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Bard's Tale 3 Remastered Online Walkthrough by David Milward |
Tenebrosia | Dark Copse | Shadow Canyon | Sceadu's Demense |
Dark Copse
Tar Quarry
I make my way to the entrance to the Tar Quarry, which is almost due west from Black Scar.
First I have Zarathos cast Earth Ward to get rid of all of the traps, and
then cast Pathfinder to reveal where all the walls are on the map. This
becomes a standard operating procedure whenever I enter a dungeon level
for the first time.
There are a lot of squares here that all at once drain Hit Points, drain
Spell Points, are anti-magic, and keep the party "stuck" unless you keep
pressing the front-arrow key with persistence. Some of these squares have
set fights against random monsters, but it's not worth the hassle.
The map shows a clear path to the middle of the Quarry that avoids any of
the annoying squares. A Sorcerous Sight spell will allow you to stay on
the path and avoid any of the trouble squares.
A pool of Molten Tar is in the middle of the Quarry, at the end of the
path. Ariel uses a Canteen to collect some of it. I go back the way I came
and leave the Quarry once I have what I need.
Dark Copse
I travel to the Dark Copse, which is just a little south of the Tar
Quarry.
I start off at 10N 5E of the map of the Dark Copse. Any of the trees can
be burnt down using Molten Tar, but you only need to burn one down to get
a necessary item. I use the Molten Tar on the tree at 5N 6E.
At 5N 5E is a hut that can only be entered from its east side, hence why I
only burn the tree east of it. Inside is a Shadow Door that gets added to
my inventory.
The Shadow Canyon is my next destination.