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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

FESTERING PIT, LEVEL 2

Festering Pit, Level 2

East Side

The stairs back up to the first level are at 11N 11E. I begin by winning fights against random monsters at 11N 9E, 11N 8E, 11N 6E, 9N 10E and 3N 10E.

Portals

I back track a little and enter the central room filled with silent squares. I approach the door on the south side of the room, and use Trap Zap to get rid of the trap at 5N 7E.

I win fights against random monsters at 5N 9E and 4N 7E. I next go up a portal at 3N 7E.

I go W S and E, and rest on a square that recharges Spell Points until Talia and Mordred are restored, helped along by a Rhyme of Duotime by Ariel.

After that I go one square south and one square west, where I take a portal that leads back down to the second level.

South Side

I am facing west so I now use Trap Zap to get rid of the trap at 1N 5E. I win battles against random monsters at 0N 7E, 1N 10E, 0N 11E, 1N 4E and 0N 0E.

I go to 2N 2E and use Trap Zap while facing north to get rid of two traps in one shot. I then win another battle against random monsters at 2N 1E.

West Side

There is a significant portion of the level that cannot be travelled to normally without Apport Arcane. Phase Door won't help either.

I cast Apport Arcane with coordinates 1 3 0, and win a fight against random monsters at 3N 4E. I win another fight against random monsters at 4N 2E. After that I use Trap Zap to get rid of the trap at 5N 3E.

I go north and win a fight against random monsters at 6N 3E. It is at that point that Ariel uses a Pipes of Pan to get a light back on.

Now I win fights against random monsters at 6N 1E, 3N 0E, 7N 4E, 8N 7E, 8N 1E, 9N 1E and 10N 2E.

Tslotha Garnath

I go through the door at to 11N 2E, where I have to fight Tslotha Garnath. He's pretty easy to kill in the battle itself, but without his proverbial Kryptonite he'll just keeping coming back to life. It is when I have the Nightspear that I permanently defeat him, with the weapon permanently absorbing his soul and preventing him from regenerating his body.

I also get both Tslotha's Head and Tslotha's Heart as quest items that I'll need later. Gallard now switches back to his Sword of Zar.

I teleport to the stairs at 11N 11E. *NOTE* I do the fights on the east side of the level, and then do all the fights on the first level again on my way out in order to rack up on xp, although I don't show any of this in the videos.

19th Level Chronomancer

I return to the Wizard Tower in Ciera Brannia and begin to level-up everyone. Mordred advances four levels. I insist on minim 12 Hit Points, and an ever-increasing minimum 15 Spell Points to 18 Spell Points. He has also now maxed out his Intelligence to 30.

Talia advances nine levels to reach her 19th level as a Chronomancer. Each time she insists on minimum 19 Spell Points, an ever increasing minimum number of Hit Points that starts with 14, and +1 Constitution.

She acquires the 6th-tier spells on her first level-up. One of her new spells is Grave Robber, which both resurrects a single dead party member and brings him or her back to full Hit Points in one casting. The other new spell is Force of Tarjan, which will both inflict damage equal to Witherfist on a group of enemies within 20', and push them back 60' as well for the next round of combat.

Another couple of level-ups leads to acquiring the seventh-tier spells. One is Shadow Shield, which is an improvement on Ybarra's Mystical Coat of Armor in that it's an AC-boosting spell that lasts indefinitely, but it provides a 4 point improvement to AC instead of 2. The other is Fatal Fist, which you can think of as a double-strength version of Mangar's Mind Mallet.

By the time she reaches her 18th level, she has maxed out both Constitution and Intelligence at 30. Her minimums on each level-up will now be 22 Hit Points and 19 Spell Points. I now also insist on +1 Luck for her next several level-ups. Luck increases her saving throws (the only possible way she can be harmed as long as she stays in the back ranks), and increases her ability to connect her offensive spells on her targets.

Zarathos advances three levels, while the others advance four levels. They also max out their Constitution scores at 30. From this point onwards, I will insist on minimum 22 Hit Points per level-up for Cassandra, and minimum 28 Hit Points for the front-rank characters.

Tslotha's Head

I return to the castle of the Elven King with Tslotha's Head, and as a result am now allowed access to the nearby Sacred Grove.


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