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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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Arboria:  
Ciera Brannia  |  Crystal Palace  |  Valarian's Tower  |  Festering Pit, Level 1  |  Festering Pit, Level 2  |  Sacred Grove

CRYSTAL PALACE

Crystal Palace

The ultimate goal of coming here is to collect two containers of the Water of Life, which become quest items.

I will still make a point of sweeping the Palace for all of the set fights against random monsters. They include some undead monsters like Shade Liches and Locoliches.

There will be lots of sea creatures here. Some of them come in numerous groups, and can call on more to arrive for help. Sometimes I don't it, but I will have Ariel use Sir Robin's Tune if I feel I need to stop it from getting out of hand. Were-eels in particular can use Shock Sphere, in addition to summoning more of themselves. Ebon Sharks and Jaws are particularly dangerous, since they can Critical Hit even good AC party members, and can summon more of themselves.

I have Talia use either Witherfist or Frost Force, depending on the range, for when the monsters include a single numerous group. Mordred saves his Spell Points for healing, exploration spells, or Mangar's Mind Mallet when I encounter several groups of numerous monsters. I am freer with my spellcasting, as there is a Spell Point regenerating square in the Palace.

NE Corner

The stairs are at 4N 14E. I begin by winning fights against random monsters at 7N 11E, 7N 12E, 7N 13E, 9N 12E and 7N 14E.

SE Corner

I go south and defeat random monsters at 3N 12E, 2N 11E, 0N 14E, 1N 12E and 3N 13E.

Main Hall

I win fights against random monsters in a sequence of 6N 9E, 9N 9E, 4N 8E, 3N 9E, 0N 10E and 0N 8E.

The door going west from the main hall leads into a dark hallway. I take the hallway north and win a fight against random monsters at 6N 5E.

SW Corner

I go back to the dark hallway and south along it. I win a fight against random monsters at 0N 6E.

I return to the dark hallway and then go three squares north and one square west through the door. Now I win fights against random monsters at 3N 3E, 2N 4E, 0N 1E, 2N 1E and 4N 2E.

Water of Life

I go north and win fights against random monsters at 8N 0E, 9N 3E and 9N 5E. I indulge monsters summoning more of themselves to a fight, since I'd like to advance everyone another level once I leave the palace. One fight saw a few of my characters get killed by Ebon Sharks after I let them accumulate after a while, but it wasn't anything a couple of Witherfist spells from Talia and a few Heal All spells from Mordred couldn't handle.

I sit on the square at 9N 6E until Talia and Mordred fully recharge their Spell Points. Mordred casts a Phase Door spell, waits until he's recharged again, and then has the party pass through to the south. I win another fight against random monsters at 8N 5E.

The room on the other side of the door at 6N 2E is the Spring of Life room. Ariel uses two Canteens to obtain two containers that have the Water of Life. This acquisition will be important in the next parts of the game.

The squares at 6N 1E and 7N 0E also replenish Hit Points. I go back to the Main Hall through the dark hallway, and from there leave the Palace through the stairs.

7th Level Chronomancer

I go back to the Wizard Hall in Ciera Brannia. Mordred advances another level, with minimum +12 Hit Points, +12 Spell Points and +1 Intelligence.

Talia also advances four levels as a Chronomancer, each time insisting on +12 Hit Points, plenty of Spell Points that increase during each level-up (Minimum +13 during first level up and minimum +17 during the last level-up), and +1 Intelligence.

With the third-tier spells, she picks up an improvement on Frost Force with the God Fire spell. It inflicts 60 to 420 points damage to a single group of enemies within 80' range. The other third-tier spell is Stun, which can inflict 50 to 200 points damage to all enemies at any range. A lighter version of Mangar's Mind Mallet in other words.

She picks up two fourth-tier spells. One is Far Death, which is like Death Strike but with a range of 30'. The other is Luck, which improves both AC and To Hit by 8 points for the duration of the battle.

Lord Stygar, Zarathos, Ariel, Gallard and Cassandra each advance another level, with plenty of Hit Points and +1 to Constitution.

Now I'm headed for Valarian's Tower.


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