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Bard's Tale 1 Remastered Online Walkthrough by David Milward


INTRODUCTION | COMBAT | CHARACTERS
SKARA BRAE | SEWERS | CASTLE | CATACOMBS | KYLEARAN'S TOWER | MANGAR'S TOWER
About the Walkthrough | About the Maps | About the Author
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Sewers:   Level One  |  Level Two  |  Level Three

SEWERS, LEVEL 2

Sewers, Level 2

My point of doing the second level of the sewers is to find an important clue for the game and grind my characters to 13th level. This, in turn, allows my casters to swap classes.

7 Black Widows

I go S W W N N E E E S E S and E through the door. I kill 7 Black Widows at 13N 20E.

13 Spiders

Now I fight 13 Spiders at 16N 21E. This time I have Ariel spend a song to play Traveller's Tune, with the intention of avoiding injury notwithstanding the considerable number of Spiders attacking me from the word go.

Rotting Clothes and Bones

I do a random fight at 15N 19E, and then another at 18N 21E. After the latter, there are apparently rotting clothes and bones in the room (although that doesn't amount to anything meaningful for the game itself).

10 Spiders

There is a fight against 10 Spiders at 21N 15E.

I also do a fight against random monsters at 20N 13E. After that, I go north a little to loop around to the south edge of the map.

9 Spiders

I continue east through the doors, and win fights against random monsters at 0N 14E, 0N 16E and 4N 18E.

There is a set fight against 9 Spiders at 0N 20E. Ariel again spends a song to play Traveller's Tune.

I go north from the southeast corner. Note for future reference that there's a portal leading down to the third level at 11N 21E. I don't go down it, I'm saving it for later.

I make my way to the teleporter at 5N 17E. It takes me to 1N 20E.

Greatest Son of Odin

I go westward and handle fights against random monsters at 2N 16E and 2N 14E.

At 1N 14E is a message that reads: "Thor is the greatest son of Odin."

Beyond Understanding

I make my way to 10N 17E where I fight more random monsters.

At 10N 18E is a rather generic message: "Heed not what is beyond understanding."

No Exit Without the Seven Words

Now I do the random monster fights at 11N 12E, 12N 9E and 12N 10E.

I get another message after the last fight, which reads: "There is no exit until the seven words are said." This message actually does offer a concrete clue, but what it means will not become apparent until much later in the game. I back track and go east a little, and then north a few squares.

Another 7 Black Widows

I finish fights against random monsters at 17N 14E and 17N 13E.

At 14N 10E is another set fight against 7 Black Widows, which I manage to win without a scratch (at least after several reloads). I also got a pair of Leather Gloves as loot afterwards, which Cassandra equips.

Another 6 Black Widows

First I do a fight against random monsters at 21N 10E. At 13N 6E is a set fight against another 6 Black Widows. After that, I do another fight against random monsters at 12N 1E.

I make my way towards the hallway on the western edge of the level, but get a random encounter with numerous monsters along the way. Ariel is willing to spend another Bard song on Traveller's Tune, because there's a fair bit of xp to be earned here, and I'm now nearing the end of this dungeon run.

16 Spiders

I win a couple of fights against random monsters at 8N 3E and 7N 6E.

At 10N 6E is a set fight against 16 Spiders. Ariel spends another Bard song on Traveller's Tune. This time I don't mind Gallard taking a scratch, since I'm nearing the end of the run. I return to the hallway at the west edge of the level.

Burning Ray

I continue south along the hallway. At 4N 0E is a unique danger that is in effect only during day time. A damaging ray of light burns across the hallway. I will be asked if I want to carry on past the ray, and if I say no I'll get bumped back a square north. If I say yes I can progress onwards, but each party member has to take 30 damage to get across. *Note* You can avoid the damage by coming here when it's night time outdoors.

I go to 3N 3E, where I fight six more Black Widows. Ariel plays Traveller's Tune to maximize the party's chances of winning the fight unscathed. I get a Mithril Sword as loot after the battle. Gallard equips it, since it will provide a somewhat better damage range as his attacks (as yet) do not always result in Critical Hits.

Name of the Mad God

I go north through the next door, and come across a Magic Mouth. It tells me: "Know this, that a man called Tarjan, thought to many to be insane, had through wizardly powers, proclaimed himself a god in Skara Brae a hundred years ago. His image is locked in stone until made whole again ..." Hold onto that name. For now, it's a clue to reach the next dungeon in the game, but it also takes on much greater significance during the 3rd game of the trilogy.

To learn the name of the Mad God was really the only vitally important thing about the first two levels of the Sewers.

Now I go back across the Burning Ray a second time, this time going north. I continue north along the hallway, until I go through the door. From there I make my way to the stairs going back up to the first level.

Sewers, Level 1

I go south from the stairs and through the dark zone. I go through the series of doors to the east, repeating the reset monster fights, including the one against 6 Black Widows.

After that, I go east so as to loop around to the west edge of the level. From there, I make my way to the stairs leading back up to the Wine Cellar.

I leave the Cellar, and buy a drink for Ariel once I reach the Scarlet Bard. The video concludes with everybody healing up at the nearby Temple.

12th Level

Now I advance everyone to their 12th levels at the Review Board. Zarathos now has 4 attacks per round.

It's afternoon, which means evening is coming soon. I therefore decide to do some more city grinding.

13th Level

It's late afternoon, so I do a few Wine Cellar Grinds until it turns Dusk. After that, I resume night-time grinding in the city itself. I show the fights that get me the 100,000xp needed to advance the warriors, and the 115,000xp needed to advance Talia and Mordred. Once I hit the 115,000xp mark, I enter the Adventurer's Guild and leave it in order to reset the time to morning. There's better grinding worth more xp to be had elsewhere now.

I head back to the Review Board and advance Talia and Mordred to their 13th levels. Both Talia and Mordred pay 20,000gp each to learn 7th-tier spells in their respective classes.

One of Mordred's key acquisitions is the Restoration spell, which literally restores full Hit Points to everyone in the party, and cures Insanity and Poisoning at the same time. Another is Death Strike, which can instantly kill one enemy regardless of its Hit Points at a range of 10'. Another is the Stone to Flesh spell, which can restore a character that has been petrified (e.g. by a Basilisk).

Talia gets a few key spells of her own. One is Apport Arcane, which allows teleportation within a dungeon level. Keep in mind that it won't work in some (i.e. later) dungeon levels. Another is Far Foes, which can push enemies back at least 40' to a maximum distance of 90'. This spell can be useful if you want to keep certain enemies that can inflict nasty conditions on you (e.g. Stoning from Basilisks, Level Drain from Vampires) at a safe distance so that you can take them out with spells instead.

I also have both spellcasters change up. Talia becomes a Magician, and Mordred becomes a Conjurer. And the intention is for each to acquire every spell possible in the game.

The warriors advance to their 13th levels as well. Lord Stygar can now also attack 4 times each round.

I return to the Wine Cellar. Mordred casts Ybarra's Mystical Coat of Armor. Talia casts Greater Revelation and Levitation. The latter spell will now allow the party to reach the third level of the Sewers.


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