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Bard's Tale 3 Remastered Online Walkthrough by David Milward

INTRODUCTION  |  COMBAT  |  CHARACTERS
SKARA BRAE  |  ARBORIA  |  GELIDIA  |  LUCENCIA  |  KINESTIA  |  TENEBROSIA  |  TARMITIA  |  MALEFIA
About the Walkthrough  |  About the Maps  |  About the Author
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Tenebrosia:  
Tenebrosia  |  Dark Copse  |  Shadow Canyon  |  Sceadu's Demense

Dark Copse

Nowhere

Tar Quarry



I make my way to the entrance to the Tar Quarry, which is almost due west from Black Scar.

Tar Quarry

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

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.


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