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Bard's Tale 1 Remastered Online Walkthrough by David Milward


INTRODUCTION  |  COMBAT  |  CHARACTERS

GETTING STARTED  |  DARK DOMAIN  | TOMBS  |  FANSKAR'S CASTLE  |  DARGOTH'S TOWER  |  MAZE OF DREAD  |  OSCON'S FORT  | GREY CRYPT  | DESTINY STONE

About the Walkthrough  |  About the Maps  |  About the Author
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Dark Domain:   Level One  |  Level Two  |  Level Three  |  Level Four

DARK DOMAIN, LEVEL 4

Dark Domain, Level 4

West Side

I do the fights against random monsters at 19N 1E, 13N 2E, 3N 3E and 1N 10E. I am much more willing to use spells now, especially if I'm faced with many foes (like the fight against a LOT of Gozmen) or feel the need to wipe out enemy spellcasters at a distance. The monsters on this level are more capable of damaging the Winged Creature either with magical or breath attacks, or with physical attacks, so I do what I can to keep it alive.

I go to the teleporter at 10N 5E, which brings me to 20N 16E.

East Side

The east side of the level amounts to a very large dark zone. I do the fights against random monsters at 17N 16E, 17N 13E, 1N 16E, 3N 20E and 6N 18E. I am of course generous with my use of spells.

I went west through the door at 9N 12E. At 9N 10E is a square that replenishes Spell Points. I sit on it until Talia and Mordred are recharged.

I travel to 21N 21E, which has a teleporter. It takes me to 3N 11E.

Chasm

I go north two squares. Now I use a Lamp from my inventory. The reason is that there's quite a few anti-magic squares coming up, but they won't snuff out a mundane Lamp.

I make my way to 10N 9E. It is now that the reason for needing to include the Winged Creature gets revealed. It has to be in the party to carry it across the chasm and to 13N 10E.

Double Doors

The room ahead has a few pitfalls. I want to avoid silent squares (marked by a red music note) which would cancel out any of Ariel's songs. I also want to avoid squares that drain Hit Points, largely because of the offhand chance that the Winged Creature will attack me. I can use the Camaraderie spell to regain its loyalty, but it's still a hassle I'd rather avoid.

I therefore go through the door to the east instead of the one to the west, and then north another square. After that, I hug the west wall of the room and go north along it to avoid any silent squares or Hit Point draining squares.

At 19N 9E and 19N 10E are the double doors I've been hearing so much about. I have Ariel temporarily switch her song to the Watchwood Melody to get past the doors. Otherwise, going to any of the double doors squares would simply force me back to the square I came from. Once I get through, I have Ariel switch back to Traveller's Tune.

The Dark Lord

At 21N 10E is the fight against The Dark Lord and its three Daemon minions. I win the fight easily enough, but the Winged Creature got killed by one of the Daemons' breath attacks. I don't need it anymore anyways.

The Princess

At 21N 11E is the Princess. I let her join the party.

I step ahead another square through an illusionary wall. A teleporter at 21N 12E takes me to 20N 2E.

I thereafter cast Apport Arcane with the coordinates 2 -2 3 in order to reach the stairs leaving the Dark Domain. The Magician to the King rewards everyone in the party with 200,000xp for the rescue of the Princess.

74th Level

Lord Stygar, Ariel, Cassandra and Gallard advance to their 74th levels of experience at the Review Board. Talia and Mordred reach their 17th levels as Archmages.

The next dungeon also requires that I keep a party slot open for a summoned monster, so that means Zarathos will stay out of the party for the time being. I cast Wind Mage enough times until I get a Master Mage with enough Hit Points (72 in this instance).

Now I sell off my excess loot, buy a spare Lamp just in case, and head for the Tombs.


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