward for rescuing him... again. Head back to where the cave in on the east side was. You'll find that it's been cleared. The chest past here contain silver and Adderstone. A save point is in the area as well beside a raft. NOTE: This will be your last chance to return the shops in Dounby and Stromness if you still need to buy stuff. If you have extras you want to unlock you should backtrack to West Dounby and do so know. If you've left any of the Side areas or Chapter IX undone you should do so now also you'll get one last chance for all of them except for *SA7*. Underground River ----------------- Ride the raft into the underground river, fending off the finfolk until you land at a save point. Head east and fight the finfolk. A path to the south leads to a chamber with several diamond studded creatures and a chest contain silver and Adderstone. The way north has some more of these creature with a western branch leading to a save point and another raft. The north branch lead to another chamber with more of the diamond studded creature and another chest with silver and Adderstone. Get on the raft and fend of more finfolk. You land at another save point. Leave the underground rive via the exit in the the Finfolk caverns. Finfolk Caverns --------------- there's a save point at the entrance. Head east and fight some finfolk. Note that the finfolk and diamond studded creatures respawn in this dungeon. The passage branches to the east and southeast. If you head southeast you'll come to a magical barrier, barring the way south. You can continue northeast from the and then west by a silver and Adderstone bearing chest to a junction point where this path meets to alternate choice from the first junction. Head north from the second junction to a third junction with paths leading east and west. If you head east you'll end up in a large cavern that's home to diamond studded creature. There a chest in the northern part of the area which contains silver and Adderstone. Head to the southern most point in this area to trigger a conversation with a frightened Firbolg, Bannock. If you're nice to him and lead him back to the raft he'll give you the Firbolg Armbands. (Or you can be snarky and have him run to the north, being snarky to the narrator when you encount the Firbolg being attack by finfolk lets the Firbolg die and you get the armbands anyway, being nice to narrator saves the Firbolg and he'll give you the armbands after leading him back to the raft whether you're nice or snarky to him now.) However you got the armbands, head back to the third junction and head west. The northern branch of the leads back to the chamber where the Firbolg was so continue west. After the path turns north you'll come to a cavern with a save point and a Viking named Olav. Talk to Olav. It doesn't matter if you're snarky or nice for the first conversion option. However, when you get the second option, instead of being snarky or nice, listen to Olav's long, rambling story. If you do Olav will give you the Lightning Stone Token. (If you're snarky repeated, you'll interrupt him and won't get the token, being nice repeatedly has no effect.) (If you try to lead Bannock to Olav, Bannock will stop prior to reaching Olav allowing you to go ahead on your own. Talk to Bannock again to continue to the raft.) Once you've acquired the Firbolg Armbands, return to Olav at talk to him again to receive the Upgraded Bodyguard song. Return to the magical force field and summon the upgraded bodyguard. Head south to the save point and enter the Obligatory Lava Level, *SA8* Finfolk Caverns (part 2) ------------------------ There's a small cavern to the west of the Obligatory Lava Level entrance. Once of the chests in here has the Upgrade Knocker. The other holds silver and Adderstone. Head southeast to another save point and a raft. Narrow Sea ---------- Ride the raft along the Narrow sea. You'll need to fend off many Finfolk and shoot down 4 sea serpents on this voyage. The spider and knocker are recommended summons. You land at a save point where there are 3 chests with silver and Adderstones. The exit to the world map is here as well. Take it and enter the Island Tower. ============================== Chapter XIII: The Island Tower ============================== Watch the cut scene. Outside the tower ----------------- A save point is just ahead of you on the docks. There are a few redcaps to the east and a group of druids to the north. Further north is a group of druids and redcaps fighting around a stump which contain silver and Adderstone on the east side of the map. The path onward goes west from here and then turns north of more druids. There is more silver in the stump where the path turns northeast towards the entrance to the first level of the Island Tower. Some redcaps guard a stump contain silver and Adderstone north of this entrance. Enter the Tower. Island Tower, Level 1 --------------------- The Upgraded Bodyguard, can taunt the bipedal diamond studded creature that are found on this level and is immune to their magic projectile attacks. You're sealed into the tower after entering. There's a save point to the west and a chest with silver and Adderstone is on the north side of the chamber. Head west to some diamond studded creature. Follow the outer wall of the large trap filled mazelike chamber where more of the diamond studded creature live. A path continue west from this chamber to a save point. The Upgraded Enchantress is in a chest west of the save point where the path turns to the south. Follow the path to the south through more diamond studded creature until it turn east into a large chamber. A chest in the center of this area, beside the inner corner of the northeastern square, contains a new instrument, Ossian's Lute. Make you're way east through the chamber to a save point and the entrance to level 2. Island Tower, Level 2 --------------------- Head west and fight a band of invisible warrior. The chest here has a new dirk, Basluath. A save point is in the dead end west of here. Head north to a fork. Take the west fork to a large chamber with several invisible warrior and a chest with silver and Adderstone. Continue west to more invisible warriors at a save point. A chest here has silver and Adderstone. Head north and turn east. There will be a few invisible warrior and a chest with silver and Adderstone in the next area. Go east to the next area. The path south leads back to the junction before the last save point so continue east to the corner. The upgraded Rogue is in the chest here. Head south to another save point dealing with the invisible warrior on the way. Head west from here to a large area where there a chest with silver and Adderstone. The exit to level 3 is here as well. Island Tower, Level 3 --------------------- The enemies on this level are mainly Fireboars. You can head either east or west from the start. Heading west lead to an area with a save point. Head south to a corner the east to a larger area where there's a chest with silver. Head east from here past a path to the south to a save point. (This save point can also be reached by going east from the start and turning south at a corner area with a chest bearing silver and Adderstone. The path south arrive an a junction just east of the save point). Heading east leads to an era with a new flail, Balor's Eye. The area to the south of here has a chest with silver and Adderstone. The western path leads back to the last point so head east where there will be some diamond studded creatures on the way to the next save point and the entrance to Mannanan's Chamber. Mannanan's Chamber ------------------ When fighting Mannanan, take some swings at him when her appears. After he's taken some damage he'll disappear an call some tornado, lighting, and fireball down upon you, which you should endeavor to avoid as best you can. The upgrade Bodyguard is immune to this attacks. If you get injured use a Level 3 Caleigh summon. Repeat the process until Mannanan is defeated, for which you'll gain some Adderstones and the Mannanan artifact. ========================= Chapter XIV: Dounby Tower ========================= After the battle with Mannanan you'll find yourself riding a flaming manta on the world map. Random encounter don't happen unless you activate them. This is your last chance to visit the first six side areas or to complete Chapter IX if still unfinished. If you still have stuff to unlock there is a priest that wanders the map but you can only give one donation at a time before having to locate him again. Dounby Tower, Courtyard ----------------------- Fly the manta to Dounby and enter it to begin the assault on the Dounby tower. You start in the courtyard, having finally reach the scene shown in the introduction. Anything you had summoned will be dismissed and the Knight, Rogue, Health Stealer, and Heroine will be automatically summoned. It's possible to get her without finding either Health Stealer or Rogue. According to Ceryle Gaehl if you dont have the Health Stealer, the Elemental will be summoned instead. solublefish adds that the Rogue will be replaced by the enchantress. You play whatever instrument you have equipped - normally Ossian's Lute, but if you didn't get it, you play whatever you have. Unfortunately, you don't use the Shadowaxe or Ego Sword, even if you have them equipped when you land in the courtyard. You'll need to defeat Mackay and his fellow druids. A level 3 Mannanan summon will quickly take them out. After the Trow Trio sing the Bad Luck song one final time head into the now open door to the south. Dounby Tower, Level 1 --------------------- There are many Trow on this level, defeat them to open up the lift. There's a save point on this level. Step on the lift to proceed to the next level. Dounby Tower, Level 2 --------------------- Defeat all of the Skeletal Horses to open up the lift. Step on the lift to proceed to the next level. Dounby Tower, Level 3 --------------------- Defeat all of the Trow Scarecrows to open up the lift. Step on the lift to proceed to the next level. Dounby Tower, Level 4 --------------------- Defeat all of the Plants (excluding those that sprout from the seed pods) to open up the lift. Step on the lift to proceed to the next level. Dounby Tower, Level 5 --------------------- Defeat all of the mechanical knights, boars, and centurions to open up the lift. Step on the lift to proceed to the next level. Dounby Tower, Level 6 --------------------- Defeat all of the Redcaps to open up the lift. Step on the lift to proceed to the next level. Dounby Tower, Level 7 --------------------- Defeat all of the Undead to open up the lift. There's a save point on this level. The chests in the four corners contain adderstones. Step on the lift to proceed to the next level. Dounby Tower, Level 8 --------------------- Defeat all of the Undead Vikings to open up the lift. Step on the lift to proceed to the next level. Dounby Tower, Level 9 --------------------- Defeat all of the Undead livestock to open up the lift. Step on the lift to proceed to the next level. Dounby Tower, Level 10 ---------------------- Defeat all of the Finfolk to open up the lift. Step on the lift to proceed to the next level. Dounby Tower, Level 11 ---------------------- Defeat all of the fireboars and diamond studded creature to open up the lift. Step on the lift to proceed to the next level. Dounby Tower, Level 12 ---------------------- Defeat all of the Druids to open up the lift. There's a save point on this level. The chests in the four corners contain adderstones. Step on the lift to proceed to the Fionnaoch's Chamber Fionnaoch's Chamber ------------------- You've reached the final objective of the game. Listen as Caleigh and Fionnaoch present their cases and make your decision. You can ask the creature you have summons for advice but you'll get a mixed bag of results: Summons siding with Fionnaoch: Crone, Trap Finder, Heroine, Light Fairy, Knocker Summons siding with Caleigh: Knight, Rogue, Brute, Enchantress, Mercenary Undecided: Bodyguard Can't Understand: Rat, Elemental, Behemoth, Thunder Spider, Health Stealer. You can the choice off siding with Fionnaoch, siding with Caleigh, or getting out of there. The ending you get depends on the choice you make here. Ending 1: Side with Fionnaoch ----------------------------- You end up fighting the demonic form of Caleigh in the Infernal Prison. Hack away at her, using Level 3 Caleigh summons when you get hurt. Nothing you summon will last long so your on you're own. Two of the three Caleighs are illusions. Keep hacking away until she's defeated. Kid Tempo has sent me a better strategy: -- When choosing to fight Caleigh in the final battle, Male summons are enchanted and will either attack or get in your way (the back-stabbing bastards) while Female summons will help you out considerably. Of course, it makes sense to have your party prepared *before* starting the battle... Using just a bow and an all-girl crew, I defeated her in about 20 seconds using no adderstones. Hell hath no fury like *four* women scorn'd... [worthy of the narrator, that one] -- The world returns to normal and the Bard will end up back outside a bar summoning another rat to sneak inside in an attempt to gain another free meal. Ending 2: Side with Caleigh --------------------------- You end up fight Fionnaoch. Your summons are more effective against Fionnaoch then Caleigh so you'll have help here. Hack away at him, use level 3 Caleigh summons to heal, and level 3 Herne summons to clear out the druids Fionnaoch summons. Keep this up until Fionnaoch is defeated. The Bard ends up living happily ever after with his demonic bride while the world suffers under her rule. Ending 3: Get out of here ------------------------- The Bard simply walks away from the Final Confrontation. He ends up at a bar partying with some undead friends he's made. ****************************************************************************** 6. Side Quests and Areas ****************************************************************************** ======================= *SQ1* Ogun's Mum's love ======================= Ogun's Mum in Houton will assign you this side quest the first time you talk to her. It will be a while before you encounter Ogun. You'll witness his death in Chapter II in Neversdale and pass on his mother's message to his corpse after looting it. The next time you're in Houton, talk to his Mum again. Be nice and she'll give you the Rabbit's Foot Token. ============= *SQ2* Bugbear ============= After being assigned this quest by Darraud ih Houton you can head west from his broch to the Bugbear Cairn. You'll probably want to level up a bit beforehand the Bugbear is a tough opponent. Inside the cairn the entranceway leads to a larger chamber with a save point. There are passages to the east and west, both will eventually lead to another chamber in the northern part of the loop.If you head east you can pick up a better sword in a chest in the side chamber in the southeast corner. As you go down the passages watch out for floor spikes, arrow traps, and dark spots on the walls that the bugbear will leap out from. Don't try to fight the bugbear when it leaps out, its not necessary. If necessary stop and wait to heal. Keep your eye out for other chests: the chest in the entrance chamber hold silver, the one in the northeast chamber holds silver and Adderstone, and the one in the southwest chamber hold silver and Adderstone. Once you reach the northern chamber, make sure you have a creature summoned, the heroine works well, and approach the chest in the center to initial the final battle with the bugbear. Get to the side of the room to avoid the traps the bugbear will set off and attack it while its distracted by you summons/dog. Once you've defeated the "bugbear" open the chest to obtain the silver inside and head out of the cairn, keep in mind the spike and arrow traps are still active. Once out head back to Darraud to claim your reward. ====================== *SQ3* Barrel Vandalism ====================== The barrel maker in Houton will give you silver for destroy other peoples barrels. Destroy 1-10 barrels earns you 5 silver when you report back to him. Destroying 11-25 or more earns you 50 silver. Destroying 26 or more barrels earn a reward of 500 silver. This can be done repeatedly up to the point where you commit to Chapter VI. Barrels respawn after you leave an area, so if you clean out a building and the step outside and in again, you'll be able to destroy the barrels again. There are 19 barrels the are reachable with melee attacks and 3 more that are reachable with arrows (thanks Declan Rowan) in the Drunken Rat providing an easy way to earn some extra coin, combined with the 4 in the shop (or just reenter the tavern a destroy some more barrels there) will give you enough barrels to earn the 500 silver reward. ================== *SQ4* Fox Brothers ================== You'll need to eventually be nice to the Fox brothers, who can be found in the Chateau Renard in East Dounby, for them to assign you a task in exchange for a summoning song. They want you to collect 50 silver that they say Donnan owes them. Donnan lives in the Broch on the north side of the northern east-west street a bit east of the jail. No matter whether you're snarky or nice he'll tell you that the brothers have lied to you and that it is they who owe him 500 silver. Return to the brothers. Again you'll eventually need to be nice to them and they'll send you on another task. This time they claim the Catair has take a Silver Frog from them. Catair live in the Broch on the north side of the southern east-west street, due south of the jail. Whether you're snarky or nice to her, you find out that you've been lied to again. Return to the brother a final time and you'll convince them to give you the Knocker song. Summon it so justice can be done and receive some extra experience. ========================== *SA1* Ruins of Dun Alfiene ========================== The ruins are to the northeast of Kirkwall on the world map. This place is filled with traps and tough monsters. Some parts has sparkles in the air that dismiss your summons. Wait until you are at a higher lever before tackling this area. I did this just prior to starting Chapter VI after acquired the Trap Finder. Use the Trap finder to takes out the first two traps and the traps behind the door to the left. The Mercenary and Crone make a good combination for the hall past this door. Use your bow to shoot at the zombies while the Mercenary attacks and the crone provides healing. There are more enemies beyond the door at the end of the hallway. Lure out a few at a time some you don't get overwhelm. The chest in the end room contains silver and adderstones. SECRET DOOR: After acquiring the Upgraded Trap Finder come back here and he'll find a secret to in this hall just to the west of the "Dead Bards" panel. It lead to a small room with a chest containing, Gnimb's Flute. WARNING: If you get this prior to being to Crazy Thorvald's in Stromness you'll be unable to get the Upgraded Brute. Return to the main hall. You're going to be on your own for the rest of this dungeon as the light particles in the air will dismiss your summons. There are some arrow traps on the way north from the entrance. Time you jumps during the breaks in the arrows. (Xbox Glitch: Save the game at the save point by the entrance and reload, the arrow traps will be disabled. NOTE: the traps will be reenabled if you power cycle.) Continue to the end of the hall. Lure out some enemies are shoot the with arrow. Repeat until you've cleared the room. The chest in the this room contains the Golden Spyglass token. Similar tactics work in the three chamber in the eastern hallway. To get to them you'll need to walk around the spike trap just past the second door. Lure the enemies out of the north and south chambers first before proceeding to the end chamber. The chest there contains Adderstone and silver. The room at the end of the second hall to the west is more of a problem as the wall crushers in the hall make the luring and retreat strategy unfeasible. Just run around the perimeter as you're faster than the zombies and take the occasional shot. The chest here contain Adderstone and silver as well. ====================== *SA2* Hunting Grounds ====================== To get to the Hunting Grounds head west from Houton. There's not much of interest in this side area. The stump in the northernmost point hold the Findruine Charm Token. The stump due east the entrance and the stump due west of the entrance both contain Adderstone and silver. Otherwise, there's just grouse to flush out if you interested in that. ===================== *SA3* Cairn of Ardagh ===================== You can enter the Cairn of Ardagh just to the north of Neversdale. There's a save point just north of the entrance. Make sure you have the Trap Finder summoned as there are several traps in this dungeon. There are a few groups of trow in the dungeon that you'll need to fight on occasion. The dead end to the northeast has a chest with silver. Heading northwest, there another silver laden chest in a dead end to the southwest. A third silver bearing chest in by the campfire in the northern chamber. SECRET DOOR: Come back after acquiring the Upgraded Trap Finder. There's a secret door to the east of the campfire that he'll point out. It opens into a large cavern with lots of trow. A chest in here contain the Amulet of Llyr token. ========================= *SA4* Cairn of Carrowmore ========================= Enter Carrowmore between the mountain tower and Dounby. A save point is down the hall to the north. SECRET DOOR: Use the Advanced Trap Findor to open the door that's part way to the save point of the east side of the hall. Two undead Vikings are inside guarding a chest with silver. You can go East, north, or west from the save point. Open the door to go west. The are some undead Vikings here. There's a trap past the door at the other end of the hall. The are several groups of Vikings in this area, including some invisible ones. The chest in the southern part of this area contains silver. There a magic dampening field in the northern end, so the bard will need to take potshots and run out to deal with the enemies there. The chest in the northern area contains adderstone in the chest. SECRET DOOR: Use the Advanced Trap Findor to open the door to the west of the entrance to this area. The chest contains a shield Dubgilla. Return to the save point and take the door to the east. Fight the undead in the hall and around the corner to the north. Open the door to the east and enter this chamber. There is silver in the chest here. SECRET DOOR: Use the Advanced Trap Findor to open the door south side of chamber, chest contains the Phial of Medb token. Go back to the hall and continue north turning to the west. You'll arrive at a junction with a metal mouth. Speak to it to get a clue. The key phrases are "far from right" and "trinity". Head north and your summons will be dismissed by the dampening field. Beware the trap on the other side of the door. There are a few undead Vikings here. On the north side are 3 doors. Take the left one (i.e. far from right) of the three (trinity) to find a chest with some silver. The other two door only contain arrow traps so avoid them. ========================== *SA5* Ruins of Emain Macha ========================== Enter the ruins to the northwest of Greenlands. Its dark in here so use the light fairy. A save point is north of the entrance. The room to the east is empty except for some traps and a zombie cow. Head west down the trapped hallway to a door. More traps and undead are in the hall here. The branch to the south has several undead and a chest with silver. Continue west from the junction and turn north. A room to the east has a lot of undead and a chest with silver. There's a zombie cow in this area. Continue north and turn east. The only this in the first room to the north is lots of undead. Continue east to the next room to the north where you find another horde of undead, traps, and a silver laden chest. Go east past more traps to where there are more undead in the north branch of a junction. Continuing east leads to a room to the south with a few more undead and a dampening field. The chest in the center of the room contain silver. Go back to the junction and head north. There are only undead in the room to west and the next room to the east. The hallway turns to the west through more undead. A room to the north has a few undead and a dampening field. There is silver in the chest in the rooms center. Continue west to the end chamber, where there are a lot of undead and traps. The White Book of Hergest is in a chest in the center of this room. =================== *SA6* Ruins of Tara =================== Enter Tara to the south of Greenlands. There's a save point north of the entrance. The room with the large blood pool through the door to the north has several zombie cattle and sheep. go east through 2 door to a room with several zombie chickens and traps. A chest here holds silver. SECRET DOOR: The small room to the north has a secret door on the north wall which can be opened by the advanced trapfinder. It leads to a hallway going north. The chamber at the end of the hall contains zombie sheep. The chests in the southwest and northwest corners contain silver. There are several traps in the hallway leading west. Behind the door at the end is a room with a dampening field and a variety of zombie livestock (or should that be undeadstock?). There are several traps in this area. The chests in the northeast and southwest corners contain silver, while the one in the northwest corner contains the Cormac's Chalice. ====================== *SA7* Old City tunnels ====================== The Old City tunnels run be East Dounby north of the Chateau D'Renard to West Dounby east of the Aiken Drum. Entering from East Dounby, there's a save point just west of the entrance. There are skeletal horses to the south of the save point before the path turns west again. Head west into the dampening field where the are several skeletal horses in a chambers and 2 undead in the southwest corner. Paths leave the chamber to the south, west and north. The path to the south head to a chest with the Brute song, which is guarded by 5 skeletal horse. SECRET DOOR: You've left the dampening field so you can summon the Trap Finder to point out the secret door to the east. 2 undead guard a chest with silver. The west path lead to a chamber with some skeletal horse and undead in the hall to the north, with another hall branching off to the west. The hall to the west lead to 2 skeletal horses and out of the dampening field where the hall turn south through more skeletal horse. SECRET DOOR: Use the Advanced Trap Findor to open the door on the west side of the hall, leading to a chest with silver and adderstones. The chamber to the south has skeletal hosts and a chest with the Silver Harp. Return to the junction and continue north. Turn east to fight more undead. The next junction has path leading east, which goes back to where you started and north. head north to a chamber with a large number of skeletal horses. At the west of the chamber is a chest with the Upgraded Crone song. Head east out of the dampening field to a save point. The exit to the north leads to West Dounby. (You could have entered from this end and done the dungeon in reverse.) =========================== *SA8* Obligatory Lava Level =========================== There's nothing here except a Chosen contemplating a chest across a narrow bridge over lava. You need to decide whether to be Snarky or nice in this conversation as it effects the reward. Being snarky encourages the boy to go for the chest which ends badly for him, but get you the upgraded Behemoth song. Being nice stops him from going for the chest, sparing his life. He'll give you the Harp of Ages. Afterward the Trow Trio will sing the Bad Luck song again, the lyric will vary depending on the choice made. Return to the Finfolk Caverns. ****************************************************************************** 7. Merchants ****************************************************************************** The prices listed in this section have been normalized to the prices at 9-10 Charisma. You may see higher or lower prices depending on you charisma level. =================== Equipment Merchants =================== Blackhammer Smithy in Houton (Seamus) ------------------------------------- Leather Armor: 400 Studded Leather Armor: 800 Dirk: 600 Flail: 700 Claymore 800 Long Bow: 250 Treasure Map: 4000 (Unlocks Ruins of Dun Alfiene) The Velvet Hammer in Kirkwall (snobby shopkeeper) ------------------------------------------------- Leather Armor: 400 Studded Leather Armor: 800 Chainmail: 2,600 Buckler: 800 Dirk: 600 Flail: 700 Claymore: 800 Great Bow: 500 Harp: 750 O'Dells Arms and Armor in West Dounby (Dood) -------------------------------------------- Scale Mail: 4000 Silver Dirk: 2500 Granite Flail: 3500 Lockaher Axe: 4000 Elderwood Bow: 2000 Blackthorne Bow: 3000 Silkbeard's Headquarters in Finstown (Dirk) ------------------------------------------- Scale Mail 4200 White Bronze Chainmail 5500 White Bronze Targ Shield 5000 Silver Dirk 2500 Granite Flail 3500 Lockaber's Ax 4000 Elderwood Bow: 2000 Blackthorne Bow: 3000 Blackthornes Bow: 4500 Crazy Thorvald's War Emporium in Stromness (Crazy Thorvald) ----------------------------------------------------------- White Bronze Scale Mail 8500 White Bronze Kite Shield 7000 Vipersteel Dirk 7000 Ravensteel Broadsword 8000 Onyx Flail 8000 Frecraid 9000 Bow of Bill Dathi 6500 Ancient Flute 4000 Wandering Trow on the world map -------------------------------- Ratty Old Map: 4000 (Unlocks Cairn of Ardagh) Ancient Parchment: 4000 (Unlocks Cairn of Carrowmore) Weather Stained Map: 4000 (Unlocks Ruins of Emain Macha) Blood Stained Map: 4000 (Unlocks Ruins of Tara) ========== Bartenders ========== Note: The effects of alcohol last for about 10 minutes. Drunken Rat Tavern in Houton (Mary) ------------------------- Widow's Wine: 10 Temporary Effect: Vit -2 Cha +4 Bodb's Black Ale: 10 Temporary Effect: Rhythm +2 Stromness Stout: 15 Temporary Effect: Str +2 Pigs Meade: 5 Temporary Effect: Str+1 Vit+1 Cha-4 The Fat Lute in Kirkwall (bartender) ------------------------------------- Bodb's Black Ale 10 Temporary Effect: Rhythm +2 Stromness Stout 15 Temporary Effect: Strength +2 Findley Brew 20 Temporary Effect: All Stats between -2 and +2 Bug Bears Light Brew 40 Temporary Effect: Strength-2 Vitality-2 Dexterity+2 Rhythm+2 The Tup in West Dounby (bartender) ---------------------------------- Widow's Wine: 10 Temporary Effect: Vitality -2 Charisma+4 Stromness Stout: 15 Temporary Effect: Strength +2 Silkbeard's Swill: 25 Temporary Effect: Strength +2 Vitality +2 Dexterity-2 Pig's Meade: 5 Temporary Effect: Strength+1 Vitality+1 Charisma-4 Aiken Drum in West Dounby (bartender) -------------------------------------- Bodb's Black Ale: 10 Rhythm +2 Findley's Brew: 20 Temporary Effect: All Stats between -2 and +2 Captain Fargo's Reserve: 125 All Attributes +2 Bug Bear's Light Brew: 40 Temporary Effect: Strength-2 Vitality-2 Dexterity+2 Rhythm+2 Trowle's Pub in Finstown (Gregor) --------------------------------- Stromness Stout: 15 Temporary Effect: Strength +2 Findley's Brew: 20 Temporary Effect: All Stats between -2 and +2 Silkbeard's Swill: 25 Temporary Effect: Strength +2 Vitality+2 Dexterity-2 Bug Bear's Light Brew: 40 Temporary Effect: Strength-2 Vitality-2 Dexterity+2 Rhythm+2 =============== Various Priests =============== Priests are found in the Kirk in Houton, the Fat Lute in Kirkwall, the Kirk in West Dounby, the prisoner stockade in Finstown, and occassional wandering the world map. All donations provide healing, large donations may unlock some of the main menu extras. Small Donation: 1 Medium Donation: 10 Large Donation: 100 ****************************************************************************** 8. Magical Songs ****************************************************************************** =============== 8.1 Summon List =============== The bard can learn sixteen magical songs to summon allies to fight for him while he (ideally) stands back at a safe distance. All songs also have an upgraded version. The game descriptions for the upgraded versions are the same as the regular versions, except for the rat. The narrator's extra remarks are included in square brackets. ============ #1 Mercenary ============ Mana Cost 100 Health 86 Damage 8-20 Armor 2-6 Special: The Mercenary will flail around with his axe knocking foes to the ground. In game description: The mercenary, typical of his sort, crude, rude and very handy to have in a fight. [Once again certain parallels could be drawn to the Bard.] Mell teaches you time song after you defeat Fnarf in Highland Park ====================== #1U Upgraded Mercenary ====================== Mana Cost 200 Health 150 Damage 11-35 Armor 2-10 Special: The Mercenary will flail around with his axe knocking foes to the ground. Found in obviously trapped Chest in the Mountain Pass. ========= #2 Knight ========= Mana Cost 200 Health 125 Damage 7-19 Armor 5-21 Special: The Knight will bash foes with his shield stunning them. In game description: A valiant Knight, honest, brave, noble, nearly invincible in battle. [Of course also not very bright but as we've see with our own here, nobody's perfect.] Obtained by defeating Lugh. =================== #2U Upgraded Knight =================== Mana Cost 300 Health 187 Damage 9-29 Armor 27-27 Special: The Knight will bash foes with his shield stunning them. Found in chest behind northeastern secret door in Chick Portal level of MacRath's Dungeon. ========== #3 Heroine ========== Mana Cost: 100 Health: 77 Damage 1-5 Ranged Damage: 5-13 Armor: 1-5 Special: The Heroine fires a burst of crossbow bolts at her foes In game description: The heroine was deadly accurate with a crossbow and guide nimble in battle. The equal of most any man in combat. [Worth about ten men of the bards type.] The Trow, Bannafeet, teaches you this song after completing a mission for him. ==================== #3U Upgraded Heroine ==================== Mana Cost: 200 Health: 187 Damage 1-5 Ranged Damage: 11-31 Armor: 2-10 Special: The Heroine fires a burst of crossbow bolts at her foes Found in chest behind northwestern secret door in Chick Portal level of MacRath's Dungeon. ======== #4 Brute ======== Mana Cost: 200 Health 120 Damage 15-35 Ranged Damage 15-35 Armor 1-2 Special: The Brute launches a boulder in combat stunning and damaging foes in an area. In game description: A large rock and a strong arm. The Brute was extrememly (sic) good at smashing anything that got in his way. This song in a chest in Dounby's Old City tunnels. ================= #4 Upgraded Brute ================= Mana Cost: 300 Health 200 Damage 26-50 Ranged Damage 26-50 Armor 3-4 Special: The Brute launches a boulder in combat stunning and damaging foes in an area. The upgraded Brute is obtained when buying the Ancient Flute from Crazy Thorvald. (Thanks for the post with this information, LSDboy. Thanks for the additional information Carlos.) ============ #5 Elemental ============ Mana Cost 100 Health 120 Damage 1-5 Ranged Damage 14-30 Armor 1-2 Special: The Elemental throws balls of Fire burning foes in an area. In game description: The Fire Elemental, a seething inferno of liquid fire, very effective at burning things up and not much else. [This of course made it effective at one more thing than the Bard.] Taught to you by the Valkyrie after helping Hrafn. ====================== #5U Upgraded Elemental ====================== Mana Cost 200 Health 187 Damage 1-5 Ranged Damage 26-50 Armor 1-2 Special: The Elemental throws balls of Fire burning foes in an area. Be nice to the Trow on the docks in Stromness. =========== #6 Behemoth =========== Mana cost 300 Health 187 Damage 14-30 Armor 1-5 Special: The Behemoth charges in combat, causing a damaging explosion when it hits. When in close quarters it uses its fiery breath to char its enemies. A skeletal being from the plane of Fire, the Behemoth was fearsome opponent, who could incinerate many opponents with a single devastating charge. Found in a chest in the center of the Sun Portal level of MacRath's Dungeon. ===================== #6U Upgraded Behemoth ===================== Mana cost 500 Health 250 Damage 26-50 Armor 2-10 Special: The Behemoth charges in combat, causing a damaging explosion when it hits. When in close quarters it uses its fiery breath to char its enemies. Be snarky to the chosen in the Obligatory Lava Level to get this song. ================= #7 Thunder Spider ================= Mana Cost 75 Health 66 Damage 3-7 Armor 0-0 Special: The Thunder Spider stuns opponents with its lighting attack. In game description: Although fragile, the Thunder Spider could destroy most foes with a steady stream of lightning long before they were able to retaliate. This song is taught to you by an old man in the cellar of the Drunken Rat. =========================== #7U Upgraded Thunder Spider =========================== Mana Cost 150 Health 138 Damage 7-13 Armor 0-0 Special: The Thunder Spider stuns opponents with its lighting attack chaining bolts from one enemy to another. Found in a stump chest on the first level of the Forest Tower. ========== #8 Knocker ========== Mana Cost 200 Health 144 Damage 8-14 Armor 1-5 Special: the Knocker uses charged lightning rods to attack multiple enemies at a time. In game description: Knocker are well Known for their ingenuity in crafting fabulous devices and this on was no exception. His Lightning Rods could change the tide of battle in an instant. Obtain from the Renard brothers, after their attempt to deceive you. ==================== #8U Upgraded Knocker ==================== Mana Cost 400 Health 187 Damage 15-25 Armor 1-5 Special: the Knocker uses charged lightning rods to attack multiple enemies at a time. Found in a chest to the west of the entrance to the Obligator Lava Level in the Finfolk Caverns. ======== #9 Crone ======== Mana Cost 100 Health 23 Damage 1-2 Armor 1-5 Special: The Crone will head injured allies in Combat. In game description: A study in contrasts, although a seeming vile old witch, she was an expert in providing aid to those wounded in battle. This song is found in a chest in Ketill's Hideout. ================== #9U Upgraded Crone ================== Mana Cost 200 Health 72 Damage 1-2 Armor 3-7 Special: The Crone will head injured allies in Combat as well as cursing enemies, causing them to run in fear. This song in a chest in Dounby's Old City tunnels. =============== #10 Enchantress =============== Mana Cost 300 Health 125 Damage 1-2 Armor 2-10 Special: The Enchantress uses her mystical powers to reverse time, bringing allies back from the dead. In game description: A being of pure magic, the Enchantress could work may beneficial magics to aid her allies in times of need. Given to you after lighting the torches in the Moon Portal level of MacRath dungeon. ======================== #10U Upgraded Enchantress ======================== Mana Cost 500 Health 218 Damage 2-3 Armor 4-12 Special: The Enchantress uses her mystical powers to reverse time, bringing allies back from the dead and slowing her foes. Found in a chest on Level 1 of the Island Tower. ============= #11 Bodyguard ============= Mana Cost 100 Health 135 Damage 1-2 Armor 3-7 Special: The Bodyguard taunt ranged foes in combat causing them to attack him instead of his allies. In game description: The bodyguard was sworn to defend his charges from any and all manner of ranged attacks. [Perhaps someone should have gotten him a larger shield.] Find this song in a chest in a poorly lit Storeroom in Kirkwall. The storeroom is the on one the small hill with the single door. ======================= #11U Upgraded Bodyguard ======================= Mana Cost 200 Health 218 Damage 2-3 Armor 6-14 Special: The Bodyguard taunt ranged foes in combat causing them to attack him instead of his allies. He is also able to absorb magic with his shield, making him impervious to magical attacks. Obtain from Olav after acquiring the Firbolg Armbands in the Finfolk Caverns. ========= #12 Rogue ========= Mana Cost 150 Health 120 Damage 22-30 Armor 1-5 Special: the Rouge taunts melee foes in combat causing the to attack her as she evade them and counters with her daggers. In game description: A dangerous temptress and assassin, the Rogue would draw her enemies in, then be gone in a flash leaving only pain and death is her wake. [The Bard of course left a trail of pain and death in his wake without even trying.] Found in chest in Silkbeard's Headquarters in Finstown. =================== #12U Upgraded Rogue =================== Mana Cost 300 Health 195 Damage 34-50 Armor 3-7 Special: the Rouge taunts melee foes in combat causing the to attack her as she evade them and counters with her poisoned daggers. Found in chest on level 2 of the Island tower. =============== #13 Trap Finder =============== Mana Cost 100 Health 172 Damage 0-0 Armor 1-5 Special: The Explorer make himself useful by disarming traps and picking up loot. In game description: Once a daring finder of lost treasure, the Explorer was still adept at finding secrets and uncovering traps, getting out of the way of them however was a different matter. Found in a stump chest on the first level of the Forest Tower. ========================== #13U Upgraded Trap Finder ========================== Mana Cost 200 Health 240 Damage 0-0 Armor 3-7 Special: The Explorer make himself useful by disarming traps, opening secret doors and picking up loot. Obtained by defeating Lugh. ================== #14 Health Stealer ================== Mana Cost 200 Health 240 Damage: 14-30 Armor: 2-6 Special: The Gouger drains enemies of the health and then uses the energy to heal its allies. In game description: Never before had there existed a creature like the Gouger, feeding off the very life energy of its foes, healing its allies all the while. Found in a chest in Silkbeard Headquarters in Finstown. ============================ #14U Upgraded Health Stealer ============================ Mana Cost 400 Health 375 Damage: 21-45 Armor: 3-7 Special: The Gouger drains enemies of the health and then uses the energy to heal its allies. Be snarky to the trow by the kirk in Stromness. =============== #15 Light Fairy =============== Magic Cost: 50 Health: 22 Damage: 0-0 Armor: 4-20 Special: The Light Fairy will not only light the way in dark places but will also blind enemies in combat stunning them. In game description: The light fairy. A curious creature attracted by Music, always happy to light the way when darkness closes in. The Bard is taught this song by the four Bodb's in Kirkwall. ========================= #15U Upgraded Light Fairy ========================= Magic Cost: 100 Health: 25 Damage: 0-0 Armor: 4-20 Special: The Light Fairy will not only light the way in dark places but will also blind enemies in combat stunning them. Found on a corpse on the first level on the mountain tower in the northeastern side room. ============== #16 Common Rat ============== Mana Cost: 25 Health: 5 Damage: 1-5 Armor: 0-0 Special: None In game description: A common rat. [I am referring of course to the animal and not the Bard.] The bard begins the game knowing this song. =============== #16U Vorpal Rat =============== Mana Cost: 100 Health: 11 Damage: 32-92 Armor: 0-0 Special: The Vorpal rat launches itself at foes from a great distance. In game description: A cruel and vicious creature. Though still fragile this rat was easily the most foul tempered rodent anyone had ever laid eyes on. [In this respect he just barely edged out the Bard.] Found in a tree trunk just before the northwest passage leading through a watery area in Highland Park. =================== 8.2 Summoning notes =================== Thanks to solublefish for this comprehensive commentary on the various summons. Thanks to Robert Morley for the additional notes on the Gouger and Vorpal Rat. My group will usually consist of at least one melee fighter such as the Knight, and the Crone. For a third and fourth ally, I'll use supporting attackers like the Rogue, Brute, or Behemoth, or something specific to the situation like the Light Fairy, Explorer, Thunder Spider, or Vorpal rat. Remember which summons you have the upgraded versions of, since these are a lot better than their level-1 counterparts. Crone - The crone is probably the most important song in the game. Be SURE to get her in Ketill's hidout in Neversdale. It's often woth keeping her around in battle, even though she doesn't fight well and will have to be protected. She'll keep you and your other allies alive while you fight them off of her. She always heals The Bard first, then whichever ally is most damaged. It's worthwile to learn how she moves (she tries to stay in the "back"), so you can predict where to stand to defend her. It's often good to move into a corner, then away again, so she stands in the corner. Avoid using the "attack" ally command much when she's around, since sometimes she'll take you literally and get herself killed. The Brute makes a decent combination since he'll often stand in the back with her and throw rocks, but defend her if an enemy gets to them. It's probably worthwhile to get the upgraded Brone, since she heals twice as much. It may be my imagination, but it's possible she's smarter about staying away from enemies, too. Unfortunately, her new "fear" ability is pretty bad and it makes her cost more mana to summon. Mercenary/Knight/Brute - These melee fighters are the mainstay of your force, and you usually want at least one summoned. The Knight is probably the best since he's much harder to kill so he's better at holding off enemies. He has longer reach than the Mercenary, and the stun effect is useful, too. The Brute has a good ranged attack, though sometimes that's bad because you want him in front. You get the upgraded mercenary earlier than the others, so sometimes he's appropriate. Heroine - A useful combat ally in the early chapters, later on it's usually better to have a melee fighter that's not so fragile. Rogue - The rogue is terrific. She slips past melee battles and dodges most attacks. She'll flit around doing lots of damage without you having to worry about her getting killed. She's a big reason to go to Finstown as early as you think you can. The upgraded Rogue is even better, but you get her pretty late. Gouger - His damage/heal ability seems useful, but since he only heals when he causes damage, it doesn't help as much as you might think. In battles with enemies all around (Stromness, or the rafts), where you can't keep the Crone alive, he may be worthwhile. Otherwise the Crone is just better. Robert Morley adds: "It should be noted that the Gouger can heal multiple allies at once, where the Crone can only heal one at a time. The two together can make an excellent combination if you've 4 summons available...everyone's at full health almost all the time." Thunder Spider - Great in close quarters where his lightning can stun multiple enemies while you rip them up. Especially good against Finfolk on the rafts in the mountain pass and underground sea. Flame Elemental - pretty bad except in the Frozen Tomb where you need him to melt the ice walls. Behemoth - This guy is insane. He does a ton of damage to a group of foes if he can charge. Still decent if he gets trapped in melee combat. Knocker - The inital Knocker is not wonderful as he's too easy to kill. His lightning rod attack looks impressive but doesn't do that much damage and he doesn't always use them. The upgraded version is MUCH better. Think of him as Thunder Spider level-3. Enchantress - Sometimes useful later in the game for keeping alive the Crone and expensive allies like Behemoth. The upgraded version has a very good "slow" spell, but is very expensive to summon. Bodyguard - Useful in some specific situations where you're under attack by ranged foes, especially Finn's Forest outside Finnstown. The upgraded version is necessary to get past the barrier in the Finfolk caverns, and is good in some battles where the enemies use only magic. Explorer - Useful in a few areas with lots of traps, but often you'll want to keep unsummoning him and summoning someone else for combat. This is tedious and I find I just take the damage from the traps and let the Crone heal me. Also sometimes useful if you're breezing through an easy area and don't want to bother to stop for silver. The upgraded version is necessary for finding secret doors. Light Fairy - The regular version is almost useless. The few dark areas early on are navigable without the light. The upgraded version is necessary in a couple of areas in the Mountain tower and the Ruins of Emain Macha. It is also very hard to kill, and has a stun ability, so it serves as a useful distraction against a horde of creatures like the zombies in some dungeons. Rat / Vorpal Rat - The rat is useless. The vorpal rat can be great against weak foes, especially trow in Highland Park and knights in the Mountain Tower. Necessary for scaring a few people in pubs and the warrior women in the Mountain Tower. Robert Morley adds: "The Vorpal Rat, while generally not that great because it's killed easily, can be an excellent choice if you know in advance that you'll be using a Level 3 Caleigh summons. Summon your VR, then do the Caleigh blessing, and you've got a near-unkillable killing machine...at least for as long as the blessing lasts." ****************************************************************************** 9. Equipment ****************************************************************************** ============= Melee weapons ============= Dirks: ------ Dirk Damage: 4-16 Buy from Seamus in the Black Hammer Smithy in Houton Buy from snobby shopkeeper in the Velvet Hammer in Kirkwall Silver Dirk Damage: 5-25 Buy from Dood in O'Dells Arms and Armor in West Dounby. Vipersteel Dirk Damage 6-30 Poison (50%) 3-15 for 6 seconds. Buy from Crazy Thorvald in Stromness. Basluath Damage 7-35 Poison (50%) 4-20 for 6 seconds Life Drain (50%) Found in a chest on Level 2 of the Island Tower Swords: ------- Sword Damage: 1-5 You start the game with this weapon Broadsword Damage: 5-7 Mary gives you this sword after your first encounter with the giant rat. Caladbolg: Damage: 7-19 Chest in southeast corner of Bugbear's Cairn Casgair Damage 7-27 Magic Aura (100%): 3-15 Stuck in the ice at the end of the Frozen River. Quicksilver Broadsword Damage 6-24 Magic Aura (100%): 2-10 Given to you by Gower at the end of the Frozen Tombs if you're nice to him. Ravensteel Broadsword Damage: 8-32 Magic Aura (100%) 4-20 Mana Burst (25%) 5-25 Buy from Crazy Thorvald in Stromness. Flails: ------- Flail Damage: 8-24 Unblockable (100%) Buy from Seamus in the Black Hammer Smithy in Houton Buy from snobby shopkeeper in the Velvet Hammer in Kirkwall Cronderg Damage 11-31 Stunning Blows (25%) for 2 seconds Unblockable (100%) In a chest on level 3 of the Forest Tower Granite Flail Damage 16-40 Stunning Blows (35%) for 3 Seconds Unblockable (100%) Buy from Dood in O'Dells Arms and Armor in West Dounby Buy from Dirk in Silkbeard's headquarters in Finstown In a chest in the Finstown Armory. Onyx Flail Damage 22-54 Stunning Blow (45%) for 4 seconds Unblockable (100%) Buy from Crazy Thorvald in Stromness. Balor's Eye Damage 23-59 Sonic Slam (35%) for 4 seconds. Unblockable (100%) Found in a chest on the third level of the Island Tower. 2-Handed Weapons: ---------------- Claymore Damage: 9-25 Buy from Seamus in the Black Hammer Smithy in Houton Buy from snobby shopkeeper in the Velvet Hammer in Kirkwall Cladteamb Soluis Damage: 12-32 Electric Blade (100%): 1-5 In a chest on level 3 of the mountain tower Lochaher Axe Damage 15-39 Electrical Blade (100%) 2-10 Buy from Dood in O'Dells Arms and Armor in West Dounby. Buy from Dirk in Silkbeard's headquarters in Finstown Frecraid Damage 20-52 Electrical Blade (100%) 2-10 Lightning Storm (100%) 4-20 Buy from Crazy Thorvald in Stromness. ============== Ranged weapons ============== Bows ---- Long Bow: Ranged Damage: 9-29 Buy from Seamus in the Black Hammer Smithy in Houton Great Bow Ranged Damage 11-36 Buy from snobby shopkeeper in the Velvet Hammer in Kirkwall Glaisne Ranged Damage 13-43 Fire Arrows (100%): 2-10 On an Ex-Chosen's body in Highland park. Elderwood Bow Ranged Damage 15-50 Fire Arrows (100%): 3-15 Buy from Dood in O'Dells Arms and Armor in West Dounby. Blackthorne's bow Ranged Damage 17-57 Fire Arrows (100%): 4-20 Buy from Dood in O'Dells Arms and Armor in West Dounby. Blackthorne's Great Bow Ranged Damage 19-60 Fire Arrows (100%): 5-25 Buy from Dirk in Silkbeard's headquarters in Finstown Bow of Bile Dathi Ranged Damage 21-71 Exploding Arrows (100%): 6-30 Buy from Crazy Thorvald in Stromness. Odraig Goch Ranged Damage 23-78 Dragon Arrows (100%): 7-35 Defeat the Haggis Monster in Hatchers farm. ============================== Special Ranged Menu Selections ============================== Hand to Hand ------------ Fight with you fists, doing minimal damage. Shadow Axe ---------- Damage 14-38 Fear Strike 75% Obtained by defeating the Zombie bearing it in the Song Portal level of MacRath's Dungeon. Ego Sword (aka The Singing Sword) --------- Damage 20-52 Obtain by rescuing the trapped miners in the Firbolg mines and being nice to Culainn. ===== Armor ===== Padded Armor Armor: 1-1 You start the game with this armor Leather Armor Armor: 1-2 Buy from Seamus in the Black Hammer Smithy in Houton Buy from snobby shopkeeper in the Velvet Hammer in Kirkwall Studded Armor Armor: 2-3 Buy from Seamus in the Black Hammer Smithy in Houton Buy from snobby shopkeeper in the Velvet Hammer in Kirkwall Oak Leaf Armor Armor: 2-4 (Thanks Declan Rowan) On the body of the Ex-Chosen by Finn's Farm. Chainmail Armor: 3-5 Buy from snobby shopkeeper in the Velvet Hammer in Kirkwall Scale Mail Armor: 3-6 Buy from Dood in O'Dells Arms and Armor in West Dounby. Scalbach's Mail Armor:4-7 In a chest in the Finstown Armory White Bronze Chainmail Armor: 4-8 Buy from Dirk in Silkbeard's headquarters in Finstown White Bronze Scale Mail Armor: 5-9 Buy from Crazy Thorvald in Stromness Armor of Llyr Armor: 6-10 Found in stump in the southwest corner of Stromness ======= Shields ======= Buckler Armor: 1-2 In a chest in Ketill's Hideout Buy from snobby shopkeeper in the Velvet Hammer in Kirkwall Kite Shield Armor: 1-2 In a chest in the Burial Chambers to the east of the entrance save point. Dubgilla Armor 3-5 Healing Shield (10%) In a chest behind a secret door in Carrowmore. White Bronze Targ Shield Armor 3-6 Healing Shield (20%) Buy from Dirk in Silkbeard's headquarters in Finstown White Bronze Kite Shield Armor 4-7 Healing Shield (30%) Buy from Crazy Thorvald in Stromness. Ochlan Armor 4-8 Healing Shield (40%) Defeat the Haggis Monster in Hatcher's Farm =================== Musical Instruments =================== Lute Summon Limit 1 Mana 100 You start the game with this instrument Harp Summon Limit 2 Mana 200 Buy from snobby shopkeeper in the Velvet Hammer in Kirkwall Ornate Lute Summon Limit 2 Mana 300 Obtained by defeating Fnarf in Highland park. Jeweled Flute Summon Limit 3 Mana 300 Obtained from the Valkyrie after help Hrafn in the Burial Chamber Silver Harp Summon Limit 3 Mana 400 Obtained in the Old City tunnels under Dounby. Finn's Lute Summon Limit 3 Mana 500 Obtained from female refugee in the cell in the southwest of Finstown. Ancient Flute Summon Limit 4 Mana 500 Buy from Crazy Thorvald in Stromness. (Thanks to LSDboy for making the post with this information on the location of this instrument. Thanks Carlos for the addition information.) Harp of Ages Summon Limit 4 Mana 600 Be nice to the Chosen in the Obligatory Lava Level. Gnimb's Flute Summon Limit 4 Mana 700 Obtained from chest in secret room in Ruins of Dun Alfiene Ossian's Lute Summon Limit 4 Mana 800 In a chest in Island Tower, Level 1 (Discovered thanks to a post by XeroFireDragonBlazer) ========= Artifacts ========= Artifacts consumes Adderstones to provide their beneficial effects. Use them sparingly as your supply of Adderstones is limited. Caleigh: Summons a sorceress. 1 Adderstone: Heals Bard's party 2 Adderstones: Heals Bard's party and provides Bard with 50% damage reduction 3 Adderstones: Heals Bard's party and provides Bard with invulnerability Herne: Summons Herne 1 Adderstone: Entangle nearby enemies. 2 Adderstones: Entangles enemies at a larger radius, and poisons nearby enemies. 3 Adderstones: Entangles and poisons enemies at a larger radius, and kills nearby enemies. Lugh: Summons Lugh 1 Adderstone: Blades whirl about the bard. 2 Adderstones: Whirling blades, plus arrows shoot forward and some raining down. 3 Adderstones: Whirling blades, arrows, and occasional starburst of projectiles. Mannanan: Summons Mannanna 1 Adderstones: Summons Tornados 2 Adderstones: Summons Tornados and Lighting 3 Adderstones: Summons Tornados, Lighting, and Fireballs Addition Amulet notes (from solublefish) --------------------- You're invulnerable while using an amulet. Caleigh - By far the best amulet is the first one you get - You can use the level-1 effect if you get near death in a battle and you don't want to reload and fight again. But the level-3 is really powerful. There are only a couple of battles in the game that can't be easily won if you use it when you or your allies get low on life. Note that the protection seems to fade over time, and may not apply to secondary damage like fire or lightning. Don't use the level- 2. You'll probably just end up using another one, and using the level-3 would save you stones overall. Actually the game gives you plenty of stones (nearly 200), so it's quite easy if you use this amulet often, though it's certainly beatable without ever using one. Herne - The level-3 ability of the Herne amulet is good too, particularly if there's a large group of enemies in one spot. Since it usually kills a couple of nearby enemies no matter how powerful they are, it's good against strong groups like the vikings. Against a large group of weak foes, the level-2 can be useful. Don't use the level-1. Lugh/Mannanan - These others are less useful, especially because you can't use another amulet while their effect is active. This is true of Herne's too, but the entangle effect doesn't last long. ====== Tokens ====== There are 25 tokens in the game that increase attributes or provide magic effects. The narrator's extra remarks following the in game description are included in square brackets. NOTE: The attribute bonus you obtain is for the greatest bonus for a single token for that attribute, their effects are not cumulative, i.e if you have the +1 and +3 Str token, you get a +3 increase to strengh, not +4. #1. Badger Hide Gloves ---------------------- Strength +1 In game description: Heavy gloves made from the hide of a badger that imparted some of the animal strength and ferocity into the wearer. [Tragically, they also smelled very much like a dead badger.] In a chest south of Ketill's Hideout in Neversdale. #2. Belt of Oak --------------- Strength +2 In game description: This belt, with its buckle made from the heart of a mighty oak imbued its wearer with enormous strength. In a chest in the northern room of the Moon Portal level of MacRath's Dungeon. #3. Firbolg Armbands -------------------- Strength +3 In game description: Ancient Firbolg armbands, worn by Firbolgs of high standing and said to represent strength of character as well as physical strength. [These armbands, passed down from father to son to worthless Bard contain the strength of every Firbolg who has ever worn them.] Obtain from the frightened Firbolg in the Finfolk Caverns. #4. Findruine Charm ------------------- Vitality +1 In game description: This charm made from a mixture of copper and silver was enchanted to bring its bearer good health. Found in tree stump chest in northernmost point of the Hunting Grounds #5. Fae Locket -------------- Vitality +2 In game description: A lock made by the wee folk of the southern islands, such charms were often known to bring long life and good heal to their bearers. [Of course this particular charm also held a terrible curse... Muwahahaha... Alright there's no curse but I can dream can't I?] Found behind a secret door in the Skull Portal level of MacRath's dungeon. #6. Phial of Medb ----------------- Vitality +3 In game description: This glass container held the tears of Queen Medb of Connacht, legendary for her battle with the Hero Cuchulaim. Found in a chest in a secret room in Carrowmore. #7. Rabbit's Foot ----------------- Luck +1 In game description: A common rabbits foot. Often thought to bring good luck. Be nice to Ogan's Mum in Houton when you inform her of his passing. #8. Silver Horseshoe -------------------- Luck +2 In game In game description: Horseshoes are reputed to provide protection for bad luck, sorceries and the evil eye. Found in a chest on the second level of the Mountain Tower #9. Four Leaf Clover -------------------- Luck +3 It is said the 4 leave of the clover represent Hope, Faith, Love, and Luck. [Only that final trait was something we could expect from the Bard.] In a stump in the northwest corner of Hatcher's Farm. #10. Badge of the wind ---------------------- Dexterity +1 In game description: this small token was once worn by the legendary hero Fionnaoch. It was said to give its wearer added grace and agility. Given to you by Gower at the end of the Frozen Tombs if you're nice to him. #11. Boots of Quickening ------------------------ Dexterity +2 In game description: These boots once worn by the great highland warrior Duncan MacClaidh were one pair in a set made for the mighty hero. The rest have been lost to time and there is no doubt that there can be only one pair surviving to this day. Prize for winning the Talent Contest in The Tup bar in West Dounby. #12. Lightning Stone -------------------- Dexterity +3 A worn and ancient stone reportedly struck by several bolts on lightning in a great storm thousands of years ago. [Although many throughout history would try to capture lightning in a bottle, the Bard would have to settle for a stone.] Finished listening to Olav's story in the Finfolk Caverns. #13. Silver Torc ---------------- Charisma +1 In game description: A finely wrought torc of silver, this magnificent piece is certain to enhance the appearance of anyone who wears it. In a chest on level 3 of the Forest Tower. #14. Golden Coronet ------------------- Charisma +2 In game description: A symbol of power and leadership, the wearer of this crown found it easy to garner the respect of others. [Once worn by kings and other men of great stature, the golden coronet was now worn by... the Bard. Talk about a step down.] In a chest in the room at the end of the northern corridor on the west side of the Burial Chambers. Requires the tree stone to access. #15. Mantle of Ossian --------------------- Charisma +3 the legendary Bard Ossian once wore this find mantle. A great man respected and loved by the common folk as well as the nobles of his time, the name of Ossian inspires others to this day. [One could only hope that some of his greatness would rub off on our own Bard. Of course, one could also hope for sheep to fly.] Have a rat summoned in the Trowle's pub in Finstown. One of the Vikings is afraid of rats and will give you the token after you dismiss the rat in exchange for your silence. #16. Eagle Charm ---------------- Rhythm +1 In game description: The Charm was enchanted by the trow Fnarf to aid him with his poor musicianship. [Well its new owner is not much of a step up from a trow.] In a chest in Ketill's Hideout. #17. Ring of Tara ----------------- Rhythm +2 In game description: Originally unearthed in the ruins of ancient Tara, this ring once belonged to a great musician and now passes on a portion of his talent. Be completely snarky to Dolyn in the Frozen Tombs through all 4 conversations before freeing him. When he runs off and gets killed, it will be on his body. (It's not really worth while to get this the token since it prevents access to two other tokens.) #18. Cormac's Chalice --------------------- Rhythm +3 In game description: Once belonging to a mighty king this cup is said to break apart with lies and be mended only by the truth. [It seem to have developed a few cracks after coming into the bard's possession.] In a chest in Tara. #19. Golden Thistle Ring ------------------------ +50 Max Hit Points In game description: The Golden Thistle, long a symbol of the land and its people. This ring brings with it the blessings of the land, increasing the health of its wearer. In a stump north of the building where Hatcher retrieved his father's bow in Hatcher's Farm. #20. White Book of Rhydderch ---------------------------- +50 Max Mana In game description An ancient tome containing many possible myths and legends such as the cycle of Fionn which tells of the great deeds of the Four Brothers. [Four Brothers? Now that does sound familiar.] Receive from Dolyn in the Firbolg mines after rescuing him a second time (provided you were nice to him during you're first encounter.) #21. White Book of Hergest -------------------------- +10% Mana Regeneration Rate In game description: A book once thought lost, it is an ancient codex of law and religious texts. [Of course the Bard never actually bothered to read it.] Found in chest in final room in Emain Macha. #22. Golden Spyglass -------------------- +10% Treasure Value In game description: this Golden spyglass was created by the ancient alchemist, Lyral of Howth. It is reputed to allow its user to locate nearby items of worth. Found in the chest at the end of the main hall in the Ruins of Dun Alfiene #23. Amulet of Llyr -------------------- +1-5 Bonus Armor In game description: An amulet bearing the symbol of the sea god Llyr. Whoever wears it is protected from harm. Found in a chest in the secret room in Cairn of Cairn of Ardagh #24. Broonie Cloak ------------------ +10 Regeneration Rate In game description: The Cloak once worn by the self styled King of the Trow, Broonie. No doubt old Broonie is keeping an eye out for whoever stole it from him. [Hopefully, he'll catch up to the bard in a later chapter.] In a chest in the Finstown Armory. #25. Falstone Token ------------------- +10% Experience In game description: A chip from the Lic Fail or "stone of destiny" which is reputed to foretell the coming of a king by roaring when he set foot upon it. [It of course made no noise upon coming into the possession of the Bard.] In a chest in the poorly lit store room by the locked door in Kirkwall. ****************************************************************************** 10. Enemy Stats and Strategies ****************************************************************************** Thanks to solublefish for providing the majority of the information for this section. Thank to Mike Dutton for the addition note about wolves. =============== 10.1 Strategies =============== Wolves - Use arrows on wolves. You can pick them off at range before they get to attack much. Ignore the smaller ones at first. Your allies can take out the smaller ones, and they don't do much damage. If a large one charges you, be sure to block so it doesn't knock you out of position. Mike Dutton adds: "When you get to the last wolf in a group it will run away and howl. I you do not hit the wolf and it finishes it's howl two more wolves will be summoned for you to deal with. I think this happens with the smaller wolves, but it definitely happens with the large ones. In the earlier stages of the game this can prove costly as you can be worn down by repeated appearances of wolf "reinforcements" if you are not quick enough to hurt the final wolf." Trow - Ignore the archers at first. You'll block their shots when you're blocking the other guys' swords. If you can get to range and use arrows while your allies keep the fighters busy, take out the mages (with the little wooden wands) since they can curse you and heal their friends. If there are boar- riders, shoot them with arrows to stop their charge, or get in front and block when they do, being careful to get between them and the Crone if she's summoned. Boars - As with the Trow boar-riders, be sure to stop them from range or block their charge. Hiding behind trees or other obstacles also works. Plant Monsters (Forest Tower) - Take out the ones that spit needles first. Fire arrows work well, but you'll want to switch to melee when there are only a couple left. You have to get closer to pick up the seed pods to prevent the little ones from spawning. Though of course you can just let them respawn and pick up more experience. They do stop respawning after a while, though. Druids - The green druids with staffs are no problem up close, but their ranged "Draoi Spraidh" attack is annoying. Kill them first with arrows or run to them and attack at melee range. Note that you can block the green blast. The brown druids with the one-handed knives can heal their allys. Again, close to melee range, especially if there are multiples hanging in the back, since they can heal each other. The reddish-brown druids with the scythes aren't that dangerous. Even if they trap you with their entanglement ability, you can still fight. The rogue works great against most groups of druids, since she can get behind the first row and attack the spellcasters in the back.In later chapters, the grey druid mages who cast the purple blast attack are obnoxious, but they're hard to kill. Since they use their invisibility dodge pretty often, taking out the others first is usually better. Then go after the mage. Mecha-knights (Mountain Tower) - The knights are easily wiped out with Spinning Smash, since they all gather around you. Vorpal Rat is excellent if there are no Centurions. If there are, get them with arrows after killing the knights. As with the trow, block the boar-riders' charge. Zombies - The skinny ones throw nasty poisoned things and should be taken out first. Let your summons or dog distract the fatter zombies while you take care of them. Hit them a couple times with arrows and run back out of their range. Once they're dead go back for the fat ones, preferably with arrows, since you'll probably be behind them now. The light fairy will let you pick off a couple every time he stuns the zombies. Finfolk - Kill the little ones first as the big ones have a ton of hitoints. Arrows work fine as always, but these guys are often encountered in areas that are a bit cramped. Use the Thunder Spider or Knocker to slow them down, and attack with Spinning Smash or repeated attacks. Be sure to block often if they get a chance to attack you. Behemoth works wonders, too. Skeletal Horses - They don't tend to stand in a line, so arrows are a bit trickier, but you don't want to stand up close to one unless you're attacking it directly, because of their "shock wave" effect. Draugr/Vikings - When a Draugr takes enough damage, it flashes red and gets "berserker rage". It's attacks become much more powerful and knock you backwards. Therefore it's usually best to try and damage a single viking at a time. Watch which one your summons (or Harafn) attack and kill it, then move on to the next one. I think the same goes for the invisible ones in the Island tower, but you can't see the red flashes. Red Caps - These guys can be dangerous so be careful. After they're damaged, if there's a dead body around, they'll run to it to reheal. Let them, since they're immobile while they do it. It doesn't heal very much so they're easy to kill while they're eating. Trow Scarecrows / Walking trees - Fire arrows work very well. Just stay away from their long arms. Undead livestock. Fire arrows are a must. Use arrows with Power Shot or Arrow Storm, aiming so you hit a chicken or sheep first, and the arrow can continue on to another sheep or cow. The cows are vulnerable when charging, and sometimes they can be killed instantly from the side, regardless of damage. Jewel Monsters - Take out the fast-moving small ones first, as they'll wreak havoc on your summons. Then either engage the large ones at close range, or let your allies do so and hit them with arrows. These things drop very valuable jewels. Fireboars - These are basically the same as regular boars, but it's more important to hit them early, since they do a lot of damage on a successful charge. Shadows - These guys can't be attacked, but if you get close and block, they'll kill themselves attacking you. Alternatively, get them to attack your dog or summons. Below are some stats for all the enemies. HP listed are not exact - there is a little variability, I think due to rounding errors. XP listed do NOT include the +10% bonus for the Falstone. SP (silver) numbers listed are a very rough average, and don't include bonuses for the Golden Spyglass or Treasure Hunter. =============== 10.2 Statistics =============== [Houton] Cow HP: ~300 XP: 0 SP: 0 [Fairyhaunt Woods] Wolf (small) HP: 20-21 XP: 20 SP: ~4 Wolf (large) HP: 56-58 XP: 50 SP: ~8 [Houton Forest] Trow (Sword) HP: 20-21 XP: 20 SP: ~8 Trow (Archer) HP: 20-21 XP: 20 SP: ~8 Trow (Spear) HP: 26-28 XP: 25 SP: ~8 [Bugbear Cairn] Bugbear HP: ~200 XP: 250 SP: 0 [Neversdale] Boar HP: 30-31 XP: 20 SP: ~4 Trow (mage) hp: 50-52 xp: 50 SP: ~4 Trow Heavy (swords) hp: 49-52 XP: 40 SP: ~8 Trow Boar HP: 39-42 XP: 20 SP: 0 Ketill Swart HP: ~200 XP: 300 SP: 0 Fnarf HP: ~100 XP: 300 SP: 0 [Finn's Farm] Wolf (small) HP: 21 XP: 20 SP: ~4 Wolf (large) HP: 58 XP: 50 SP: ~8 Trow Scarecrow HP: 90 XP: 200 SP: 0 Ornery Old Horse HP: ~300 XP: 300 SP: 0 [Highland Park] Trow Log Thrower HP: 30-31 XP: 40 SP: ~8 Fnarf HP: ~125 XP: 0 SP: 0 [Ruins of Dun Alfiene] Fat Zombie HP: 105 XP:100 SP:~0 Skinny Zombie HP: 105 XP: 100 SP:~0 [Forest Tower] Plant Monster HP: 20-32 XP: 40-60 SP: ~4 Herne HP: ~250 XP: 300 SP: 50 Druid (staff) hp: 90 XP: 90 SP: ~12 Druid (knife) HP: 63 XP: 60 SP: ~12 Druid (scythe) HP: 115 XP: 175 SP: ~8 [Kirkwall] Skeletal Horse HP: 102 XP: 50 SP: ~0 [Finn's Forest] Archer HP: 62 XP: 200 SP: ~20 Viking HP: 184 XP: 300 SP: ~20 Silkbeard HP: ~1000 XP: 750 SP: 500 [Mountain Pass] Finfolk (small) HP: 84 XP: 150 SP: ~6 [Frozen Tomb] Draugr Hp: 70 XP: 50 SP: ~10 [Mountain Tower] Cathbad HP: 150 XP: 150 SP: 0 Mechanical knight HP: 40 XP: 90 SP: ~6 Mechanincal Boar Rider (boar) HP: 40 XP: 20 SP: ~0 Mechanical Boar HP: 70 XP: 50 SP: ~0 Centurion HP: 65 XP: 100 SP: ~6 Lugh HP: ~300 XP: 750 SP: 0 [Greenlands] The Pet HP: ~500 XP: 750 SP: 0 Red Cap HP: 125 XP: 250 SP: ~2 Nuckalvee HP: ~500 XP: 2500 SP: 250 [MacRath's Dungeon] The Zombie HP: ~800 XP: 4000 SP: 0 [The Farm] Chicken: HP: 51 XP: 100 SP: ~1 Sheep HP: 150-160 XP: 200 SP: ~4 Cow HP: ~175 XP: 300 SP: ~2 Haggis Monster HP: ~1000 (regenerates) XP: 800 SP: 0 [Finfolk Caverns] Finfolk (small) HP: 205 XP: 350 SP: ~100 Finfolk (large) HP: 375 XP: 400 SP: ~200 Small Rock Monster HP: 105 XP: 200 SP: ~100 Large Jewel Monster HP: 105 XP: 300 SP: ~200 [Island Tower] Druid (purple mage) HP: 200 XP: 200 SP: ~8 Invisible warrior (shortsword) HP: 125 XP: 200 SP: ~6 Invisible warrior (claymore) HP: 155 XP: 300 SP: ~8 Fireboar HP: 125 XP: 100 SP: ~1 Mannanan HP: ~1200 XP: 1000 SP: 0 [Dounby Tower] Caleigh HP: ~500 Finnaoch HP: ~600 ****************************************************************************** 11. Experience Levels and Talents ****************************************************************************** ================= Experience Levels ================= You begin the game with no Experience points at level 1. For each level you gain earn 2 points to distribute among the 6 attributes. You gain experience by killing enemies, completing tasks, and participating in some conversations. The required amounts of experience for each level are: Level 1: 0 Level 2: 1000 Level 3: 2000 Level 4: 4000 Level 5: 8000 Level 6: 12000 Level 7: 18000 Level 8: 26000 Level 9: 36000 Level 10: 48000 Level 11: 62000 Level 12: 82000 Level 13: 105000 Level 14: 135000 Level 15: 165000 Level 16: 200000 Level 17: 235000 Level 18: 270000 Level 19: 310000 Level 20: 350000 Level 21: 450000 The game says the next level after 21 required 999000 experience points but you stop gaining experience after you level up to 21. ======= Talents ======= You get to choose one talent initially and an addition talent when you level up to odd numbered experience levels. These Talents are available to choose initially: ------------------------------------------------ Two Handed Weapons: Allows the bard to use two handed weapons. Dual Wield: Allows the bard to wield a dirk and sword at the same time. Flail: Allows the bard to use flails. Shield Bash: Stun opponents with shield after blocking. Shield Charge: Stun opponents by holding and releasing the attack button to charge up when wielding a sword. Power Shot: Stun opponents by holding and releasing the attack button to charge up when using a ranged weapon. Critical Strike: Chance of doing addition damage Treasure Hunter: Get 20% bonus silver from treasure. These Talents have perquisites: ------------------------------- Dog Trainer: (need to have befriended the puppy). Allow your dog to attack enemies. Improved Critical Strike (requires Critical Strike) Upgraded version of Critical Strike. Riposte (requires Dual Weild) Attack after blocking when dual weilding. Heavy Parry (requires 2-Handed) Attack after blocking when usings a 2-Handed weapon. Blade Bash (requires Dual Weild) Power up an attack when dual wielding by holding and releasing the attack button. Spinning Smash (requires 2-Handed) Power up an attack when using a 2-Handed weapon by holding and releasing the attack button. Whirlwind (requires Flail) Power up an attack when using a flail by holding and releasing the attack button. Arrow Storm (required Power Shot) Upgraded version of power shot. Talent notes (from solublefish) ------------ These are in the order I recommend getting them. Dog Training - Your dog doesn't kill much, but distracts enemies and is unkillable, which is extremely useful, especially on early levels. Two-handed weapon / Dual Wield - these let you cause a lot more damage in melee combat. Heavy Parry / Riposte / Shield Bash - the counterattack is cruicial in melee combat, as described in "Melee Combat Strategy". Treasure Hunter - by this point in the game, you probably want the extra silver, and you don't need the other abilities yet. Power Shot - Only a little useful on its own, but allows access to the Arrow Storm talent. Arrow Storm - lets you fire a group of three arrows in about the time it normally takes to load and fire two. This represents a 50% damage/sec increase, which is about the best upgrade you can hope for. Spinning Smash / Whirlwind - The Spinning Smash is great in a melee with lots of enemies (trow, Lugh's knights, druids) since it can kill or knock down foes all around you with one attack. It's unblockable, and you're invulnerabile while in the middle of the attack. The flail Whirlwind is similar, though try to get enemies mostly in front, since you move forward with the attack. The Blade Bash (dual wield charge) and Shield Bash are worse, since it's hard to time them correctly, and they often leave your summons too far back to help you in the melee. After choosing these, it's a matter of style - go with the Critical Strike options for the most damage, but they're not that important, and the other weapon styles can be fun. Be sure to pick up the corresponding counterattack next if you decide on a new weapon. ****************************************************************************** 12. Extras ****************************************************************************** The Extras in the main menu are unlocked by making Large donations to any of the priests in the game. (Thanks to XeroFireDragonBlazer for making the post where I learned this.) You need to save the game for these to remain unlocked after a power cycle. You're able to exit without saving, load a game and save it to preserve the currently unlocked extras but to unlock more you'll need to make all previous donations again. I've determined the required number of Large donations for most of the extras: 1 Movie: Introduction 2 Song: Beer, Beer, Beer 4 Art Gallery 1 6 Art Gallery 2 10 Moive: Bard's Tale Logo 15 Song: Bad Luck - Ogan 20 Art Gallery 3 25 Song: Bad Luck - Wolves 30 Art Gallery 4 35 Song: Bad Luck - Minion 40 Movie: InXile Logo 45 Art Gallery 5 50 Song: Bad Luck - Jail 60 Art Gallery 6 70 Art Gallery 7 80 Song: Tale of the Nukelavee 100 Song: Here's to the Bard 120 Art Gallery 8 140 Art Gallery 9 160 Song: You're a Fooling One 180 Art Gallery 10 200 Song: Bad Luck - Lava Life 220 Song: Bad Luck - Lava Death 220 Song: Bad Luck - Bard 260 Art Gallery 11 500 Movie: Ending 2 600 Movie: Ending 1 700 Movie: Ending 3 If you're going to unlock the extras, make sure you do so prior to getting on the raft in the Firbolg Mines. After this point the only accessible priest is the one wandering about the world map, who only accepts a single donation before you have to exit the map and track him down again. NOTE: 10 Medium or 100 Small donations can be substituted for 1 Large donation. Thank to tigerbtl for making the post suggesting this posibility. If your charisma is high enough the Small donation will be free but the downside is that it would take 150 Hours instead of 1.5 Hours to unlock everything. PC VERSION Difference: Robert Morley has reported that the extra can be unlocked faster at the kirk in West Dounby: "I've been able to determine how much larger the "Large gift" is at the West Dounby Kirk: it costs 5 times a normal "Large gift", but gives you the equivalent of 8 "Large gifts" elsewhere (i.e. 30 Large gifts gets you from Art Gallery 11 to Movie Ending 2)." This is only valid for the PC version, Xbox and PS2 player will need to suffer through the longer donation process. ****************************************************************************** 13. Other things to do ****************************************************************************** Cow tipping in Houton --------------------- If you attack the cattle in Houton they tip over. After tipping 25 of them you'll be attacked by one. Chicken Slaying in Houton and Finn's Farm ----------------------------------------- Posts on the Gamefaqs message board by xenomorph77 and deity62103 indicated that if you kill enough chickens, you'll get attacked by a giant chicken. It drops about 4 silver in nuggets when slain. Return to Houton after Chapter VIII ----------------------------------- Houton is overrun by zombies. Kill them for experience and silver. Reentering Finstown ------------------- The woods outside of Finstown are now filled with Vikings. You're locked out of the main town, however. Light the torches again for the floating skull in MacRath's Dungeon ------------------------------------------------------------------- Doing so either summons a Trow to fight, or possibly a partial message from Bodb (don't ask me which one). ****************************************************************************** 14. Tips and Tricks ****************************************************************************** Bow usage --------- Ted writes "I've also discovered that with a bow, you can shoot at enemies that are off screen simply by aiming at the red dot on the map. This can be very helpful when facing large groups of strong enemies, since you can kill them before they become "engaged"." Use of riposte and heavy parry ------------------------------ Another tip from Ted: "I started my bard with the Dual Wield talent and have since acquired the Riposte talent, which I use extensively. You can usually tell when you're about to be attacked far enough in advance to block; you will then get in a couple of hits automatically. Presumably the same would work with the Heavy Parry talent. Ranged Combat Strategy (from solublefish) ---------------------- The bows are by far the best weapons in the game. They're cheaper AND more powerful than the melee weapons available at the same game points. Every enemy in the game can be beaten by arrows, and many can only be beaten by arrows. The ability to attack whichever enemy you want without being attacked back is huge. Melee summons like the Mercenary or Knight will hold your foes while you casually pick them off. Since you're not taking damage, your Crone will be able to heal your fighters in battle, keeping you (and her) safe. While you're in the back, you have the freedom to summon another ally without fear of taking damage while you have no weapon out. You can even attack offscreen enemies before they engage by aiming at the red dots on your "radar". You can hear if they hit or not, or sometimes the screen will shake on a hit. Especially with the fire arrows, this is good for softening up a large group before joining a melee. Enemies very rarely block arrow shots, arrows interrupt whatever attack an enemy is making, and usually knock them back a little bit. So you can often take out a charging enemy even without a summon in front of you. They will, however, block your allys' attacks, which will incidentally block your arrows. So it's often good to attack from their back/side or choose an enemy that's not engaged with one of your summons. Also note that you can still block with the bow, though there's no counterattack ability. Once you have the Power Shot, (or even better, Arrow Storm) you can shoot through an up-close attacker and hit one behind them, so it's often better to stand in there rather than running to a distance, especially if you have the crone summoned. Melee Combat Strategy (from solublefish) --------------------- Decide early which weapon skill you want to focus on. I think the two-handed weapon is a little better, since it does more damage in a single attack, has a longer reach, and the upgraded attack (Spinning Smash) is excellent. But the dual wield skill is IMHO more fun, and the repeated attack is better since it keeps your enemies in range but off-balance longer. Either way, be sure to get the parry ability (riposte or heavy parry) ASAP. It allows you to survive in tight battles - just block, knock 'em to the ground, and hit 'em while they're down in true Bard style. Note that you'll "counterattack" even if you don't block anything, so when in doubt, block. In later chapters, it can be useful to switch to single-handed sword or flail for a while, since you get to use one of the strong healing shields with it. This is handy in areas with damping fields. Ego sword (from solublefish) --------- The Ego sword isn't as good as the two-hander you can buy in Stromness (Frecraid), but it does allow you to begin attacking again much quicker after summoning an ally. It's not instantaneous, but it's about half the waiting time. Could be useful for the rafts in the Underground Sea. The Shadow Axe doesn't have this ability. Specific Area Strategies (from solublefish) ------------------------ Finstown - Of all the "optional" or side quests, this is the best one. It's really worthwhile to attempt it as early as you can. Inside are three good tokens, a 3-summon instrument, two good spells, and very good armor and weapons - better than you can get elsewhere until chapter X. Plus thousands of silver and experience points. Be sure to have plenty of silver when you go in, since Dirk sells good items. It'll take 9000-10000 for Blackthorne's Great Bow and whatever weapon/shield you're using. Another 4200 will get you slightly better armor than the free scalbach's Mail. Remember to adjust for your charisma (though you'll be getting up to a +3 boost from the free token). When you enter Finn's Forest, you don't acutally have to kill all the villagers. If you want, just use a level-3 Caleigh and run past them, killing the few that you have to to get by. You may have to use another level-1 if you take fire damage getting by the guys blocking the gates. Burial Chamber - It's wise to try and steal Harafn's kills - you can get further in the tomb and get a lot more experience if he's backing you up, and you can't do it anymore once he gets 25 kills. Plus, if you stay ahead of him on kills, you get to make snarky comments. Mountain Tower - Be careful of the area on level 2 with the two doors you can open. Your allies will get stuck and have to go the long way around, leaving you unprotected for a short while. East Dounby / West Dounby - The spinning strike is fantastic against the groups of druids - run into the middle, charge up your sword, and lay waste to the evil bastards. The Dual Wield repeated attack is very strong, too. Greenlands - The Trow Scarecrows drop a lot of silver, so this is a good place to go for some easy cash. Stromness - If you're in need of some more experience or silver, you can camp out near the force field by the Kirk on the west side of Stromness. Come out a little way and shoot the Draugr with your arrows. Walk carefully and you can leave the Crone protected by the force field. If you get low on life, just retreat and reheal. Use the Explorer to pick up silver without having to break your formation. The Farm - Take your party past Hatcher into the farm, and clear out all the animals. Pick up the Four Leaf Clover and Golden Thistle Ring. Then go back for Hatcher when the coast is clear, where he'll lead you to fight the Haggis monster. Finfolk Caverns - If you have a strong bow and dexterity equipped with Arrow Storm, you can take out the smaller finfolk before they reach the raft. Alternatively, hit them just as they jump on the raft, and they'll fall off again. What you don't want is 5 finfolk on the raft at once. Leave the sea serpents for last. Resummon your allies and heal up with the Crone. Don't worry about the damage from the serpent's breath. When you're ready, hit them with arrows. If there are still tentacles grabbing your raft, switch to melee to knock them off. They're the only enemy I know of that can't be hit by arrows (though they'll take damage from the explosions if you have one of the best bows). Island Tower Level 2 - If you don't feel like fighting/exploring, you can head directly for the upgraded rogue and the exit instead of taking the western loop. Island Tower Level 3 - Behemoth is very bad here. The enemies move too fast and are never grouped. Plus the fireboars don't take fire damage. It's pretty easy to run past everyone and just get to the exit if you want. Mannanan's chamber - Switch to a weapon with a healing shield as you run away from the tornado or fire. Keep resummoning your Crone. She'll die quickly, but will often get in a healing spell first - this will let you survive longer. When Mannanan reappears, you can resummon the Crone and run away to heal. Mannanan isn't that dangerous until you damage him again. Dounby tower - If you've got good summons and high Rhythm, it's fun to sit back and watch your allies rip up the early levels. See how far you can get without attacking anything. Even better - see how far you can get without taking damage. ****************************************************************************** 15. Extra Summon Interactions during conversions ****************************************************************************** In a post on the GameFAQs messages board, dr490n observed that occassionally one of your summons creatures may participate in a conversion. This section has been added at the suggestion of dr490n. Non Plot Related ---------------- In particular dr490n noticed that the knight took part in one of the conversations in Finstown when it was summonned. The knight play a roll in two scenes here, one when you approach the stockade where the prisoners are held, and the other just prior to the battle against Silkbeard. In the same topic, Black Rabite observed that the Bodyguard would suggest ways for the Bard to keep warm if summoned when the Bard tries to go deeper into the Mountain Pass before talking to Gower. Have a rat summon in the Fat Lute in Kirkwall and approach the woman by the bar. When you dismiss the rat she'll give you some silver and experience. After being cursed by Gower in the mountain pass, if you try to leave to the south the Crone will comment on the curse. The Trap Finder makes some comment about Dolyn if you're being snarky in the second conversation. Fluffball observes the Trap Finder will comment if Dolyn dies in the Frozen Tombs. Summoning the Knocker immediately after obtaining it from the Renard Brothers triggers a scene in which the Knocker kill them. (This can be done later on as well, thanks Jake.) Phatsacks describes the scene in more detail: " If you play the knocker song, he asks "Who wants a good killing?", and see the two french man with hands raised, kills them both (rather brutely)" When participating in the Talent Contest at the Tup tavern, your summons will dance behind you. Have a rat summoned in the Aiken Drum and approach the woman standing by herself. She'll give you 15 silver and some experience after you dismiss the rat. One of the Vikings in the Trowle's Pub is afraid of rats. If you have one summoned in their he'll give you the Mantle of Ossian token after you dismiss it. If the Knight is summoned when Mannanan is defeated in the Island tower, he'll voice his opinion on the need to rescue the princess. Whilst speaking NICELY with the frozen Dolyn, the Trap Finder makes snarky remarks in the background, in regard to Dolyn's poor exploration abilities. (Thanks cbmalta42) Plot Related ------------ The rat plays a role in the opening scene. If the rat is summoned in the basement of the Drunken Rat when the Fire Breathing rat makes its entrance, it will be set on fire as well. The rat plays a role in the scene in the Mountain Tower with the female gaurds. There's a scene where the Upgraded Bodyguard dispels the magic barrier in the Finfolk Caverns. You can get advice from all of your summons prior to choosing which ending you'll receive. Non conversation interactions ----------------------------- Mary makes comments about the Thunder Spider if you have it summoned in the Drunken Rat. The Mercenary makes several different passes at a woman walking around Kirkwall in a purple colored dress, sadly she doesn't seem interested. (Thanks Cheryl) A post by saihttamoy in dr490n's topic says the trap finder makes comments on the architecture of the Frozen Tombs saying "just don't make 'em like they used to". I've made the same observation. The trap finder makes fun of you when you run a foul of a trap. After some fighting, the knight will randomly say, "Thou hast been served"; a hilarious and blatant reference to the 2003 dancing-related movie. (This is also referred to in the game when a zombie says "You've Been Served" after the cooky zombie dance-off in MacRath's Dungeon.) (Thanks cbmalta42) The Brute says "Rocks are my friends," which is from the movie Labyrinth where the big monster was hanging upside down and being bullied by a bunch of midgets. (Thanks arror myers) Occaisionally, when using the ego sword, it says "Use Capo Ferro!" a Princess Bride reference. NOTE: Cary Elwes the voice of the Bard, starred in the Princess Bride. (Thanks isaiah exline) Paul Hughs writes: "My dog got squashed a little ways back, and as I was going back to Dounby with McGrath, I had a summoned rat and he kept going in a tiny circle in this one spot, around and around. I was fascinated so I stood there inside the circle, pushed buttons, etc. Summoned a Trap Finder. Then I desummoned and summoned the rat a littel ways away, and he went right back to that same spot and circled and circled. Then I realized: That's exactly where my dog died! " ****************************************************************************** 16. PC Glitches ****************************************************************************** Glitch: Can't use bow or summon several creatures. -------------------------------------------------- Reason: Corrupt settings.bin Resolution: Select Start > Run Type (in "Open" text box): %userprofile%\Local Settings\Application Data\inXile entertainment\The Bard's Tale Delete settings.bin Thanks to dmjohan and RobinHood70 for posting this information on the IGN boards and koen for confirming this. Alternate Resolution: Rae writes: "I tried your deleting of the settings bin, but it didn't work. However, I switched from using a mouse to my usb game pad and it works with no problems. Able to use a bow no problem." Glitch: Can't free Dolyn in chapter six --------------------------------------- Some users report the game is very sensitive to the location of the elemental when trying to melt the ice on some pcs. See the walkthrough for some possible resolutions. ****************************************************************************** 17. Song Lyrics Transcripts ****************************************************************************** This section contains transcripts from the "Sing along with" type songs where you can follow along with the bouncing ball as the song place. There songs are encounter at various points during the game and are available in the extras menu if they've been unlocked ================ Beer, Beer, Beer ================ Beer, Beer, Beer, tiddly beer, beer, beer A long time ago way back in history When all there was to drink, was nothing but cups of tea. Along came a man by the name of Charlie Mopps, And he invented a wonderful drink and he made it out of hops. Hey! He must have been an admiral, a sultan, or a king. And to his praises we shall always sing. Look at what he's done for us, he's filled us up with cheer. Lord Bless Charlies Mopps the man who invented Beer, Beer, Beer, tiddly beer, beer, beer The Drunken Rat, the Aiken Drum, the Trowles Pub as well, One thing you can be sure of, it's Charlies' beer they sell So all ye lads and lasses at eleven o'clock ye stop. For five short seconds, remember Charlies Mopps. One, Two, Three, Four, Five... Hey! He must have been an admiral, a sultan, or a king. And to his praises we shall always sing. Look at what he's done for us, he's filled us up with cheer. Lord Bless Charlies Mopps the man who invented Beer, Beer, Beer, tiddly beer, beer, beer A barrel of malt, a bushel of hops, you stir it around with a stick. The kind of lubrication to make your engines tick. forty pints of wallop a day will keep away the quacks. Its only eight pence hapenny, and one and six in tax. One, Two, Three, Four, Five... Hey! He must have been an admiral, a sultan, or a king. And to his praises we shall always sing. Look at what he's done for us, he's filled us up with cheer. Lord Bless Charlies Mopps the man who invented Beer, Beer, Beer, tiddly beer, beer, beer, tiddly beer, beer, beer. The Lord bless Charlie Mopps. ===================== Tale of the Nukelavee ===================== I'll tattle a tale that is terribly true. Stated out as a rumor, but suddenly grew. Andd it deals with a man, and a horse, and a ring. So settle on in and our song we shall sing. It happened one day in a ring by a farm Some that tragically brought us much harm How could a place abundant with charm Create such a beast with a spear for an arm. On death and destruction is what you will get When he's coming for you and in your kilt you will wet. And he's big and he's strong and its quite plain to see. That this is the Tale of the Nukelavee. Nukelavee! Oh Nukelavee You're big and evil and heinous Who could it be who set you free? He really must be an anus. Oh Nukelavee it's easy to see the terror you leave is raining on me. The village is burned and the taverns are missed and the beer is all gone and the elders are pissed. And if they ever should find the fool We'll hang him upside down by his tool And spin him around until he gets sick Ooh! Aah! Oh, that should do the trick. Nukelavee! Oh Nukelavee The terror you offer is high class Who could it be who set you free? He really must be a dumbass. Nukelavee! Oh Nukelavee The horror you furnish is widespread Who could it be who set you free? He really must be an ox-head. Now everyone knows no blood should spill In the sacred ring by the farm on the hill And if that ever happen the Death you should fear. He'l kick in your nuts and he'll server them with beer. So one final thought before I depart, And this my friends comes straight from the heart. We'd all be fine if not for that bell And that horse killing wanker that opened up hell. Nukelavee! Oh Nukelavee We cannot win we must admit Who could it be who set you free? He really must be a dimwit. Nukelavee! Oh Nukelavee You're big and evil and heinous Who could it be who set you free? He really must be an anus. ================== Here's to the Bard ================== Come gather 'round all ye Bastards! And raise up your cup to this arse-turd. He came and freed the fires of hell, and let 'im run loose over hill and dell. Here's to the Bard, and his scab of a brain, Here's to the Dragon and all it has slain. The gate is knocked in and the town is aflame. And it's ours for the taking, and you get the fame. We tortured some townsfolk, it's true. And Pounded, but Couldn't breakthrough. With all of his might, the Dragon took flight And Burned the town down to a ball-bag of shite. Here's to the Bard and his knob of a head. Here's to the Orkney, the smoke, and the dead. The gate is knocked in and the town is aflame. And it's ours for the taking, and you get the fame. Here's to the Bard and a pullin' me plum. Here's to theBeast and the rest of you scum. The gate is knocked in and the town is aflame. And it's ours for the taking, though you get the fame. ==================== You're a Foolish One ==================== You are a jerk, a piece of work, This mission you'll be blowin' There's one thing 'both this castle here You surely should be knowing' That once inside your maigcs gone and danger wil be growing And if you meet the Shadow Axe Your blood it will be flowing You're knowin', it's growin', you're blowin' Oooohhhhh!! You're a foolish one Someone who should be shunned. You've buggered up this land so much Your work is never done. And when we see you comin' We'll turn our tails and run You are the lad we love to hate You are a fooling one. It's fun, to run, you're done. You aren't brave, You aren't strong or even that imposin' You have no magic helmet, or kilt or lederhosen. If danger were to read its head your feet would sure be frozen A sorry wuss, but nevertheless, the sod that has been Chosen. A frozen, lederhosen, imposin'. Oooohhhh!! You're a foolish one Someone who should be shunned. You've buggered up this land so much Your work is never done. And when we see you comin' We'll turn our tails and run You are the lad we love to hate You are a fooling one. It's fun, to run, WE'RE DONE. =============== Bad Luck - Ogan =============== Oh, it's bad luck to be you. A chosen one of many isn't new When you think you're full of luck in the bullock's you'll get struck Oh, it's bad luck to be you. Now, Ogan came young from the farm. And tried to save the princess from all harm. Equipped with just a stick And a head makde out of brick. His rabbit's foot failed as a charm. Oh, it's bad luck to be you. The prophecy is never coming true In a pickle you'll be stuck Like a chicken you'll cluck Oh, it's bad luck to be you. Believing that he was the one His Ego weighed in at a ton. His Mum's a crazy bat. Did we mention that she was fat. And she'll need a pine box for her son. Oh, it's bad luck to be you. Don't think for just a second it's not true When your life has run amuck You'll see that you're the schmuck. Oh, it's bad luck to be Really bad luck to be Nobody could disagree. It's a freaking guarantee. Oh, it's bad luck to be you. Diddly doo. ================= Bad Luck - Wolves ================= Oh, it's bad luck to be you. A chosen one of many isn't new When you think you're full of luck in the bullock's you'll get struck Oh, it's bad luck to be you. The wolves over yonder packed a punch So listen carefully to our hunch To be the chosen one Really sound like loads of fun. But in the end you'll just be someone's lunch. Oh, it's bad luck to be you. The prophecy is never coming true In a pickle you'll be stuck Like a chicken you'll cluck Oh, it's bad luck to be you. Your mourning for this boy was very brief. You certainly did not show any grief. You pillaged his cadaver But in the end it didn't matter You're nothing but a two-bit common thief Oh, it's bad luck to be you. Don't think for just a second it's not true When your life has run amuck You'll see that you're the schmuck. Oh, it's bad luck to be Really bad luck to be Nobody could disagree. It's a freaking guarantee. Oh, it's bad luck to be you. Diddly doo. ================= Bad Luck - Minion ================= Oh, it's bad luck to be you. A chosen one of many isn't new When you think you're full of luck in the bullock's you'll get struck Oh, it's bad luck to be you. This minion seems to like to run and hide. I wouldn't be too sure he's on your side. If he leaves at every change. You should kick him in the pants. his strong points doesn't seem to be a guide. Oh, it's bad luck to be you. The prophecy is never coming true In a pickle you'll be stuck Like a chicken you'll cluck Oh, it's bad luck to be you. have you noticed that while travelling on this path. The bodies you've encountered felt the wrath. Kunal Trow are very scary Andd a few a bit too hairy And their armpits stink so bad they need a bath. Pee-Yew! Oh, it's bad luck to be you. Don't think for just a second it's not true When your life has run amuck You'll see that you're the schmuck. Oh, it's bad luck to be Really bad luck to be Nobody could disagree. It's a freaking guarantee. Oh, it's bad luck to be you. Diddly doo. =============== Bad Luck - Jail =============== Oh, it's bad luck to be you. A chosen one of many isn't new When you think you're full of luck in the bullock's you'll get struck Oh, it's bad luck to be you. One would think that fame and glory could be bought. When it comes to Chosen One's there are a lot. There seems to be too many I don't really think there's any. A useless pile of bunk is what you've got. Oh, it's bad luck to be you. The prophecy is never coming true In a pickle you'll be stuck Like a chicken you'll cluck Oh, it's bad luck to be you. These silly boy's aren't doing very well The Sheriff had to put them in a cell This isn't a reflection That you're not in his collection You're better off just going straight to hell. Oh, it's bad luck to be you. Don't think for just a second it's not true When your life has run amuck You'll see that you're the schmuck. Oh, it's bad luck to be Really bad luck to be Nobody could disagree. It's a freaking guarantee. Oh, it's bad luck to be you. Diddly doo. ==================== Bad Luck - Lava Life ==================== Oh, it's bad luck to be you. A chosen one of many isn't new When you think you're full of luck in the bullock's you'll get struck Oh, it's bad luck to be you. You came upon a lad with confidence. The contemplating moments growing tense. He tried to clarify His unthinking reasons why But in the end his logic made no sense. Oh, it's bad luck to be you. The prophecy is never coming true In a pickle you'll be stuck Like a chicken you'll cluck Oh, it's bad luck to be you. His thirst for adventure didn't bend A helping hand is all you tried to lend The treasure did entice And you wound up being nice. You saved him from what could have been the end. Oh, it's bad luck to be you. Don't think for just a second it's not true When your life has run amuck You'll see that you're the schmuck. Oh, it's bad luck to be Really bad luck to be Nobody could disagree. It's a freaking guarantee. Oh, it's bad luck to be you. Diddly doo. ===================== Bad Luck - Lava Death ===================== Oh, it's bad luck to be you. A chosen one of many isn't new When you think you're full of luck in the bullock's you'll get struck Oh, it's bad luck to be you. You came upon a lad with confidence. The contemplating moments growing tense. He tried to clarify His unthinking reasons why But in the end his logic made no sense. Oh, it's bad luck to be you. The prophecy is never coming true In a pickle you'll be stuck Like a chicken you'll cluck Oh, it's bad luck to be you. He really felt that he was unique Treasures and adventures he did seek. he strived to prove you wrong and so we sing the song. His future plans are looking very bleek. Oh, it's bad luck to be you. Don't think for just a second it's not true When your life has run amuck You'll see that you're the schmuck. Oh, it's bad luck to be Really bad luck to be Nobody could disagree. It's a freaking guarantee. Oh, it's bad luck to be you. Diddly doo. ================ Bad Luck - Bard ================ Oh, it's bad luck to be you. A chosen one of many isn't new When you think you're full of luck in the bullock's you'll get struck Oh, it's bad luck to be you. It's time to face you're own reality. There's one thing we can say with certainty. That it's you that has ben chosen Even though you've been opposin' I guess you were the only nominee. Oh, it's bad luck to be you. The prophecy is never coming true In a pickle you'll be stuck Like a chicken you'll cluck Oh, it's bad luck to be you. We've come to the end of our tale We've sung a lot and drank up all the ale. You are pretty much a fraud And for that we do applaud. Even though we all were hoping you would fail. Oh, it's bad luck to be you. Don't think for just a second it's not true When your life has run amuck You'll see that you're the schmuck. Oh, it's bad luck to be Really bad luck to be Nobody could disagree. It's a freaking guarantee. Oh, it's bad luck to be you. Diddly doo. ****************************************************************************** 18. LEGAL ****************************************************************************** This document is Copyright 2004-2005 MysticWeirdo aka Warren Grieder. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Permission to host this document is given to the following: GameFAQs IGN Sites that DO NOT have permission and never will: fuska.nu cheats.de CheatCC.com cheatindex.com supercheats.de This file may be 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, except GameFaqs and IGN. 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. Permission has been granted to www.rpgvault.hu to translate several of the lists and tables in this guide into Hungarian. ****************************************************************************** 19. Contact Information ****************************************************************************** For suggestions and/or corrections for this guide please email: mystic.weirdo [at] gmail.com The most recent version of this guide will be on www.gamefaqs.com. Please check there before contacting me with additions/corrections. Please include Bards Tales FAQ in the subject of any email regarding this FAQ. ****************************************************************************** 20. Credits ****************************************************************************** Thanks go to the following: InXile Entertainment and Vivendi Universal for making this great game. The following sites for hosting this FAQ: GameFAQs IGN Thanks to Arato and ProphetsProfit for providing information on the cheaper conversation routes for the Neversdale ferries. Thanks to Richard Wood for providing an alternate strategy for Fnarf in Highland park. Thanks to the anonymous submitted of the second alternate strategy. Thank to Declan Rowan for pointing out that 3 otherwise unreachable barrels in the Drunken Rat can be destroyed with arrows when vandalizing barrels for the barrel maker and for the rating for the Oak Leaf armor. Credit goes to Otakuman00 for posting how to find the secret Trow merchant on the world map. Otakuman00 also get credit for a post on how to get the Ring of Tara token. Thanks Thomas Nilges for providing information on being nice to the farmer's daughter when entering Kirkwall. Thanks to LSDboy for making the post that indicated the location of the upgraded Brute and a flute sold by Crazy Thorvald. Thanks to Carlos for some additional information on the upgraded brute and the flute. Thanks to XeroFireDragonBlazer for making the post where I learned how to unlock the extras and for the post about the flute in the Island Tower. Also thank for the email offering to assist with my guide. Thanks to dr490n for suggestion the addition of the section on extra summons interactions in conversations, and for the information on the scene with the Knight in Finstown. Thanks to Black Rabite for making the post with the information on the scene with the Bodyguard in the Mountain Pass. Thanks to saihttamoy and Fluffball for their posts on the Trap Finder's comments in the frozen tombs. Thank to deity62103 for the information on getting more changes to befriend the puppy and for the alternate plotline where you end up killing Ketill Swart in the prison. Thanks to xenomorph77 and deity62103 for the posts about the giant chicken. Thanks to lilbabiemae and Casyle for the posts mentioning the possibility of Hatcher getting killed in Stromness. Thanks to Chad Lepto for the correction to the exit portals from the Axe Portal room in MacRath's dungeon. Thanks as well for pointing out I'd left the request for information on the Harp of Ages in the introduction after including the stats for it in the guide. Thanks to cbmalta42 for the two summons interactions. Thanks to Shistar for the additional information on the man demanding an apology. Thanks to Cheryl for supplying a summon interaction. Thanks to Martin for supplying a refence to the original Bard's Tale. Thanks to Catsimboy for the information of being snarky to Bannafeet with high charisma. Thanks to tigerbtl for making a post suggesting small and medium might be used in place of large donations when unlocking the extras. Thank to Jake for pointing out my error in the Difficulty mode names and the fake that can get the Knocker & Renard Brother interaction later on. Thanks to Keith for the alternate strategy for Lugh. Thanks to Legarius for informing me appear the Nukelavee being summoned in the divination room of McRath's Dungeon if you didn't get the dog in Houton. Thanks to Paul for the tip on using Widows wine to reduce prices. Thanks to Ted for the alternate strategy for the wolves outside the forest tower, and the tips for the bow and riposte usage. Thanks to YinYangV1 and tigerbtl for pointing out the "bag a ground" typo. Thanks to DarkZoma for point out the error in the "Bad Luck ..." lyrics. Thanks to arror myers for the brute quote reference. Thanks thanks to Colin Dawson for the snarky reward for the bugbear sidequest. Thanks to isaiah exline for the ego sword/princess bride reference. Thanks to Paul Hughes for his observation on the rats behaviour in the starting area of chapter 10. Thanks to Phatsacks for the more detailed description of the Knocker/Renard brothers interaction. Thanks to Kian Ettehadieh for pointing out an omission in my location for the Vorpal Rat Thank to Andrey Abutin for the addition effect of the Rhythm attribute. Thank to jay24k, JustinCase1089, and hkblur for posting the PC solution to freeing Dolyn. Further thanks to hkblur for drawing my attention to the updates. Robert Morley for the alternate strategy for the seed pods in the forest tower. Thanks as well for the PC specific information on donations in West Dounby and mentioning that the XP reward for delaying the apology from Chapter 1 to Chapter 10 listing in this guide included the 10% bonus from the Falstone. Further thanks for the tip on the minimum number of extra miners required in the Firbolg Mines and the additional notes for summons. Ceryle Gaehl for the alternate summon at the beginning of the final chapter if you missed the health stealer. Black Wombat for the alternate strategies for Herne and the Shadow Axe zombie. Barefoot_Firelife for suggesting adding the location for one of the sidequests. Thanks to dmjohan, RobinHood70, and koen for information on the PC bow/summon glitches. Kid Tempo for the Caleigh Strategy. Conor for an alternate strategy for Lugh. Rae for the alternate workaround for the problems related to bow usage on the PC. Renee Wilson and Tim for noting that the Haggis Monster can still appear if Hatcher dies. Thank to Mike Dutton for the addition note about wolves calling for reinforcements. A special thanks to solublefish for the massive amount of information: Enemy stats and strategies, summoning notes, statistic notes, amulet notes, talent notes, ranged and melee combat strategies and specific area strategies. Also extra notes for the apology guy, Ogan's Mum, bagging grouse without the dog, extra experience in Kirkwall, talking to finn with a bow equipped, staying ahead of Hrafn on Kills, a recommended beverage at the Aiken Drum, a missing chest in the north plain of Greenlands, confirming that the order of the torchs in McRath's dungeon doesn't matter, effect of hatcher dying during the battle with the haggis monster, a 7th firbolg miner, recommend the Obligatory Lava Level be moved to the Side Areas, notes on the ego sword, alternate summons at the beginning of the final chapter, and recommending sidequest reminders. ****************************************************************************** ****************************************************************************** Submitted by MysticWeirdo - Created 11/1/04 (Last Modified 10/3/05) See All The Bard's Tale Walkthroughs and FAQs