The Bards Tale Prima Official Eguide

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This game has received the follow-

ing rating from the ESRB


Table of Contents
GETTING STARTED
Game Controls 2
PRIMA OFFICIAL GAME GUIDE The Bard’s Statistics 3
Playing Instruments 3
HP, XP, Levels, Talents 4
About Difficulty 4
Prima Games Rules of Engagement 5
A Division of Random House, Inc. “Snarky” and “Nice” 6
3000 Lava Ridge Court
Roseville, CA 95661 The Dice System 6
1-800-733-3000
www.primagames.com The Map Icons 6
The Prima Games logo is a registered trademark of
Random House, Inc., registered in the United States and ...And, Drinking 6
other countries. Primagames.com is a registered
trademark of Random House, Inc., registered in the
United States. WALKTHROUGH
© 2004 by Prima Games. All rights reserved. No part of 1: Houton and Environs 8
this book may be reproduced or transmitted in any form
or by any means, electronic or mechanical, including 2: Neversdale Forest 20
photocopying, recording, or by any information storage
or retrieval system without written permission from Prima Games. Prima 3: Kirkwall and Environs 24
Games is a division of Random House, Inc.
4: Highland Park 32
Created by KAIZEN MEDIA GROUP SPECIAL THANKS GO OUT TO:
Eric Flannum & Maxx Kaufman 5: The Forest Tower 36
Written And Designed By: for their time and generous
CRAIG KELLER support, along with the rest of 6: The Mountain Pass 46
the inXile team. Also: Song
Young-bin; Barbara Loden; Herk 7: The Mountain Tower 54
Project Manager: Harvey; Julian Roffman; and
HOWARD GROSSMAN Marie-France Pisier. 8: Dounby and Environs 62
Product Manager: DAMIEN WAPLES 9: Finstown and Environs 68
10: The Greenlands 72
The Bard's Tale © 2004 inXile entertainment. All rights reserved. The Bard's
Tale is a trademark or registered trademark of inXile entertainment in certain 11: Stromness and Environs 82
countries; and is a trademark or registered trademark of Electronic Arts Inc.
in certain other countries where it is used under license. Game Engine 12: The Firbolg Mines 86
Licensed from Snowblind Studios. © 2000 - 2004 Snowblind Studios, Inc.
All rights reserved. inXile entertainment and the inXile logo are trademarks
13: The Island Tower 92
of inXile entertainment. 14: The Dounby Tower 100
All products and characters mentioned in this book are trademarks of their
respective companies.
APPENDICES
Please be advised that the ESRB rating icons, "EC", "K-A", “E”, "T", "M", "AO"
and “RP” are copyrighted works and certification marks owned by the Enemies Appendix 108
Entertainment Software Association and the Entertainment Software Rating
Board and may only be used with their permission and authority. Under no Items Appendix 118
circumstances may the rating icons be self-applied or used in connection
with any product that has not been rated by the ESRB. For information
regarding whether a product has been rated by the ESRB, please call the
ESRB at 1-800-771-3772 or visit www.esrb.org. For information regarding
BONUS MATERIAL
licensing issues, please call the ESA at (212) 223-8936. Please note that
ESRB ratings only apply to the content of the game itself and does NOT
Secrets 128
apply to the content of this book. A History Lesson 138
Important: Team Interview 140
Prima Games has made every effort to determine that the information
contained in this book is accurate. However, the publisher makes no The Original Bard 142
warranty, either expressed or implied, as to the accuracy, effectiveness, or
completeness of the material in this book; nor does the publisher assume Know Your Ales 143
liability for damages, either incidental or consequential, that may result from
using the information in this book. The publisher cannot provide information Thanks for the Memories! 144
regarding game play, hints and strategies, or problems with hardware or
software. Questions should be directed to the support numbers provided by
the game and device manufacturers in their documentation. Some game
tricks require precise timing and may require repeated attempts before the
desired result is achieved.

ISBN: 0-7615-4564-6
Library of Congress Catalog Card Number: 2004107116
PRIMA OFFICIAL GAME GUIDE

Here you’ll find everything you’ll need to know to get your bearings in The Bard’s Tale – from controller basics, to
the minutiae of battle dynamics, a complete talent list,
Start (PS2 and Xbox): Pauses the game and allows you
A Game Controls to reload saves, reset your game, or enter an options
menu.
Left Analog Stick (PS2 and Xbox): Moves the Bard
around. In typical analog-control fashion, the more you L1 Button (PS2) / White Button (Xbox): Brings up the
press in any direction, the quicker the Bard will move. Melee Weapon selection menu.

Right Analog Stick (PS2 and Xbox): Controls the camera. L2 Button (PS2) / Black Button (Xbox): Brings up the
Use to zoom out or in on the overhead view, or to rotate Ranged Weapon and Musical Instrument selection menu.
the camera angle. Pressing this in will toggle the auto-
map in the upper-right on and off, or expand it to full- R1 Button (PS2) / Right Trigger (Xbox): Brings up the
screen-size. Tune selection menu.

Directional Pad (PS2 and Xbox): Allows the Bard to issue R2 Button (PS2) / Left Trigger (Xbox): Brings up the
orders to his party. Press up to let forth a cry of “Attack!” Artifact selection menu.
or “Charge!”, and command the summon to attack
whatever enemies are nearest until they are dead; down Square Button (PS2) / X Button (Xbox): Press to open a
to command the summon to pull back from attack (“Hold door or chest, to speak to NPCs within the vicinity of the
back!” / “Back off!”); left to command the summon to Bard, or to tip cows.
hold his/her/its position and take a defensive stance (“Stay
where you are!” / “Stand your ground!”); and right to X Button (PS2) / A Button (Xbox): Press to attack with
beckon the summon out of its current action and back to your equipped weapon. Tap several times to unleash a
the Bard’s side, where it will defend him from nearby combo of strikes.
attackers. (“Over here!” / “To me!”)
Triangle Button (PS2) / Y Button (Xbox): Press to jump.
Select (PS2) / Back (Xbox): Brings up the status display.
Here you can view your equipment, your talents, the Circle Button (PS2) / B Button (Xbox): Press to parry or
tunes you’ve learned, and the amount of money and block an enemy’s attack.
number of Adderstones at your disposal.

Select: Status Menu Start: Pause/Options Left Trigger: Right Trigger:


Artifact Tune White:
L2: R2: Artifact Menu Menu Menu Melee Menu
Ranged/Instrument Black:
Menu R1: Tune Menu
Ranged/
L1: Triangle: Jump Y: Jump Instrument
Melee Left Stick:
Circle: Parry/Block Movement B: Parry/Block
Weapon Menu
Square: Use/Talk
D-Pad: X: Use/Talk
D-Pad: X: Attack
Command Command A: Attack
Summons Right Stick: Summons
Left Stick: Camera/Map Right Stick:
Movement Back: Status Menu Start: Pause/Options Camera/Map

2 primagames.com
The ornate, often circular pattern found carved on the front of a lute is called the “rose.”

receive when causing damage with melee


B The Bard’s Statistics weapons. Vitality corresponds to the size of
bonuses he’ll receive to his maximum health.
When the game first begins, you have the option Luck affects all random dice rolls in the game.
of freely allocating 12 points to the default Dexterity relates to the kind of bonus the Bard
ratings of your attributes, or of having these 12 will receive for Ranged Weapon attacks.
points auto-allocated by the computer. These Charisma determines what size of a discount of
attributes govern the discount the Bard will receive on items in the
performance of your game’s various shops. Finally, Rhythm affects
character in battle situa- the bonuses for health and attack strength of the
tions or in generally creatures that the Bard will be able to summon
interacting with the forth. As you can plainly tell, stats are a Bard’s
game world. Strength best friend – better even than the Heroine
determines what kind of summon on a crisp autumn night.
bonus the Bard will Opening allocation.

of 1 point per second for a Level 1 Bard, with


C Playing Instruments an incremental increase in the regeneration-rate
for every level attained thereafter. Keep this
Indeed, summoning creatures plays a major
very important note in mind:
factor in the Bard’s way of getting on in the
While summoning a
world. Find new Tunes (and “upgraded”
creature, you will be unable
versions of those Tunes, with superior stats),
to use any of your
and you can summon new creatures who will
weapons.
fight at the Bard’s side
Summoning doesn’t
and help him perform
take much longer
tasks. Like the Bard,
than a couple
each summoned
seconds;
creature has its own
nonetheless, the
health rating; when this
Bard’s hands
hits zero, the creature
The Tune Menu. will be
will vanish and must be
occupied with
re-summoned. (Note however that also like the
his, erm,
Bard, a summoned creature can have its health
instrument, and his
replenished by the Caleigh Artifact or the
weapon will be
healing-minded Crone, who is herself a
temporarily stashed
summon.) Needless to say, the act of For those
away. It’s prudent to
summoning doesn’t occur without a price – about to
run in circles while strum,
each creature has its own mana cost, which will
summoning if there are the Bard
draw from the mana pool of the instrument
any creatures within the salutes
used to summon the minion. Acquiring better you.
vicinity, in order to avoid
instruments gives you larger mana pools to play
the whole “sitting
with, and a larger summon limit (with four as
duck” scenario.
the maximum). Mana will regenerate at a rate

primagames.com 3
PRIMA OFFICIAL GAME GUIDE

choosing from a list of Talents – these are


D HP, XP, Levels, Talents automatic skills that take effect as soon as he
acquires them, such as the ability to use 2-
Mana points aren’t the only thing the Bard will handed weapons, or being able to attack at the
recover over time. Hit Points (HP) – the means same time as blocking with his shield.
by which the Bard’s health is gauged, and which
deplete when he takes damage (and so on and
so forth, you know the TA L E N T L I S T
HP drill) – will also • Two-Handed Weapons: Allows the Bard to use two-handed weapons.
• Dual Wield: Allows the Bard to use a sword and dirk at once, for a
recover at a rate of 10% powerful twirling attack.
of their total amount for • Flail: Allows the Bard to use flails, which are slow but unblockable.
• Shield Bash: The Bard will counter-bash with his shield after
every minute of blocking an attack, stunning the enemy.
gameplay. • Shield Charge: Hold the attack button to unleash a charging attack
Furthermore, the Bard’s that will stun the enemy.
• Power Shot: Hold the attack button with a ranged weapon to
maximum HP will go up The opening talent list. unleash a powerful arrow that will pass through its target.
with every level that he gains – a process which, • Critical Strike: Gives the Bard a chance to inflict a high-damage
critical hit on an enemy.
of course, comes about by accumulating • Treasure Hunter: The Bard gains bonus SP for any coins he finds.
experience points (or XP) not only for slaying • Dog Training: The Pup will attack enemies... weakly.
• Riposte: When dual-wield weapons are equipped, the Bard will
monsters, but also for completing certain tasks counterattack after blocking and knock down his enemies.
or quests within the game. Let me reinforce the • Heavy Parry: When a two-handed weapon is equipped, the Bard will
fact that you can receive XP from monsters that counterattack after blocking and knock down his enemies.
• Blade Dash: With dual-wield weapons equipped, hold the attack
the Bard has slayed and that have been slayed button and release to unleash a powerful charging attack.
by other summons or helpers as well (like Hrafn • Spinning Smash: With a two-handed weapon equipped, hold the
attack button and release to unleash a powerful spinning attack.
in the Burial Chamber, for instance). For each • Whirlwind: With a flail equipped, hold the attack button and release
level he gains, the Bard will get the chance to to unleash a powerful spinning attack that will stun enemies.
• Arrow Storm: With a bow equipped, hold the attack button and
allocate two points to any of his six primary release to fire multiple arrows that will pass through their targets.
statistics, however he chooses. For every other • Improved Critical Strike: An improved chance to inflict a high-
damage critical hit on an enemy.
level the Bard gains, he has the choice of

statistics. If you choose Normal, which is the


E About Difficulty default setting, you’ll be flush with a ho-hum 6
points per statistic. Not bad, but not great either
After you gain a level and are looking to allocate
– it’s gonna take you a while to juice up. Going
those well-earned stat-points, you might be
with the Olde School setting will take you down
farther ahead or a little bit more behind on the
to only 4 points per statistic at the start, and
potency totem
you’ll find fewer save points as you progress.
depending on what
You might be wondering: Is there any benefit to
Difficulty you chose at
choosing “Olde School,” and any penalty in the
the onset of the game.
way of choosing “Easy” – like, maybe you’ll get
Choosing Easy will
a great ending with the former, and a crap
allow you to begin with
ending with the latter? Rest easily: A harder
8 points attached to
Pick a difficulty. difficulty will not unlock anything new.
each of your primary

4 primagames.com
The rules of traditional Scottish Highland games dictate that all participants wear kilts.

or behind. More elegant than the melee


F Rules of Engagement weapon approach to engagement is that of the
ranged weapons – i.e., “bows.” Arrows will fire
These rules have nothing to do with the jilted across screen and then some. If you’ve got a
lover of Chapter 3, and everything to do with bow that shoots fire missiles, your targets will
how well the Bard can thrust where it counts – take additional damage for the few seconds
on the battlefield. Melee weapons – swords, they’re aflame. From the same menu as the
dirks, two-handed one with which you
swords, and flails – are select your bow, you’ll
the up-close and be able to choose one
personal weapons that of the two musical
will make up your bread weapons you’ll find late
and butter combat tools. in the game. These
Tap the attack button both act as powerful
once to let off a single Good practice: the Large Wolf. Mannanan’s Artifact in effect!
melee weapons and,
thrust, or tap it several times to execute a once equipped, override the abilities of the
combo. Now, how fast your combo will come current musical instrument (until you deselect
off depends upon which melee weapon you’re the musical weapon). There’s no benefit in the
using. The nimblest attacks are executed by the way of being able to summon while attacking,
dirk and sword, and an especially graceful attack or anything like that, with these weapons. The
comes in the way of the dual-wield combi- most powerful assault you can unleash on
nation of the two – a pair of blades an enemy, however, comes by way of the
whirling at once. Two-handed weapons artifacts you’ll find. See page 124 for a full
are quite strong although rather explication of the various assaults
cumbersome; but they’ve got (and defenses) from each of
nothing on the temporal freeze these special items, but know
that accompanies a swing of a for the time being that each
flail. It could be weeks before usage of an artifact will take up
your flail hits its target. one, two, or three
They’re incredibly strong, but Adderstones (the “artifact-
it’s unlikely you’ll pull off even currency” of the game),
one flail-combo against the depending on whether you
average enemy without taking a invoke its Level 1, 2, or 3 power –
heap of damage. At the end of as one would assume, each level of
every combo, it’s probably a wise usage is progressively more powerful
idea to tap the block/parry button than the one preceding it. As for
– it takes a little while to get the using your bare fists? Don’t even
exact timing down, but if you’re joke around.
deft (and it probably also helps to
be def) you’ll deflect the enemy’s Curiously enough, the
blows. Note that blows are Bard employs this pose
when he’s showing off his
blockable whether they come at vigor in the heat of battle,
the Bard from the front, side, and in flagrante delicto.

primagames.com 5
PRIMA OFFICIAL GAME GUIDE

G “Snarky” and “Nice” H The Dice System


Sometimes when the Bard talks to an NPC, he’ll You’ll notice when you review the statistics of
be given the chance to respond by letting loose items, summons, or of enemies in either the
a snide, “snarky” remark, or by playing at being respective appendix sections or the box-outs
cordial and taking the “nice” approach. Different scattered throughout the Walkthrough, you’ll
consequences might occur based on the Bard’s come across something like, say, Attack: 2d5+6.
reaction -- sometimes What is this meant to convey? Simply that an
drastically different attack (or the strength of defense) at any given
consequences. And time will be equal to 2-to-10 plus 6 points of
keep in mind that damage. The “d” comes from the traditional
playing the nice guy all pencil-and-paper RPG term for “dice,” as in,
the time won’t neces- “Roll two five-sided dice and add six, yon
sarily yield the most paladin! I the Gamemaster command thee!”
interesting (or A rewarding goose-chase for The Bard’s Tale is all virtual, so five-sided dice
indulgent) result… being snarky. can, in fact, exist.

their surfaces. These mark the locations of save


I The Map Icons points, where you can obviously enough save
your game, or of traps. The following is a brief
You’ll notice while using the maps in this guide run-down of the various icons.
that there are circular icons dispersed across

SAVE POINT ARROW TRAP AXE TRAP BOULDER TRAP CRUSHER TRAP SPIKE TRAP VINE TRAP
You can save Beware of arrows Watch for a large A huge boulder Two slabs will Be they organic A vine will reach
your game at this shooting out axe to spring out will roll when crash together to or metallic, out from here to
spot. from this point. here. you get here. crush you here. spikes pop here. lash you.

real stuff, there exist a couple drawbacks and


J ...And, Drinking benefits to all the brews in the game. An ale
will either boost some of the Bard’s main six
What do you call a traveling musician who opts statistics, or it will decrease some, or it will
not to spend half his life in the saloon? Retired. decrease some and boost others.* The effects
The Bard has his of an ale will last for a limited amount of time,
cravings just like any indicated by the steadily decreasing mug near
other, and the towns of the health and mana meter on the upper left of
this land will supply the screen. Choose the ale that’s right for you!
him with plenty of Menus are listed in the Walkthrough section for
options for throwing a each town. And don’t forget to check out the
few down the old “Know Your Ales” segment in the Bonus
You too can befriend the
gullet. Like with the incapacitated. Materials section later on in this guide!

6 primagames.com *NOTE: Findley’s Brew gives you random bonuses/penalties – although


the higher your Luck is, the better the bonuses.
The two largest towns in the Orkney Islands are named Kirkwall and Stromness.

primagames.com 7
PRIMA OFFICIAL GAME GUIDE

Go to the cellar to investigate the rat problem. Defeat giant rat. Find Bannafeet in the Fairyhaunt
Forest. Investigate the Bugbear in the town cairn. Free Ketill Swart from the Jail in Houton Forest.

automatically convert into 10


A Vermin Among Vermin Silver) and the Widow’s Diary
(worth 8 Silver). Once inside the
The Bard’s life is one set to music and wandering, both basement and at the end of the
aspects coinciding when, as is only natural, he decides to corridor, you’ll find the much
pluck a couple notes from ballyhooed cellar Rat; move the
his Lute one fair night before Bard forward and make short
popping into a pub called work of the pest. Which, as it
The Drunken Rat, here in turns out,
this quiet (?) town known as isn’t
Houton. Whether Houton quite
has any ear for the kind of the pest
measure that summons that the
forth a small Rat – as the “I knew I should’ve worn panties.” Widow
Bard has just done – had in
remains to be seen. The mind: an elephant-sized Rat
Rat scurries into the pub and emerges from the crevice and
the Bard, following the sets the Bard alight with its
vermin only because he’s flaming halitosis. Don’t
following his thirst, steps “sweat it” too much though –
into the dingy tavern, where there’s no way to kill the beast at
he’s greeted with relief by this point in time. Retreat upstairs
the busty and lusty Widow (quickly – you’ll lose HP by the Barley, hops,
Beer, beer and, indeed, beer.
MacRary. Playing hero, the second) and the Widow will cool yeast.
Bard takes care of the Rat – strums a Tune, poof!, the Rat the Bard off with a bucket of
disappears, problem solved, now off to drinking and a water – before handing him the
little bit of whoring – well, maybe not quite so fast. As it
turns out, Mary tells the Bard, there’s another Rat in the
cellar. Surely the Bard can be a man and dispose of it…?

You now have control of the Bard. Before you head


down to the basement to investigate, have a couple
words with the pub patrons; the group of singing louts
will regale you with the origins of hops by way of a ditty
like something out of Pynchon. Inside of the back-room,
Tastes like burning
pop the chest to obtain a Silver Candlestick (which will

8 primagames.com
CHAPTER 1: HOUTON Segment: Suggested...
Weapon: BROADSWORD Level: 1
and Environs TOWN OF HOUTON Armor: PADDED ARMOR Summon: THUNDER SPIDER

Broadsword. (The Bard’s plain-jane Sword will automati- to the giant rat and, tapping the D-Pad “up” to command
cally convert into 25 Silver Pieces – going forward, the electrical beastie to go head-long (or I guess sphere-
whenever you obtain a weapon better than the one you long) into a charge, the Thunder Spider will unleash a hell
currently have, the old one of voltage on the vermin, frying it to a crisp.
will go away and you’ll
become instantly richer in When you return to Mary and engage her in a chat, you
the amount of the used can react to her gratitude with either a “snarky” or a “nice”
weapon’s SP value.) response. For Mary, “nice” equals “milksop,” and should
you choose that option, well, after bedtime comes on,
With this weapon in hand, you’ll find yourself hitting the hay all on your lonesome.
charge back down the stairs. Be a bit snarky, however, and you’ll lay the wench.
Before you can get too far From the shadows, ugliness.
beyond the foot of the
steps, a nutty figure named
Truncherface will step from
the shadows, give the Bard
a brief tutorial, then teach
him the Thunder Spider
summoning tune. Play this
Tune, and a ball-lightning-
like creature will appear
over your shoulder – lead it Smells like victory. (Dramatic re-creation.)

and bestow invulnerability to you and the summons.


B Truncherface’s Tip-Off Each of these three dosage-amounts, however, will cost
you a number of Adderstones (a sort of magical currency
Houton town-proper is a pretty sprawling place. On one in the game)
side you’ll find an exit to the Overworld Map; on another proportional to
an entryway to the Fairyhaunt Woods; and on yet another their respective
the threshold of Houton Forest. Yet before you inves- power – one, two,
tigate any of these areas, and three at a
take some time to acquaint time. Truncherface
yourself with the locals. will start you off
Like Truncherface, whom with a gift of five
you have of course already of these
met. He’ll be waiting Adderstones. As
outside The Drunken Rat for the Bard only has
you, and provide some a small number of
information about your first Caleigh, at your service. Adderstones on
quest – to track down the hand at the
Trow called Bannafeet in the present time, be
Fairyhaunt Woods just sure to call Caleigh
beyond the town wall, for only when you
the purpose of obtaining deem it absolutely
some new magic. (Check necessary. She’ll
out the locations of the come even more
entrances to all these places in handy the
on the Houton Town Map further you get in
on the following page.) To Smells like healing.
the game, when
aid you in your journey, Truncherface will hand over the you’re flush with “Caleigh.” Say it and weep.
first Artifact you’ll receive in the game: Caleigh’s Amulet. Adderstones.
In the future, when your HP (or your Summon’s HP) is
getting low, use Caleigh’s Amulet’s Level 1 ability to regain
health. The other two ability levels will raise resistances

primagames.com 9
PRIMA OFFICIAL GAME GUIDE

shout-out from Mummy.


C Houton’s Vocal Locals
(3) Boyd the Barrelmaker
Before you go stomping off to find Bannafeet however, will approach you if you
get acquainted with the rest of the townsfolk. They’re a… smash up the collection of
colorful lot. You won’t get many more words than the barrels on the side of his
occasional “Excuse me” from the people on the street, but building. He’s so impressed
inside the thatch-roofed brochs you’ll get more than a few with your skills that he offers
earfuls. (Some historical context: In our “actual” world, to pay a fee to you for every More fun than... nothing.
the one in which you’re reading this book and holding barrel you smash up in the
that controller, “brochs” are Scottish and Orkney rounded future (more barrel-destruction equals more business for
tower structures made of heavy stone whose construction him in the way of replacements). It’s not like he pays a
date back to 100 B.C.) lot, but he’s worth checking in with every once and a
while for some SP.
Early in your wandering about Houton, you’ll come across
three encounters of note: (1) A man named Daurrad In addition to gathering these pieces of information, you’ll
informs you of a Bugbear also come across a “Kirk” –
that has been terrorizing the a building that bears a
locals, and that has taken up striking resemblance to a
residence in the Houton church, where you can
Cairn. (And if you were make donations to the priest
getting all anxious-squirrelly to regain health, at three
trying to get into yon Cairn “support levels” of incre-
before this point, note that mental efficacy. Keep an
you won’t be able to enter His woe is your employment. eye out too for the Shop – The kirk, all they want is your money.
until you track down that is, Seamus’s Smithy.
Daurrad and have a couple words.) A

*
reward is in store if you can destroy the
Bugbear and liberate the Cairn. You can To World Map
be snarky or nice to him, but I would
suggest taking the nice tact. (See pg. 16.) Sheriff Shop
Kirk
(2) A woman reports that her son Ogan
has taken off from home, out of the belief The
that he is some kind of “Chosen One.” If Well & Drunken
Pup Rat
you happen to spot the lad somewhere on
the outskirts of town, where he’s traipsing C
in search of a fair maiden... give him a Boyd’s
Barrels Ogan’s
Mum
Old Man A
Vinter B
Wanted Poster (10 SP) Bugbear
A Cairn Daurrad
Self-Help Book (10 SP)
(
Shortcut to To Houton
)
Beer Bottle x 2 (8 SP) Bannafeet
B Forest
5 Silver Pieces
Diary (8 SP)
+
To Fairyhaunt
C approx. 10 Silver Pieces
Woods
THE TOWN OF HOUTON

10 primagames.com
CHAPTER 1: HOUTON Segment: Suggested...
Weapon: BROADSWORD Level: 1
and Environs TOWN OF HOUTON Armor: PADDED ARMOR Summon: THUNDER SPIDER

Here you can upgrade your Melee Weapon, buy a Bow, effects of Ale only last for a short while (check out the
don some new Armor… or purchase a mysterious, mug-meter in the upper left to see how much time you’ve
10,500 SP Treasure Map. (More on this below, and later got left before the bonuses – and penalties – a specific ale
in this guide.) It’s recommended that you hold off from incurs disappear), but they can be well worth the couple
springing for that coins it takes to make a
Claymore – sure, purchase.
you don’t have
much money You’re also bound to run
right now, but across a happy little white
WEAPONS you’ll have some dog in the center of town
Dirk 600 SP in a little bit – near the Well. We’ll call him
Flail 700 SP because you’ll the Pup, and needless to
find a superior say, upon encountering him
Claymore 800 SP Stock up on the good stuff.
weapon when our gruff hero has to make
Longbow 250 SP and if you venture the choice whether he wants
ARMOR into the nearby to let loose on the poor
Bugbear Cairn. mutt, or throw him the bone
Leather Armor 400 SP of congeniality. Take your
Studded Leather 800 SP And, when all is pick; but I’d suggest letting
MISCELLANY said and done, the Pup tag along – how
don’t forget to else are you going to know
Treasure Map 4000 SP drop back into where buried 4-SP treasure
The Drunken Rat lies? The Pup will dig it up;
Might as well throw him a bone.
to quench your and later, when you level up
gullet with the enough, he can help in
hydrating combat.
pleasures of
alcohol for a few While on the subject of
WIDOW’S WINE +4 CHA,-2 VIT 10 SP Silver Pieces. Just animals, as a side-note, try
BODB’S BLACK ALE +2 RHY 10 SP like the real stuff, pressing the attack button
it’s bound to while near one of the hairy
STROMNESS STOUT +2 STR 15 SP make your Bard oxen creatures that populate
PIG’S MEADE +1 STR,+1 VIT,-4 CHA 5 SP all the more the town… *Whoomph*!
gregarious. The Animals are stupid!!! Is this Houton, or Butte?

enough cash, definitely purchase the Treasure Map. It will


D Now About That Map... unlock new and fantastic areas on the Overworld Map
that you really should check out – such as the Ruins of
As I discussed above, there sits somewhere on a shelf at Dun Ailinne, which are located just northeast of Houton.
Seamus’s fine smithy a certain item that’s bound to have More on these areas a little
caught your eye, most likely later in the book; for now,
because of the 4000 SP it’s worth mentioning that
price tag attached to its the Overworld Map, which
proverbial ribbon. If you you can get to from the
can drum up enough cash – North exit of the town, is the
and let’s face it, it’s going to means by which you will
take you a hell of a long travel from one game
time to do so – and I should “chapter” to another – but Not without the Map...
add, this isn’t necessarily This is a map you’ll love. which also contain a bunch of random, wandering
something you should be spending all of your early monsters, like Boars or Kunal Trow. These encounters
game-time on if you want to enjoy the lush play serve more of a “hazard” purpose than anything, and are
experience set out for you, so just relax – right, as I was an attempt to stymie easy progress – to build up XP, try
saying, when that point comes when you can drum up the Fairyhaunt Woods instead...

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PRIMA OFFICIAL GAME GUIDE

To Houton *
Hunter
A 30 Silver Pieces

Adderstone x 1
A B 10 Silver Pieces
B
approx. 20 Silver Pieces
C Beer Bottle (4 SP)

Fairyhaunt, you’re bound to come across


C some Wolves, who usually travel in small
Bannafeet packs – you’re not going to come across a
single Wolf, is what I’m saying. A couple
(
Shortcut to
slashes of the Broadsword (and a couple
lightning bolts from the Thunder Spider)
Houton will take these creatures out, but they can
still lop off a hunk of HP from the Bard if
his form is careless. Take this time not just
FAIRYHAUNT WOODS to rack up some XP, but also to get a feel
for the distance you need to put between

E The Bannafeet Feat yourself and a foe when engaging in combat with a melee
weapon, then focus on the timing of your shots (and your
parries) to ensure that everything goes smoothly. If
The first thing you’ll see after making your way past the
you’re lucky, killing a Wolf will result in the Bard being
Save Point upon entering the Fairyhaunt Woods – a lone
able to pull a Pelt, worth 5 SP, from the mangled mess.
Hunter standing around and hanging out. He’ll give you a
In a nice touch that defies standard RPG-convention, the
heads-up on a great way to make some extra cash while
Wolf Pelt will convert automatically into its monetary
laying waste to the other fauna on these sylvan paths.
equivalent. So no having to take it to a Shop and “sell” it
(Yes, bad creatures populate the place – I hope I didn’t
in this game... Sidenote 2: If you have the Pup with you
ruin anything for you, intrepid wanderer.) There are
while you encounter these Wolves, he’ll keep his distance
Grouse everywhere in the Woods, and all it takes is a Bard
rather than risk turning into lupus-chow. If he takes signif-
with a Pup and a ranged weapon – i.e., the Longbow
icant damage, he’s not going to die, he’ll just pass out.
sitting in Seamus’s shop – to
(The Pup maintains his
take part in the small-game
spring-back-up constitution
hunt. As the Hunter will
by not having been
suggest, bring a Grouse
neutered. Note however
back to him once you start
that the Pup won’t get all up
hunting... But first, let’s
in any enemy’s... mess until
cover this Banna-business.
you decide to take on the
Dog Attack talent available
As I just noted, once you
He’s the Hunter. from attaining Level 3 or Operation: Spay starts now.
begin to trudge further into

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CHAPTER 1: HOUTON Segment: Suggested...
Weapon: LONGBOW Level: 3
and Environs FAIRYHAUNT WOODS Armor: PADDED ARMOR Summon: THUNDER SPIDER

beyond.) And him. He’ll tell you of his mangy friend Ketill, who appar-
one last sidenote: ently has been locked up in a prison in the Houton Forest
Don’t worry about that can be entered with the password “Fiddlesnarf”; if
leveling up past 2 you free Ketill, then return to Bannafeet, he’ll teach you a
or 3 on these new Tune. A ditty more powerful than the Rat or the
Wolves; you’ll get Thunder Spider? Can such a one even exist?!
the same XP
WOLF amount from the To get to the prison, you’ll have to make your way back
Kunaltrow just a to the town, where there’s an entrance to the Forest at
HP: 20 XP: 20 short time from another breach in the wall. If you want to tie up some
ATK: 1d5 AC: 0 now. Or, level up loose ends though, it might
if you feel like it; it be a better idea for the time
LARGE WOLF doesn’t matter just being to pass through the
HP: 55 XP: 50 yet. stone gate just beyond
Bannafeet’s wrecked
ATK: 2d5+5 AC: 1d2 Now, here’s a little structure and take the
something you shortcut back into Houton,
should know located conveniently right
about pack behavior – when only one Wolf is left from a near the spot where the
once-populous pack, it will retreat a short distance and et entrance to the Bugbear- Emerge here in Houton.
out a loud howl. that will summon more Wolves to atack. infested Cairn stands. It’s in
The Longbow is great at picking these guys off – three this vicinity where you’ll
shots will do it right now. probably run into the sole
Large Wolf who calls this
Eventually, after slaughtering neck of the Fairyhaunt
your fair share of Wolf Woods his home. He’s a lot
packs, you’ll come across a tougher than a regular Wolf,
strange stone edifice inside but if you just stay at a
of which stands the petite distance and peck him with
and, let’s face it, slightly arrows, you’ll be fine. A wolf of gross proportions.
dorky frame of Bannafeet
the Trow. He’s a sniveling
figure and, although nothing The loathsome Bannafeet.
about him smacks of being
very trustworthy, he’ll give
the Bard some interesting
information – ONLY IF you
respond to him “nicely”
rather than “snarkily.” A
snarky response will unleash
Bannafeet’s deviousness,
and before he’ll tell you
anything else you’ll have to A quest made less loathsome.
complete a small “mission” for him: go down the Well in
the center of Houton. (Take the nearby shortcut.) Here
you will find – an empty room. Don’t you see the humor
in this? As is evident, Bannafeet is a regular David
Brenner, and only by taking the trouble to hear the gales
of his laughter in that hollow space will you be able to
earn a cool 200 XP. If you’re “nice” right off the bat, you
don’t get to partake in this XP-pie – he’ll just launch right
into telling you about the real mission which, if you’re
Someone please put this man on a piece of currency.
snarky, you’ll find out about on your return trip to see

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PRIMA OFFICIAL GAME GUIDE

F Grousing About
But before we move on to the Bugbear Cairn, let’s get the
most out of these Fairyhaunt Woods. As you’ve probably B
noticed by now, when the Pup starts to growl, you know
a Grouse is near. At this point, ready your Longbow…
and when he yips, stay poised, then fire! A burst of
feathers – and you’ve got game. The Pup will fetch the
bird-corpse and then carry it around in his mouth – have
the Bard make contact with
it and it will automatically
cash in for 8 Silver. Do this
as many times as you see
fit. (And note that if the Pup
A
already has a Grouse in his
To World Map C
mouth, but you’ve come to
another patch of the Woods
where some fowl might be Its life = 1/38th of a Diamond.
+
present, the current Grouse
will automatically cash itself in so the Pup will be free to HUNTING GROUNDS
fetch the new one.) However, if you talk to the Hunter at
the beginning of the Forest again when the Pup has a
Grouse in its mouth, you’ll receive 200 XP, and the
Hunting Grounds will be unlocked on the World Map.

The Hunting Grounds are maybe most interesting for the


Treasure Chests scattered about the property. Other than 150 Silver Pieces
these, the same method that applied for hunting Grouse
in Fairyhaunt Woods applies here as well. Hunt to your
A Swimming Trunks (8 SP)
Adderstone x 1
heart’s content. Some buried pouches containing 4 Silver
can also be dug up by the Token: Findruine Charm
Pup. I suppose I shouldn’t
sound quite so blasé in my B approx. 250 Silver Pieces
description – you will find in Adderstone x 1
one of the chests, after all,
the Findruine Charm Token, approx. 100 Silver Pieces
which will add a +1 bonus
C Adderstone x 2
to your Vitality. Score!
Step into the Grouse-Shack.

14 primagames.com
CHAPTER 1: HOUTON Segment: Suggested...
Weapon: CALADBOLG Level: 3
and Environs BUGBEAR CAIRN Armor: PADDED ARMOR Summon: THUNDER SPIDER

it comes time to go head to head with the Bugbear


G Bugbear Extermination himself. In addition to the Spike Trap, you’ll also
encounter an Arrow Trap
The interior of the Cairn is further north up the corridor
shrouded in dimness, thus – these stationary turrets will
making the place seem at blast arrows toward you, so
first like a potentially don’t approach the trap
tortuous and confusing directly – if you can tell from
dungeon. It’s actually pretty the map that one is coming
straightforward – as soon as up, stay close to the walls.
you take a couple steps into Stay clear of the ambush!
a corridor, out pops the The Cairn entrance. This passage will eventually
Bugbear! – and from here open into a large circular
on, all you need to do is follow the manic creature as he room, at which point the
repeatedly pops out of a dark nook and retreats, Bugbear will attempt to put
whacking at him with your sword the whole way up the his stinking paws on a
corridor. If he leaps out suddenly, do yourself a favor and couple levers along the
react quickly, not letting his scraping paws rend your flesh edges that, once pulled, will
lest you take some lame damage. spring a series of traps
scattered throughout the
Do yourself this favor to make the going easier: take the room – impaling Spike For the Bugbear’s guts.
eastern route rather than the western one.
There is a nasty Spike Trap that will spring
out of the ground just as you enter it, so
do your best to gingerly step around it D C
without setting it off and taking unnec- Bugbear
essary damage. Then proceed on to the
southeastern-most chamber, where the
Caladbolg sits. This is a great upgrade to
your current melee weapon, and will be a
welcome boon to your attack power when

Polished Bones (4 SP) x 2


A Wolf Pelt (8 SP) B
Copper Goblet (8 SP) E
B Caladbolg A
Polished Bones (4 SP) x 2
C Boar Pelt (8 SP)
Adderstone x 1
D 500 Silver Pieces

E
Brass Ring (4 SP)
Polished Bones (4 SP) x 2
To Houton
+
Adderstone x 1
BUGBEAR CAIRN

primagames.com 15
PRIMA OFFICIAL GAME GUIDE

Traps that will victory will be yours – but behold, all is not what it
spring from the seems… A tricky guy! You’ll receive 250 XP for beating
floor, or arrows him.
that will shoot in
three directions After you stain the faux-fur
from a line of all bloody-like, go back to
BOSS turrets like the
kind you’ve
the town proper and talk to
Daurrad. You’ll receive an
BUGBEAR already encoun- additional 200 XP when you
HP: 200 XP: 200 tered. The Bard talk to him, but depending
will take damage on whether you were Stunned by the fuzz!
ATK: 3d5+3 AC: 1d5+2 if he’s too close, snarky or nice to him, you’ll
In addition to releasing a cloud so just watch receive a varying amount of
of dust that will stun the Bard your position and Silver Pieces. Were you nice
in close quarters, he will concentrate on to Daurrad? You’ll get an
trigger traps around the room. slashing away at appreciative 75 Silver
the Bugbear as Pieces. Were you snarky?
fast as you can. You’ll get 5 Silver Pieces –
Don’t fight him while you’re standing over or in front of about the price of a losing
the traps – his stun powder will paralyze you in the line of lottery ticket or whatever the
danger and you’ll take massive damage. In no time, Houton equivalent is. Daurrad thanks you.

H Springing Ketill
The entrance to Houton Forest is on the other side of
Houton from the Cairn. Take caution and buy some new
armor if you can afford it before going too deep down the
path – gang upon gang of Kunaltrow will spring from the
trees to hack at the Bard and his party. In engaging these
creatures in combat, strike a
defensive posture often, or
try to run around to the
backside of the Kunaltrow –
this is the best way to avoid
getting counter-stabbed if
they chance to deflect your
blows with their shields.
Before long you’ll start And you thought Bannafeet sucked.
leveling up off of these
loons. And it’s not just XP that you’ll receive a lot of here;
sheer material wealth will be yours as well once the dead
Kunaltrow start dropping convert-to-cash items such as
Copper Goblets, Brass Rings, Trow Spears, and Trow
Swords. And hey – be inventive. Use the Pup as bait.

Once you get up to the front of the Jail, make use of the
Save Point, naturally. Then walk up to the door and, with
You thought this guy was an idiot? Wait till Ketill. the kind of response that the Bard might give to the

16 primagames.com
CHAPTER 1: HOUTON Segment: Suggested...
Weapon: CALADBOLG Level: 4
and Environs HOUTON FOREST Armor: STUDDED LEATHER Summon: THUNDER SPIDER

D Houton Jail

approx. 20 Silver Pieces


C A Silver Pouch (4 SP)
Adderstone x 1
Trow Sword (8 SP)
B B Trow Pants (8 SP)

C approx. 30 Silver Pieces

Snowglobe o’ Houton
D (15 SP)

A
To Houton
+ KUNALTROW (SWORD)
HOUTON FOREST
HP: 25 XP: 20
question, “Bard, what is Depending on ATK: 1d5+2 AC: 0
your favorite swear word?” what goes down
you’ll intone: “Fiddlesnarf.” here, you’ll KUNALTROW (SPEAR)
You’ve just netted 200 XP. either have a
Bannafeet who HP: 25 XP: 25
Once you enter the prison, will give up the
ATK: 1d5+4 AC: 1d4
you’ll be greeted with two Heroine Tune
sword-bearing Kunaltrow, and 200 XP
KUNALTROW (ARCHER)
whom of course you should Only the Bard has felt a fiddle’s narf. upon your return
kill, and then three visit to the HP: 25 XP: 20
prisoners, all of whom claim Fairyhaunt
to be Ketill. There might be Woods (if Ketill ATK: 2d5+2 AC: 0
some contradiction, and you lives), or a
might end up killing off one disgusted KUNALTROW (2-SWORDS)
or both of the men on the Bannafeet who HP: 60 XP: 40
side, but it’s the middle one gives you jack
who turns out to be the guy (that would be ATK: 4d5+5 AC: 1d4
you want. Pull the three “Ketill dead”).
Only the Bard has felt a fiddle’s narf.
levers six times in any What would I
combination, and you’ll accidentally trigger a trap to suggest? Keep
slaughter one of the three. Repeat the process once Ketill alive, because the Heroine summon will come in big
more, and you’ll kill another. Listen to the directions of handy when you need to start dealing with the Boars in
the one in the middle – this is Ketill – and you’ll success- the upcoming Neversdale Forest.
fully spring him. As long as you listen to his cries, you’ll
keep him alive. If not, well, he might get splattered.

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PRIMA OFFICIAL GAME GUIDE

After you step back into town again, Truncherface will able to get back into town until you’ve recaptured the
come up to you and offer congratulations. He’ll suggest rogue Ketill in Neversdale Forest. If he’s dead, the Sheriff
you meet his brother Bodb (maker of fine stout) in will commend your ineptitude – but it’s still worth going to
Kirkwall, and to help you find it, marks the town on your Neversdale, as this is the place to which Bannafeet has
map – your first real reason fled.
to venture out onto the
World Map. Truncherface
will then hand over 5
Adderstones.

If you stop to see the Sheriff


and Ketill has been sprung
free, leaving Houton
Truncherface, not trenchant. Break me off the math, Trunch.
ensures that you won’t be

You should see his other head.

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CHAPTER 1: HOUTON Segment: Suggested...
Weapon: CALADBOLG Level: 4
and Environs HOUTON FOREST Armor: STUDDED LEATHER Summon: THUNDER SPIDER

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PRIMA OFFICIAL GAME GUIDE

Journey to Neversdale to capture Ketill Swart. ...OR... Journey to Neversdale to find Ketill’s hideout.

Houton, will unlock all of the Extra Dungeons in the game


A Cartography and Trow on the World Map.

Neversdale is a small, mushroom-pocked forest, marked Why are Treasure Maps so exciting? The short answer is
on the World Map by Mr. Swart’s hideout/treehouse. Of because they contain treasure; the long answer is because
course it’s vital for you to bring back Ketill Swart if you they contain treasure you’ll never see otherwise. Sure
ever want to get in the good graces of Sheriff Rucky again they’re “dear,” but each of the Extra Dungeons holds, in
(if such a thing, frankly, is addition to some fine silvery baubles, a Token you’re not
even possible) – or, if you’ve going to find anywhere else. So take a chance on a Map
already murdered the purchase every now and
scamp, vital for you to track then; indeed, try and save
down Bannafeet and up some money specifically
procure that damned Tune for the purchase of a
from the goblinoid wretch – Treasure Map as often as
while taking the time to you’re able. And get your
plunder the treasure from Not much of a hike to N’dale. map-purchase pacing right –
Ketill’s hideout, Rucky having given you the tip on such. after Chapter 10, for
Regardless of which outcome you’ve put into place, it’s example, the first one will Deal with a schlemiel.
evident that the Bard has no loyalties, so mince off to no longer be available in
Destination Neversdale for a couple of ill-gotten laughs. Houton, for various reasons you’ll discover later on. If
you want the full scoop on these Extra Dungeons, look no
But who’s that, out on the World Map prairies? It looks further than the Secrets section of this volume.
like a Trow to be sure, but a slighter, more malnourished
specimen than the kind that usually harasses you in these
parts. Saunter up to him, and as you step out onto the
kind of field that would normally take the form of a
“random encounter combat
zone,” prepare yourself
instead to play a game of
“Catch the Trow.” Once you TROW MAPS
get your mitts on this Treasure Map 2 4000 SP
jokester, he’ll fess up that Treasure Map 3 4000 SP
he’s got some wonderful Treasure Map 4 4000 SP
wares for sale – the four
Treasure Maps that, with the Treasure Map 5 4000 SP
Talk to me, Trowbaby.
pricier one for sale at

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CHAPTER 2: Segment: Suggested...
Weapon: CALADBOLG Level: 5
NEVERSDALE FOREST NEVERSDALE FOREST Armor: STUDDED LEATHER Summon: HEROINE

Ketill’s
Hideout D
E F G

J I
KUNALTROW (SWORD)

Piskey’s
H HP: 25 XP: 20
Ferry ATK: 1d5 AC: 0

Chubnik’s KUNALTROW (SPEAR)


Ferry HP: 25 XP: 25
C ATK: 1d5+4 AC: 1d4

A B KUNALTROW (ARCHER)

HP: 25 XP: 20
ATK: 2d5+2 AC: 0

KUNALTROW (2-SWORDS)

 To World Map HP: 60 XP: 40


ATK: 4d5+5 AC: 1d4
NEVERSDALE FOREST KUNALTROW (WITCH DOC)

HP: 50 XP: 50
B Treasure Amid Fungus ATK: 2d5+5 AC: 1d4
As you can see, Treasure Chests abound in Neversdale Forest. There are lots
of desirable monetary confections, but once you start heading north, across the BOAR
river, you’ll find some items you won’t want to be without – like the Buckler, HP: 30 XP: 20
the Eagle Charm Token (+1 Rhythm), the Badger Hide Gloves (+1 Strength)
and the Crone Tune. Periodically healing the Bard, the Crone is ace. ATK: 3d5+8 AC: 1d2+1

BOAR-RIDER
HP: 40 XP: 20
ATK: 4d5+15 AC: 2d5+1

A approx. 30 Silver Pieces E Tune: Crone

B 20 Silver Pieces F Token: Eagle Charm

Adderstone x 1
C Trow Pants (8 SP) G 200 Silver Pieces
I Beer Bottle (4 SP) x 2
Token: Badger Hide
D Adderstone x 1 H Gloves J Trow Sword (8 SP)

primagames.com 21
PRIMA OFFICIAL GAME GUIDE

reward” -- 15 Silver Pieces and 250 XP. And then thrill


C The Monsters Within to the Kunal Revue.

Neversdale Forest is the first chapter of the game that A few words on leveling up, before I proceed any further.
includes Boars (not counting the random encounters out When you eventually hit Level 5, you should absolutely
on the World Map), and it turns out that Boars are packs pick the Heavy Parry talent – coupled with the Two-
of nogoodniks. The frat-brothers of the animal kingdom, Handed Weapon talent (which will allow you to wield the
Boars will attack our intrepid Claymore and any other two-handed weapon), you’ll be
musician-poet with a high- able to perform an automatic counter-attack whenever
speed charge that takes off you block (or, rather, “parry”) a blow while a two-hander’s
quite a few digits from the equipped. If you think this comes in handy now, just wait
old HP. Use the Pup and till you take on the packs of Large Wolves at Finn’s Farm
the Heroine (if you’ve saved in the next chapter…
Ketill!) to draw their charge,
and then attack with a hand-
held weapon from their Full of crashing boars.
flank or their rear. Don’t let more than two at a time get
D Ketill, Won / Ketill: None
onto the screen at once – it’s too much to handle. Inch Now back to the matter at hand: Ketill. (If he’s still alive,
forward then draw back. that is.) Ignore his taunting from the edge of the porch,
gather up your mettle, and then enter the hideout to
The only way to get across recapture the swine – he’s easy enough to take out. Just
the stream to the northern remember whenever he blocks one of your jabs to hit the
portion of the Forest is to parry button right away, as he’ll definitely have a counter-
take Chubnik’s ferry. When attack in the works. It’s all about the timing. You’ll get
you speak to this cretinous 300 XP for beating him. By all means, loot that place –
Trow, keep giving him and pick up the
Snarky responses so that aforementioned
you don’t have to pay. He’ll Eagle Charm and
try and wring you out of 15 “How about no silver pieces?” Crone Tune. Also,
SP first, then he’ll lower his 200 Silver Pieces.
sailing rate to 10 SP, and
finally he’ll do you the favor If you’ve already
of giving you the ride free of
charge. Cross the river.
killed Ketill,
Bannafeet will be
BOSS
quivering inside the KETILL SWART
After you cross, you’re going room like the HP: 100 XP: 300
to meet Ogan – at the legume-looking ATK: 3d5+5 AC: 1d5
moment of some pretty chump he is and
grim circumstances Neither junk nor dinghy. start to teleport Ketill, being a common rogue,
unleashing themselves upon the would-be Chosen One. around, throwing doesn’t have any skills of note.
Don’t forget to go back to Ogan’s mum’s house next time out verbal barbs to He’s simply quick and good
you’re back in Houton and break her off the black math. the effect of, “You with a pocket knife.
Once this cut-scene subsides, you’ll be attacked by a have used a sword
group of Kunaltrow, including the never before seen before, right?” As
Kunaltrow Witch Doctor, soon as you pull out your
who can cast a spell that will Bow, the little gonad will
temporarily bring the Bard’s surrender, handing over the
Luck down 10 points. You’ll Heroine Tune at long last
find that statistics at play or and bequeathing you 300
not, this “attack” has little XP.
real effect. After the battle,
go near Ogan and press the After you’re done at the
button while standing near Hideout, head directly south
A roguish collection agency. Take that. And that, too.
his person to “collect your where a pair of valuable

22 primagames.com
CHAPTER 2: Segment: Suggested...
Weapon: CALADBOLG Level: 5
NEVERSDALE FOREST NEVERSDALE FOREST Armor: STUDDED LEATHER Summon: HEROINE

Badger Hide Gloves sit inside of a chest – but beware: Once you bring Ketill back to
there are Boar-Riding Kunaltrow in this area. These are town, the Sheriff will take
probably the most savage enemy you’ll have faced up to him off your hands. And
this point. The Badger Hide Gloves should help out a tad, give you 200 XP. If Ketill
if you can get to the chest – they’ll give you a Strength +1 was killed back in the Jail,
and count as a Token. you don’t get a thing except
a Sheriff with a more docile
With these goons disposed attitude.
of, head toward Piskey and His hiding spot if he runs.
his little ferry-service. You’ll While back in town, report
have to pay 105 Silver to get what you’ve seen to Ogan’s
across if you were snarky to mum; if you’re nice to her
Chubnik; if nice, it’s free. twice, telling her you
avenged Ogan, you’ll receive
Once you get across the the Rabbit’s Foot Token
river, you’ll be greeted by If a key could piss: Piskey. (Luck + 1) and 200 XP. If
the insufferable Fnarf and you’re any other combi-
his merry band of Kunaltrow. Ketill (if he’s survived nation, you’ll receive a
Houton Jail) will ask if you can free him – if you’re snarky, thanks and 300 XP, but no Grief personified.
he’ll stay tied up. If you’re nice, he’ll end up helping you Rabbit’s Foot.
out a bit and then abandoning you toward the end of the
fight. It pays to be nice, even if he does end up betraying
you – he’ll be very helpful in drawing some of the enemy
attack for the amount of time he sticks around – if it’s just
you on your lonesome, things can get really really hairy.
(Protip: Make sure
you save at the
save point here.)
Defeat Fnarf – who
is in effect a very
strong Kunal
Archer – and you’ll
receive 350 XP.
With Ketill having
BOSS
run off, of course, FNARF
you need to go HP: 100 XP: 0
after him, if you’re ATK: 2d6+5 AC: 2d5
ever to be allowed
back into Houton Fnarf is a tough little bugger,
again. Find him in but it’s his aptitude with the
the southeast Longbow that smarts the most.
portion of Stay close to him!
Neversdale Forest
South. You’ll
receive 300 XP more for
finding him! If Ketill was
killed back in the Jail, it’s just
you alone to take on Fnarf
and his band – don’t run too
far south or you’ll draw even
more enemies into joining
the fray. Stick close to the
And all hell breaks loose! Ketill’s hideout – will the locals turn it into a museum?
creek.

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PRIMA OFFICIAL GAME GUIDE

Find the right Bodb. Learn about this Princess. Get the Magic Bell from Farmer Finn. Find Conner
and convince him to win back Farmer’s Daughter.

the midst of the song and dance routine, they’ll turn over
A Bodbin’ for Bodbs the Light Fairy Tune, and you’ll be given 350 XP. They
tell you to go inside and
Upon walking into town you’ll be greeted by a young there, behind four barrels,
woman who asks/declares you’ll discover a passage,
that surely you remember which you should of course
her – don’t you, dashing enter to find what you’re
Bard? If you’re nice, she looking for. Go inside this
freaks, if you’re snarky, she Storage Room – and you’ll
keeps it together. Needless find it’s absolutely pitch
to say, you haven’t seen the black. This is where your
last of her… new Light Fairy summon Bodbershop quartet?
One-night-stand-off’ish’ness. comes in. Play this tune,
Kirkwall: City of Invalids. Or and you’ll have an illumi-
so it would seem once you encounter Bodb, and Bodb, nating friend show up and
and Bodb, and... well, let me explain. Go to the northeast light up the room. Head
and talk to, um, Bodb. Be towards the rear and you’ll
snarky, not nice, and he’ll see the four barrels blocking
respect your “conviction,” the way. Behind those
and then lead you to barrels lies the way to The
another Bodb nearby. (If Hidden Bluff.
Turn on your mothlight.
you’re nice, he’ll keep
brushing you off until at last
you relent and give him
some sass.) Follow him,
The first of the Bodb brigade.
and then talk to the new
Bodb. The same applies for But in what
this one; be nice to him, and capacity can a
you’ll essentially be told to pipe-smoking
be on your way and find the fairy be
other Bodb for yourself. Be trusted?
snarky, and you’ll be taken
to him. A third Bodb, and
then a fourth Bodb – they’ll
lead you to a door and their
“Hey Bodb.” “Hi Bodb.”
singing will open it up. In

24 primagames.com
CHAPTER 3: KIRKWALL Segment: Weapon: CALADBOLG Level: 5
and Environs Suggested...
TOWN OF KIRKWALL Armor: CHAINMAIL Summon: LIGHT FAIRY

presence of the Falstone if some of your XP rewards fail


B Moseying About Town to end in a clean “00,” “25,” or “50” amount.) In a third
Storage Room to the east (the one behind the big Firbolg
If you take some time first to explore the town, you’ll who tells you about his cousin off looking for a tomb in
come across quite a few interesting things. A good the mountains), you’ll find
smithy (with a bad attitude), the Bodyguard Tune. This
a nice pub (with the summon will defend the
wretched Findley’s Brew), Bard from any and all
and two other Storage manner of ranged attack.
Rooms. The first lies to the Well, he’ll at least give it a
right of the one you try.
uncovered with the help of
the Bodbs. In this Storage It goes without saying that Now the Bard’s a fake celeb.
Room, which starts out as there a ton of
It illumineth the face.
another pitch black space barrels in this
(until you pull out the Light Fairy – a practice which could town. If you
run you jail-time and a fine in the real world), you’ll find a smash them all
chest behind some barrels which contains the Falstone. up, you’ll probably
This excellent want to head back
BODB’S BLACK ALE +2 RHY 10 SP
Token will grant to Houton to cash STROMNESS STOUT +2 STR 15 SP
you a 10% bonus in big style at
to all Experience
FINDLEY’S BREW RANDOM 20 SP
Boyd’s. (As “big
you obtain. style” as Boyd is BUGBEAR’S LIGHT BREW 40 SP
WEAPONS (Note: Take into ever likely to pay.) -2 STR, -2 VIT, +2 DEX, +2 RHY
Dirk 600 SP account the
Flail 700 SP
Claymore 800 SP
Longbow 250 SP
Great Bow 500 SP
ARMOR


Leather Armor 400 SP B
Studded Leather 800 SP To The A
Chainmail 2600 SP Hidden Bluff Bodb 1
Buckler 800 SP
Targ Shield 2500 SP
To Shop Bodb 2
INSTRUMENTS Pub+Kirk
Finn’s Farm

Harp 750 SP
Bodb 3 To World Map


To
Finn’s Farm Bodb 4
A Token: Falstone

B Tune: Bodyguard
TOWN OF KIRKWALL

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PRIMA OFFICIAL GAME GUIDE

damnedest to summon the image of Caleigh – well, all


C Heading Out to Pasture this talk about the impenetrable tower finds that they just
can’t keep it up – the tune, that is – without their precious
You’ll meet another Bodb when you come out into the Bell. You’re not going to find out any of the requisite
new area, along with a Save Point – this is The Hidden information from Caleigh until you track down this little
Bluff. (This is the northern segment of the Hidden Bluff / item, so do as Bodb says and search out the Magic Bell in
Finn’s Farm area – the Bluff the vicinity of Farmer Finn.
segment was closed off to Of course, nothing is exactly
you by a gate earlier, as you easy… The Bodbs can’t do
might have noticed if you much for for incentive than
had investigated the Farm “No bell, no babe, my
by means of the two friend!”
entrances from the town.) It
doesn’t pay to be nice to As you head south down
these Bodb characters – be Kilted Bodb and the hidden buff. The Hidden Bluff however Caleigh’s goin’ back.
snarky the whole time to this you’ll come across a pack of
dude and you’ll come out 150 Silver Pieces richer, as Wolves and Large Wolves. Nothing to laugh about, and
opposed to nothing if you’re nice. You’re going to hear before you actually engage them, it might do to first visit
about the story behind the brunt of your quest from this “The Velvet Hammer,” the weapons and armor shop in
guy. Follow the latest Bodb to the front of the stone town – the one with the snobby, snobby proprietor. Pick
temple, then enter. Just as the Bodbs inside do their up a Great Bow to take out these Large Wolves from a


Temple
 To
To Highland Kirkwall
Park

 Kirkwall
To
Cerebral Summit ‘04


WOLF Ornery Old


HP: 20 XP: 20 Horse Chosen
One
ATK: 1d5 AC: 0
Finn’s
LARGE WOLF House Scarecrow
Pasture
HP: 55 XP: 50
ATK: 2d5+5 AC: 1d2
THE HIDDEN BLUFF / FINN’S FARM

26 primagames.com
CHAPTER 3: KIRKWALL Segment: Weapon: GREAT BOW Level: 6
and Environs Suggested...
THE HIDDEN BLUFF Armor: CHAINMAIL Summon: LIGHT FAIRY, HEROINE

distance, and, more expensive, the Chainmail. You can when you take into account the fact that, like a smaller
also get the Harp and increase the number of summons Wolf, the last remaining Large Wolf in the pack will do his
you can have out at once to part to summon more Large
two (in addition to having Wolves. And repeat, repeat,
twice the Mana to play with repeat, ad nauseum. He’ll
now). Draw out the Heroine keep summoning more
and the Light Fairy, and compatriots until you put an
you’re game to take on end to his life, of course –
these Wolves. The Light that is, strike him before he
Fairy, after all, doesn’t just unlooses his howl. Mighty
have the one talent of illumi- convenient that there’s a
Ponce. Dual Wield in action.
nating dark spaces – it will Save Point here, I might add.
also let out a periodic light
burst that will stun all Now off to do a little investi-
enemies onscreen for a gating. Head over to the
couple moments. Pull out east of the circle of stones
the Claymore, and really tear and you’ll find another “Ex-
them up; sure, it’s a two- Chosen One.” Loot the
handed sword and so a little bugger and you’ll be treated
slower than the Caladbolg, to another Trow Musical
but it packs a wallop. The worst mind of our generation. Revue. You’ll get 250 XP for
Alternatively, you can use a your gumption, and some Another ex-Chosen One.
combo of a Dirk and a Caladbolg, if you have the Dual Oak Leaf Armor worth 100 Silver Pieces from the
Wield talent, to do a nice and graceful carve-up job on cadaver. No, this rotted stuff can’t compare to your stylin’
these mongrels. Needless to say, this little patch of farm Chainmail.
is a lovely place to get some much desired XP – especially
Head further south to the pasture and you’ll meet Finn, “a
bitter old coot.” Be snarky and he’ll say you can just have
the Magic Bell. Of course, then things will take an
unwelcome turn and the old
love interest will come
running out, saying you took
advantage of her that one
night not so many moons
ago. Well, with that, all
things go to piss with the
Bell, and now you’ve got to
find someone to win back A snarky old codger.
her heart. Namely, Conner.
We’ll return to this scenario momentarily...

That’s the Harp for me, fatty.

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PRIMA OFFICIAL GAME GUIDE

Narrator will
D Scarecrow Tactics suggest, should
you knock him
Now on the other hand... you can be nice to Finn, and down, “Let –
and he’ll tell you to come with him… Follow him and he’ll Conner – Win.”
explain to you that you can Allow Conner to
have the Bell if you clean off pummel the Bard
the Crows from his to the point of CROW
Scarecrows. Sounds easy near-death, and
the Farmer’s HP: 0 XP: 0
enough. But after you (or
more easily, your Heroine Daughter will go ATK: 0 AC: 0
summon) start to pick off away with him,
the Crows perched up on impressed… and SCARECROW
top of the Scarecrows via It starts with crows... you’ll earn 300 HP: 90 XP: 100
some nicely targeted XP. (P.S. – Try
arrows… the Scarecrows summoning a Rat ATK: 3d5+15 AC: 0
come to life. And they are in the pub for 50
nasty bastards. Use your SP and 275 XP; it
Claymore if you’re feeling makes up for winning nothing if you’re nice to Conner.)
risky, but otherwise, just Finn will now tell you the Bell is yours – around the neck
stand at a distance and pluck of an old crazy horse in the pasture.
away at your Great Bow, in
tandem with the shots being
fired by your Heroine
summon. They’ll go down
...and turns into this.
F Ornery, Not Onery
easily after a couple hits. Of The Ornery Old Horse isn’t
course they won’t go out that difficult to defeat, as
without a fight – they’ll also long as you’ve got your
cast a fear spell that will trusty Claymore equipped.
cause your summons to run It’s just the Wolves and
away or, if the summons are Large Wolves in the vicinity
at the periphery of the spell’s that make it something of a
range, will stun them. Keep your distance with a bow. trial. They’re as interested
in pecking at this Horse as The Bard suffers from foot-in-mouth.
you are, and as a
result, they’ll help
E This Conner Business you do damage to
it. The Horse isn’t
Per his request, when you’re done, go by Finn’s house – much in the way
you’ll get 300 XP. … And you’re right back to where you of danger – you
would have been if you’d been snarky to Finn from the won’t take too too
onset. The dame will now run out and bitch.
Just go back into Kirkwall and follow the yellow goal spot
much damage
from its angry
BOSS
on your map – where else to flailing. Kill the ORNERY OLD HORSE
find a former-betrothed Horse, and the
HP: 350 XP: 200
than… the pub. Walk into Farmer will come
The Fat Lute, and go over to out and complain ATK: 3d5+2 AC: 0
Conner. If you’re nice, he’ll about the mess –
but so what, the
Except for his erratic motions,
go to Finn’s without a fight; if the Ornery Old Horse is
you’re snarky, he’ll start to Magic Bell is generally pretty static. He’s
swing – don’t fight back. If yours, as is 300 target practice.
you do, he’ll just keep XP.
Kah-blooey.
getting up. As the faithful

28 primagames.com
CHAPTER 3: KIRKWALL Segment: Weapon: GREAT BOW Level: 6
and Environs Suggested...
FINN’S FARM Armor: CHAINMAIL Summon: HEROINE

primagames.com 29
PRIMA OFFICIAL GAME GUIDE

G On to New Calamities On to the Bodbs – go back to the Temple, and hand over
the Magic Bell. After some typical Bodb-ine lollygagging,
Time to head back to the Bodbs to drop off the Magic the Princess Caleigh will tell you that before you can do
Bell. First stop inside of Kirkwall proper and walk to the much to save her, you need to find a lute in the
northeast of the easternmost possession of some rank
Storage Room. There you’ll and wily Kunaltrow hiding
find two gentlemen who tell out in the nearby Highland
you a reward is waiting for Park. You’ll be given ample
you at Finstown, and unlock favors by the Princess
the place on your World afterward, most surely, but
Map. If you venture out for the time being try and
onto the World Map to see focus on your present
Finstown now, you’ll find it’s The Hero of Finstown! mission. Follow the Bodbs The walk to the park.
marked Chapter IX of the outside of the Temple, and
story – the “fiery welcome” will probably do enough on its they’ll unlock the nearby gate… to Highland Park.
own to dissuade you from tackling this place just yet
anyway. Take the hint of the chapter header, and don’t
try tackling this till, say, six chapters down the line.

A Kirkwall without Bodbs: is this paradise?

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CHAPTER 3: KIRKWALL Segment: Weapon: GREAT BOW Level: 6
and Environs Suggested...
THE HIDDEN BLUFF Armor: CHAINMAIL Summon: HEROINE

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PRIMA OFFICIAL GAME GUIDE

Find Fnarf and get the instrument from him. Return to Bodb in Kirkwall.

(If you’re snarky with Mell, he’ll just wait for you to be
A The Passion of Mell nice. And you ain’t going anywhere without Mell, as
you’ll see soon enough.) Basically all you need to do
How refreshing this will be! Fresh woodland air and a here is to defeat the Hammer-Tossing Kunaltrows – use
wonderful day for a gallavant. Mildred? Oi, Mildred, your Great Bow and/or summon your trusty Heroine, and
you’re a Trow. Shortly after you talk with the Trow sitting you’ll be able to peck off the Trow from the lower ground
in the Park’s opening grove, an old familiar friend will level on which you and Mell reside. (Tangential question:
come into the fray and As hard up as the Bard is for some action, what’s
cause just as much trouble stopping him from summoning some of his female pals –
for you this time as he did okay, maybe not ones like the Crone, but let’s say the
the first time around. “Let Heroine – and sliding into home? Maybe nothing –
the educational experience neither you nor I can tell what goes on in that memory
begin!” he cries out – but if card when you’re at work or class. Might it not be that
you have your Caladbolg when the console’s turned
and Dirk double-equipped off, the Bard is turned on?)
with the Dual Wield talent, Hello. Okay, so anyway, when the
you’re going to be the one two Trow here die, the
playing teacher, or master energy gate will dissipate
and servant, or whatever it (thanks to a certain Mell
is you’re best at. Slaughter making a noisome buzz – by
all the Trow and you can throwing himself headlong
proceed onward. into the field) and you can Gad-zoinks!!!
proceed.
The eastern gate will open
after the melee subsides. In
past the threshold you’ll find Goodbye.
a mad old josser who goes
by the name of Mell. He
says he’ll help you get past
the electrified energy gates
that cordon off the various
sections of the park path
further east, then up north,
and so on. Be nice to him
and he’ll show you the way
Itchin’ for a Mell-tdown.
– to the best of his abilties.

32 primagames.com
CHAPTER 4: Segment: Suggested...
Weapon: GREAT BOW Level: 8
HIGHLAND PARK HIGHLAND PARK Armor: CHAINMAIL Summon: HEROINE, BODYGUARD

Ex-Chosen One
E A
D
Fnarf
Battle 1
C
KUNALTROW (SWORD)
HP: 25 XP: 20
ATK: 1d5 AC: 0

KUNALTROW (SPEAR)
HP: 25 XP: 25
B ATK: 1d5+4 AC: 1d4

KUNALTROW (ARCHER)

Mell HP: 25 XP: 20


Fnarf ATK: 2d5+2 AC: 0
Battle 2
KUNALTROW (2-SWORDS)
F
 To TheBluffHidden HP: 60 XP: 40
ATK: 4d5+5 AC: 1d4
HIGHLAND PARK KUNALTROW (CABER)

You’ll note that Mell’s “Fear Factor” counts down at the top of the screen – this HP: 30 XP: 40
is the amount of time that you have until Mell loses his wits and runs back to ATK:4d5+10 AC: 1d4
the beginning. Seeing as the Factor counts down from the two-minute mark,
you’ll have plenty of time to dispose of the Trow. Just make sure you do – KUNALTROW (HAMMER)
because although you can always backtrack, find Mell, and tell him to rejoin,
the energy gates will also reset and you’ll have to pick off the Kunaltrow all HP: 30 XP: 40
over again. Note that once you destroy a wave of Trow, when it comes to the ATK:2d5+20 AC: 1d4
next wave, Mell’s Fear Factor will
reset to the two minute mark. BOAR-RIDER
Note number two: If you get far
along the path and a point comes HP: 40 XP: 20
where Mell’s Fear Factor hits zero, 100 Silver Pieces ATK: 4d5+15 AC: 2d5+1
he’ll only backtrack a little bit; he A Glaisne
won’t hightail it all the way back to
the beginning. So you can find
Adderstone x 1
Tune: Upgraded Rat
(continued next page) B Brass Ring (4 SP)
Copper Goblet (4 SP)
Silver Candlestick (1 SP)
50 Silver Pieces
C Jeweled Bracelet (60 SP)
E Copper Goblet (4 SP)
Adderstone x 1 Adderstone x 1
2-Handed Sword (20 SP) 200 Silver Pieces
D Brass Ring (8 SP) F Ruby (100 SP)
Adderstone x 1
Adderstone x 1
Fear is definitely a factor.

primagames.com 33
PRIMA OFFICIAL GAME GUIDE

him again relatively easily. Now, getting back to business: Once you get to the northern
Bring out the Bodyguard and the Heroine as your two clearing, you’re going to be
summons for the rest of the Park. encountering a lot of Two-
Sworded Trow, and hear the
Once you get past the first several energy gates and start sound of some magic-like
to encounter the Boar-Riding Trows, it might be a better teleportation going on.
idea to switch to a Melee Weapon and get in close, to deal Welcome to Fnarf Country.
the heaviest damage in the shortest amount of time. It’s a bloody battle, so make
ProTip: Lead the Boar-Riding sure you’ve got the Heroine The power of the fire arrow.
Trows into the cobblestone out and the Crone too, for
“thruways”, where they’ll that matter. After you do
have no room to charge some serious slaughter,
around you and your party Fnarf will warp away.
from another angle. The Continue westward. But
Boar-Riders will be hemmed watch out. The first patch of
in like (not even “like”) boars enemies after this section
between arches, and you Hemming in the Boar-Riders. (that is, the group of Trow
can eradicate them from the just south of the save point)
face of Bard-earth. have some serious ammo in And the speed of the Rat.
reserve – the combat will get hairier than the Pup’s bung,
so make sure you weave in and out to the best of your
B Deadest Boy in the Park abilities, let the Heroine rip her arrows, and fire your own
Glaisne when you have a chance. As you near the
In the northeast part of the park, you’ll come upon yet halfway mark to the southernmost part of this corridor, it’s
another Ex-Chosen One, much to the Bard’s chagrin. On a good idea to switch to a melee weapon each time Mell
the corpse of this gutted electrocutes himself against a barrier, as there tend to be a
pauper you’ll find 100 Silver wave of sword-wielding Trows in front of the ones who
Pieces, 385 XP (well, you are hurling hammers and cabers. Specifically, the
won’t find the XP on his Claymore, which has an easier time hacking through the
corpse per se; they probably highly block-adept Two-Sword Kunaltrow.
come with the smell) and a
new weapon – the Glaisne,
a powerful bow that will
replace your current ranged Happiness in plundering.
weapon – and which shoots
fire arrows. What’s so great about fire arrows? The
fact that when they hit their target, said target will
burn up, and incrementally receive more damage
across the second or two they stay aflame.
When you get to the next bend – you’ll receive
a great little treasure for your troubles –
some monetary junk, an Adderstone
(which, lets face it, has a little less
thrill-value to it now that
you’ve got the Crone
healing your ass for free), and a
new Tune – the Upgraded Rat, or
as they call him in Jersey, the
Vorpal Rat. This might look the same as your earlier
Rat – but it will slay those Trows… at least, it has a
better chance than it used to, what with a new, more
competent velocity.

34 primagames.com
CHAPTER 4: Segment: Suggested...
Weapon: GLAISNE Level: 8
HIGHLAND PARK HIGHLAND PARK Armor: CHAINMAIL Summon: HEROINE, CRONE

(By the way: if you’re wondering what a caber is, I’m here gratitude – The Mercenary. This squat little fellow is the
to tell you: It’s a massive log-sized piece of wood hurled obvious, but perfect, thing you’ve been missing from your
by competitors in the traditional Scottish Highland games. summon roster so far – a close-quarters, down-and-dirty,
Whoever throws it farthest wins. I can already hear you competent melee combatant. You’ll be calling upon the
asking, But has anyone ever pierced a caber-thrower’s aide of this angry dwarf until the end of your adventures, I
guts with arrowheads in mid-toss? To which I answer: Of guarantee. Treat him with
course! It’s Scotland!) respect, Bardolator!

Now head back to the


C Annihilation of Fnarf Bodbs limblessly awaiting
your return in the Hidden
When you get to the southern clearing, you’ll meet Fnarf Bluff Temple.
at long last. Oh, this encounter has simply been too long
in the making! The ragged little idiot will keep The Mercenary is yours.
summoning a pair of Two-Sword Wielding Kunaltrow to
attack you (and they’re fast as ever) while he warps
around the clearing. You’ll
never get him with your
D It’s All About the Bodbs
sword, so use your Glaisne Once the Bard returns to the Temple and shows off the
to twang off some fire- Ornate Lute, that fox Caleigh will appear and tell you that
arrows and take him down you need to go to the large tower east of Kirkwall. In
for good. As long as you front of the doors, play a tune, any tune – this action will
keep Fnarf on the edge of open the door and get you in. And from there, you need
the screen, he’ll just stay put to make your way up to the top, and do your best to put
and keep taking your arrow Set Fnarf on fire. out the tower’s flame. After
blasts – of course, he’ll fire you defeat the guardian.
off his own at the same time. So do as you did earlier For the time being, you’ll
and draw out the Heroine and the Crone – even if just for receive 660 XP for your
bait to keep the other two Trow occupied so you can get efforts (that’s 600 XP in
in some clear shots against Fnarf. If one of the other terms of pre-Falstone-era
Trow start to get close to you, run, switch to a melee deflation) – not bad, but not
weapon, and then turn right back around and slash him great considering how much
to bits; it’s futile using a bow against those buggers, they it takes nowadays to go up Mission accomplished.
just approach too fast. Destroy Fnarf, and you’ll receive a level…
the Ornate Lute. This little item is the sole reason you
came for this
Sunday jaunt, after
all. It has a
summoning max
of 2, just like the
Harp, but it
bestows a mana
reserve of 300 BOSS
upon its user.
Ddigghity! Get the FNARF
goodies in the last HP: 125 XP: 250
chest, and then ATK: 5d5+20 AC: 2d5
pass through the
gates back to the Fnarf is a little tougher than
point whence you he was when you faced him
started. Mell will earlier, but he retains the same
give you a new basic attack method.
Tune for his odd What evil lurked behind this gate!

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PRIMA OFFICIAL GAME GUIDE

Go to the Forest Tower and defeat the Tower Guardian. Find Bodb in Kirkwall.

A The Forest Tower Grove


Hark! As soon as you enter the grove of the Forest
Tower, you’ll be attacked by a group of Large Wolves.
Summon the Mercenary as soon as you can, because
you’ll be attacked by upwards of nine of these Large
Wolves at once. If any one
strategy can be given against
dealing with massive packs
of these animals, it’s that
their turning radius is pretty
big, so if you keep circling
around the Wolves at only a
short distance from their
bodies, you’ll be able to out- Wolves at the door.
maneuver them to some
extent and give them the old
blade in the recta. Likewise,
if you get surrounded by a
huge cadre of Large Wolves,
and don’t know quite what
to do, bear in mind that as
long as you have some
counter-attack talent in
effect, it will be mega-helpful Abandon hope. (Just kidding.)
to keep tapping the block button repeatedly and thus get
yourself out of the bind as you counter all of their attacks
– and deal out spastic death.
The Forest Tower. Imposing. Daunting. And categorically phallic.
Hit the stump-chests nearby on the west side of the
grove, collect the treasure, and then proceed inside the
Tower proper…

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CHAPTER 5: Segment: Suggested...
Weapon: GLAISNE Level: 8
THE FOREST TOWER THE FOREST TOWER Armor: CHAINMAIL Summon: MERCENARY

The Forest Tower is the


first tower of the
three... There’s still a
long way to go.


To
Level 1
B
LARGE WOLF
HP: 55 XP: 50
ATK: 2d5+5 AC: 1d2

approx. 60 Silver Pieces


A Adderstone x 2


To World
Diamond (300 SP) Map
B Adderstone x 2
THE FOREST TOWER GROVE

primagames.com 37
PRIMA OFFICIAL GAME GUIDE

enough of course, you can take these satanic stalks out


B Forest Tower, Level 1 with a few slashes of the blade – the blade in question
being your own, and also the Mercenary’s.
A trap-laden place. And there’s so much to see here – so
sumptuous are the textures of these corridors – that you You’ll note another odd phenomenon stemming from the
must be extra alert to traps which can blend in with the biology of these weird-ass flora. Once you chop a Plant
intricate convolutions of the walls and floors. Of course down, it will let loose some Seed Pods. Collect them and
you’ll notice a whole new they convert into Silver
breed of monster inside the Pieces. But if you let the
organic walls of the Tower – Seeds lie for a couple
these would be (obviously seconds without picking
enough) the Plants. Yellow, them up, mini-versions of
red, or blue, these large the Plants will spring up out
seed-bearing stalks have it of the Seeds’ places. So
out for mankind, and will attack, attack, attack! And
bend over and bite you, Plant-life, Bard-death. then collect, collect, collect Watch out for thorny Spike Traps.
spew thorns in an irritating those Seeds.
array (these last two attacks
comes from the Yellow The melee weapon approach works well when you’re
Plants – they have different already in the thick of fighting these things, but if you
HP depending on the attack happen to see the red dots on your auto-map that
they use), toss your indicate an enemy is within the vicinity, draw out your
summons an anti-magic bow, and start shooting from whatever distance works
rap, or just flat out do some until, upon drawing back the string, the screen scrolls
poisoning to the heroic forward enough that the Plants will finally come into view.
Bard. If you’re close Pick these up quickly! This is a good way to avoid the radius of a thorn blast.

BLUE PLANT
HP: 20 XP: 40
ATK: N/A AC: 0

RED PLANT
HP: 30 XP: 40
ATK: N/A AC: 0

YELLOW PLANT
HP: 25/30 XP: 60/40
ATK: VARIES AC: 0

Never say die.

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Weapon: GLAISNE Level: 8
THE FOREST TOWER LEVEL 1 Armor: CHAINMAIL Summon: MERCENARY

I would recommend taking the north path first,


with the Crone and the Mercenary as your star
summons. Watch out for the thorny Spike
Traps on the ground – there are two as you Tune: Upgraded Thunder
wind your way to the end of the north corridor A Spider
(see the map for exact locations) – and be
prepared to fend off thorns being launched Druid’s Almanac (15 SP)
your way by Plants as you near the end. The Tune: Explorer (Trap
trouble is worth it however – at the culmi- Thirteen volts of raw power. B Finder)
nation, there sits a chest with a juiced-up Tune: Ruby (100 SP)
the Upgraded Thunder Spider. This summon functions the same as
the old one, basically, but a bit more hardcore in its attack capabil-
ities – namely, it has a much longer range for its electrical bolt attack
C 100 Silver Pieces
with some more voltage, and higher HP. (See the Items Appendix approx. 75 Silver Pieces
for more details.) You might want to replace the Mercenary D Jeweled Bracelet (60 SP)
summon now with the slightly more adept Thunder Spider.

C D
 A To
To Grove
Level 2


THE FOREST TOWER LEVEL ONE

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Now head back south, taking out all the Plants along the As you make your way further through this trap infested
way – but watch out – as you hit the south thruway bog of a dungeon (you’re probably a ripe old witness to
coming out of the loop, the anguish right about
you’ll face a rolling Boulder now), and hit the
Trap that will hurtle your westernmost part of the
way, until its path culminates level, you have the choice of
in exploding into a wall to taking one of two paths
the north – stay as far on the northward. Take the
east side of the screen as western path. There are
you can. In addition, there’s only enemies here,
another Spike Trap just Rolling, rolling, rolling... compared to a veritable This is a harmless vine...
underneath one of the gauntlet of traps on the east
carnivorous Plants in this (see the map on the
area, so try and attack from previous page if you don’t
a distance, or with the believe me), with no upside
flaming bolts of your at all. At the very top of the
Glaisne. westernmost path there’s a
chest with 100 Silver Pieces
As you progress west along inside – just wait for the
the corridor, you’ll come Boulder to come rolling out
...IMPACT! ...and this is a Vine Trap.
upon a Treasure Chest which first before you cave in to
holds some nice SP’age in addition to a new Tune – the your own avarice. Speaking of traps – the Vine Traps
Explorer. What’s the purpose of this wee decrepit along the way, which of course you see clearly marked on
personage? For starters, he’ll run directly toward any the map – you have to keep an eye out for these things,
traps in the vicinity and throw himself right into the Jimmy! Don’t confuse the
danger, triggering it (in the large, thick vines (which are
case of Spike Traps) or harmless) with the deadly
temporarily staving off the ones (which are the small,
trap’s fury (in the case of more tightly wound thin
Crushers that might spring ones). Refer to screenshots.
from a wall). You’ll be able
to see where the trap is At long last you’ll come to
located quite easily using this the staircase for Level 2. Go
The way up to Level 2.
method; of course, the little Good news! He’s found a trap! up.
man will take some damage.
But hey, if he croaks, just
resummon. He’ll also put
up something like a fight in
C Forest Tower, Level 2
combat (keywords: When you come upon the first place that the path forks in
“something,” “like”). As I Level 2, take the easternmost route to avoid a Spike Trap
see it, there’s one drawback and a Vine Trap. There will be killer Plants no matter
to having this goof mucking where you go, of course, so get used to committing
about at your side. If you herbicide. Once you get past this easy fight, equip your
Can’t see the Bard? He’s been CRUSHED.
approach a chest, he’ll run Glaisne. There are a ton of thorns set to sail your way
right up to it and pop the lid, then scramble around and from the bastard Plants.
collect its contents. It’s not that “he keeps the treasure” or
anything – it all goes right to you as though you had Other than that, there’s not a lot more on this level that
picked it up yourself. It’s just that you might not even be you haven’t already seen on the prior one. Just keep your
aware of what he’s doing, and before you know it, Silver eyeball on the map here so you know what kinds of traps
Pieces are hitting your purse, an image of Trow Pants to expect. When you finally approach the staircase to
comes flying on the screen, and you’ve got a new dirk. In Level 3 – don’t go rushing up just yet. Take your time to
a nutshell, I keep the Explorer away from treasure, but go east and pick up the treasure sitting there.
this is just my own preference.

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Weapon: GLAISNE Level: 9
THE FOREST TOWER LEVEL 2 Armor: CHAINMAIL Summon: MERCENARY, EXPLORER

Here’s an additional ProTip: Since there are so many XP-rageous enemies


here, it’s well worth your while to start leveling up hardcore. Every time
you go up the stairs, and then back down them, the enemies on the level,
whom you might have completely decimated, will “reset” and reappear, approx. 100 Silver Pieces
giving you that much more of a chance to earn some Experience Point’age. A Adderstone x 2
Try to get up to Level 10 for the Forest Tower Level 3, and then Level 11
for the last floor, coming up very soon.
approx. 75 Silver Pieces
B Jeweled Bracelet (60 SP)
Houton Land Deed (60 SP)
C Pearl (80 SP)
Adderstone x 1
100 Silver Pieces
D Adderstone x 1

B
(upon
descent)
(upon
descent)
(upon
descent)


To
D 
To
Level 3 Level 1

A
C

THE FOREST TOWER LEVEL TWO

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PRIMA OFFICIAL GAME GUIDE

blocker, and the Crannderg


D Forest Tower, Level 3 will smash right through his
defenses. Focus on the
Now, if you slip into the little cove just east of the main man – after sustaining
entrance to the level, you’ll face some Plants, and then a so much damage, he’ll warp
chest containing a Token, the Silver Torc. This won’t do to another compost mound
much for your fighting acumen, but it will boost your and mount his attack from
Charisma with a +1 bonus. That means that at any given there – so follow him
moment, the Bard will be one point more likely to start around as necessary, and Herne can also bind you.
frontin’. have your summons work over the offending summoned
Plants – the Crone and the Mercenary make a good
This is the level that has the combination here.
really good treasure, by the
way – the Silver Torc was After you’ve defeated Herne, you’ll be told to go back to
only the beginning of the Kirkwall and talk to Bodb who will lead you through the
party. In the second chest Mountain Pass to the second
along the way, you’ll find a tower. Oh brodber…… Your
new weapon to replace your reward for having slayed the
old Flail – the Crannderg. tower’s tyrant: 500 Silver
Very slow, but very Slow like a ton of bricks. Pieces, 15 Adderstones, and
powerful. the Herne Artifact. Step out
of the entrance to Herne’s
Chamber and
E Showdown with Herne you’ll be taken –
to a long cut-
If you’re buffed up to Level scene (which
11, or even 10, and you’ve portrays
got your Crannderg, or your some
Glaisne, you’re sitting semi-
pretty. Just… don’t get
cocky. Herne has a few
main attacks – get close
enough and he’ll strike you.
Fair enough. But if you’re Strike while close...
standing further away? In that case he’ll
summon Plants to rise from the ground and
attack, two at a time. Kill those and you’ll
meet two more, et cetera, et cetera. He
also has a vicious purple gas that he
expels when he’s really angry, and on
occasion he’ll also summon some roots
to come up from the ground and bind
you to one spot for several seconds.
When this happens, you definitely want to
pull out your Glaisne and fire
some arrows at him, as
chances are you’ll be
locked down at a distance
where the average melee
weapon will have no effect.
If it’s so slow, why use the
Crannderg while in close?
Herne’s poison gas attack. Because Herne is an adept

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Weapon: CRANNDERG Level: 11
THE FOREST TOWER LEVEL 3 & HERNE Armor: CHAINMAIL Summon: MERCENARY, CRONE

pretty unsettling events going down


right now in Kirkwall) – and then it’s
back to wind your way down on
your own…
A Token: Silver Torc

BOSS
HERNE B Crannderg
HP: 400 XP: 300
ATK: 4d5+10 AC: 1d5+1 Ruby (100 SP)
C Mistletoe (8 SP)
The Herne Artifact! He’ll strike you from up-close,
he’ll blast you wtih poison gas,
he’ll summon roots to bind 350 Silver Pieces
you, he’ll summon Plants. D Stonehenge Keepsake (12 SP)


To Herne’s
A
To Chamber
D
Level 2 (upon
B descent)

C
(upon
descent)

THE FOREST TOWER LEVEL THREE

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PRIMA OFFICIAL GAME GUIDE

you’ll power up to Level 12 before you exit the Tower.)


F It’s Getting Druidy Here The environment maps of the Forest Tower’s levels will
…and battle some of Fionnaoch’s wicked Druidic helpers! remain the same during this portion, but the environment
There are three types of Druids here that you’ll face – itself has changed,
ones that wield Staves, ones that wield Scythes, and ones as you can see – all
that wield Sickles (in varieties of one or two; see Enemies the greenery is now
box-out for different stats). All are quite formidable when shriveled and dead.
it comes to blocking blows, so a good Crannderg whack Additionally, there
will suffice, although they’re are some new save
a bit limber, so they might points to
get a counterattack off faster. supplement the old
A two-handed weapon helps ones, and the
out a bit more in tandem, of occasional new DRUID (STAFF)
course, with the summon of Boulder Trap -- all HP: 60 XP: 75
your choosing. If the Staff the others have ATK: 3d5+10 AC: 1d5
Druids eye you from a vanished, except
distance, chances are they’ll The deadly energy blasts. for the Boulders,
shoot green energy beams at Spike Traps, and
DRUID (SCYTHE)
you. Get too far away from Crusher Traps on HP: 110 XP: 175
a Scythe Druid, and he’ll Level 1. When you ATK: 5d5+10 AC: 1d5
make roots rise from the finally make your
floor to bind you steadfast (à way back out to the
la Herne) and then whack Grove in front, be
DRUID (SICKLES)
you. Sickle Druids: these sure you’ve got all HP: 85/150 XP: 90/250
guys will slash at you but are your summons in ATK: VARIES AC: VARIES
also adept at healilng their effect – the Staff
own numbers (the sign that Druids will pelt you
MAYHEM upon leaving.
they’re casting their heal with emerald
spells would be the blue energy circling their persons). beams from a distance and you are DEAD unless you do
General rule when fighting Druids: Just stay close some evasive thinking. And that evasive action is: Run
(especially when facing Staff Druids, whose energy beam for it. Run like you never have before, through the druidy
blasting tendencies are so disagreeable they might as well gauntlet, zipping this way and that, dodging laser blasts.
be called Staph Druids), block as often as possible, and It really is the only sane way to survive this trial. Don’t be
something like victory will be yours. (If you’re hardcore, ashamed. Your e-girlfriend can’t see you cry.

if, incredibly, you haven’t yet stocked up on all the stuff


G Have a Taste of Hell that’s offered there, now’s your chance. The Cu Sith are
actually pretty easy to topple – they’re a little less agile
What a hell-hole! Remember Farmer Finn’s last words? than, say, Boars, but they do let off a toxic black stink
Well, do you? While you were gone, the town has been cloud which can really get under your nose the wrong
trashed by some serious undead, or hellspawn, or a way if you’re too close.
wicked combination thereof. Cu Sith – the demons in
sheep’s-boning – gambol willy-nilly, massacring the Get to Bodb and – well, not to give away the exchange
townsfolk. You’ll see your goal on the auto-map marked the two of you have, but some things will happen, and,
by a yellow dot, but inbetween there’s a lot of carnage to um.. at least you’ll get the location of the Mountain Pass.
traverse. The only place open here is the Shop, inciden- And 275 XP.
tally (capitalism doesn’t take decorum for an answer); so

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THE FOREST TOWER TOWN OF KIRKWALL Armor: CHAINMAIL Summon: MERCENARY

Devastated.
Bodb
Shop


To World
Map

CU SITH
HP: 100 XP: 50
ATK: 3d5+10 AC: 0

TOWN OF KIRKWALL

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PRIMA OFFICIAL GAME GUIDE

Travel to the Mountain Tower through the Mountain Pass. Find the Trow’s sword to remove the
curse. Locate the stones needed to open the locked doors, and find the way out of the Tomb.

threats they used to be, so slash through them like a


A Glowering Gower warm knife through a butler. If you have out your
Mercenary, the going will be even easier. Keep heading
Another irksome character awaits you at the beginning of north, slashing through Wolf
this stage, and this time his name is Gower. He’s got a and Trow alike, stopping off
special brew that will warm you up from all this frigid cold along the way to hit the
if you take a swig. (Too bad Bodb didn’t stay alive so you semi-lucrative chests dotting
could stay nice and warm the occasional snowy
with his quilt. Whoops – alcove, and finally you’ll
that was a kilt. Never come to a strange chest at
mind.). When you talk with the very top, at what seems
Gower, keep this in your to be (or does it?!) a dead- Now twice as mercenarious.
head – you’ll have to pay end. The Bard suspects it
out 100 Silver Pieces if might be a trap… not to ruin anything, but as you can see
snarky; 0 Silver Pieces if from the map, it’s an Upgraded Tune: the Upgraded
nice. Of course, after you Meet Gower. Mercenary. As for how you end up in the next section –
swig the brew you’ll find out his true purpose. You’ve got well, you’ll see for yourself.
to go and bring old Gower back a certain sword for which
he’s been on the prowl for quite some time from
somewhere in this mountainous region. If the impending
climb seems like one big downer, the upside is that you’ll
at least be able to walk around the snowy pass at a Viking Axe (20 SP)
normal speed now that you’re warmed up.
A Viking Sword (20 SP)
But walk around at some Viking Pants (10 SP)
expense of course – you’ll
encounter some of the more B 100 Silver Pieces
run-of-the-mill enemies here
(at this point, anything less
than a Druid’s got to strike C 250 Silver Pieces
you as pretty refreshing). A
few packs of Wolves and Bite my blade. Tune: Upgraded
Large Wolves stalk the D Mercenary
vicinity. Nothing to get too hot and bothered over. As
you approach the eastern flank of the Pass, you’ll be
attacked by a band of Kunaltrow. These aren’t quite the

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Weapon: CRANNDERG Level: 12
THE MOUNTAIN PASS THE MOUNTAIN PASS Armor: CHAINMAIL Summon: MERCENARY

C D Frozen
To The
River

KUNALTROW (SWORD)
HP: 25 XP: 20
A ATK: 1d5 AC: 0


KUNALTROW (SPEAR)
To World Map
HP: 25 XP: 25
THE MOUNTAIN PASS ATK: 1d5+4 AC: 1d4

KUNALTROW (ARCHER)

HP: 25 XP: 20
ATK: 2d5+2 AC: 0
KUNALTROW (2-SWORDS)

HP: 60 XP: 40
ATK: 4d5+5 AC: 1d4
KUNALTROW (WITCH DOC)

HP: 50 XP: 50
ATK: 2d5+5 AC: 1d4

WOLF
HP: 20 XP: 20
ATK: 1d5 AC: 0

LARGE WOLF
HP: 55 XP: 50
ATK: 2d5+5 AC: 1d2

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PRIMA OFFICIAL GAME GUIDE

Adderstone and monetary goodies from the chests, and


B Slipping Below the Waterline then hop on to the next ice floe. You’ll be attacked by
more Finfolk along the trip, of course. And this particular
As you go floating upstream on this ice-floe you’ll be ice-raft goes a
attacked constantly by Finfolk rising up out of the icy long ways,
depths. These slimy creatures will strike at you and in circumnavi-
packs can be hard to deal with. Just keep hacking away gating the entire
the best you can. When at long last the floe links up with river. You’ll
some land, you’ll take on some more Large Wolves, but eventually hit a approx. 100 Silver Pieces
no big deal. Use your Upgraded Mercenary to small piece of
solid land and
A Snowglobe O’ Houton
(15 SP)
supplement the carnage. Fight your way north, take the
75 Silver Pieces
B Adderstone x 1
Pearl (80 SP)
Adderstone x 1
C approx. 150 Silver Pieces
Ruby (100 SP)

KUNALTROW (SPEAR) D Casgair


Land at long last!
HP: 25 XP: 25
ATK: 1d5+4 AC: 1d4

KUNALTROW (ARCHER)

HP: 25 XP: 20 D
ATK: 2d5+2 AC: 0  To The
KUNALTROW (2-SWORDS) Frozen Tombs
HP: 60 XP: 40
ATK: 4d5+5 AC: 1d4

BOAR-RIDER C
HP: 40 XP: 20
ATK: 4d5+15 AC: 2d5+1

LARGE WOLF
HP: 55 XP: 50
ATK: 2d5+5 AC: 1d2
B
FINFOLK
From The Mountain Pass
HP: 200 XP: 350
ATK: 7d5+10 AC: 1d5
A

THE FROZEN RIVER

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Weapon: CASGAIR Level: 12
THE MOUNTAIN PASS THE MOUNTAIN PASS Armor: CHAINMAIL Summon: MERCENARY, EXPLORER

be attacked by a ton of Kunaltrow arrows as you


Kunaltrow and Large approach land; slaughter the
Wolves. After you kill all of incriminators, and then
these baddies, hit the chest save. You’ve reached your
for some riches, save, and goal. Draw the sword, the
then launch off on the next Casgair (it will replace your
ice floe. You’ll still face the Caladbolg) and you’ll
requisite river-spawn, but receive 550 XP. And crash
this is a decidedly shorter Attack of the Finfolk. to the next section. Got to get you trapped under ice.
trip. Watch out for

won’t go running ahead of


C Twilight of the Draugr the Explorer and inadver-
tently trigger a hazard
If you examine the door to the north of the main yourself. Stay clear of the
chamber, and the door to the east, you’ll find out they’re occasional swinging Axe
locked, bearing the image of a Raven, and the World Tree Traps, too (it pays not to
respectively. Nothing to do for now with these doors, so stay close to a wall if you
head south. (And don’t let the frozen anthropods scare can help it, as its from the
you. They’re not going to walls that these blades will CRUNCH!
melt – yet.) You’ll travel spring, and you
down a stretch of corridor don’t want to get
and then hit a giant blocky, slashed) and
crunky wall of ice. proceed through
Nevertheless, a voice rings the western
out from the opposite side. corridors. You’ll
This is Dolyn – and, like so encounter some
many times before, rather Locked doors in the chamber... sword-wielding
than just respond cordially, Draugr along the DRAUGR (SWORD)
the Bard has to make a way. Draugr are a
concerted effort to decide sort of undead HP: 80 XP: 50
whether he wants to be Viking (and ATK: 3d5+20 AC: 1d5+1
snarky or nice to the down- indeed, the
on-his-luck guy. You’re not Icelandic DRAUGR (AXE)
getting anywhere being Dictionary –
HP: 80 XP: 60
snarky with him, so you seriously –
might as well be nice – describes the ATK: 2d5+25 AC: 1d3
indeed, he’ll promise you a Draugr as most
reward if you can find a way Dolyn! Can you hear me, Dolyn! DRAUGR (HAMMER)
specifically the
to get him out. [un]dead inhabi- HP: 80 XP: 60
tants of a cairn).
Now to do some spelunking. First thing – summon the They’re not that
ATK: 2d5+15 AC: 1d3
Explorer. (Have you tried giving him an attack command difficult to defeat, DRAUGR (2-HAND SWORD)
with the D-Pad yet? He’ll rebuff you with: “Ex-PLOR-ing!!” and your new
It’s called the Bard getting a taste of his own snarky sword, the Casgair, HP: 80 XP: 75
medicine.) The Explorer will throw himself in front of the will make ATK: 4d5+30 AC: 1d5
Crusher Traps here and allow you to proceed without mincemeat of
getting smashed to bits. But if you’re going down a new them.
corridor for the first time, walk, don’t run – that way you (continues on p. 52)

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Weapon: CASGAIR Level: 12
THE MOUNTAIN PASS THE MOUNTAIN PASS Armor: CHAINMAIL Summon: MERCENARY

approx. 60 Silver Pieces Diamond (300 SP) approx. 80 Silver Pieces


A Frozen Pants (16 SP) D Adderstone x 3 Pearl (80 SP)
Adderstone x 2 G Black Pearl (175 SP)
E Token: Golden Coronet Adderstone x 1
B Raven Stone Adderstone x 2
C 300 Silver Pieces F approx. 150 Silver Pieces H approx. 100 Silver Pieces
Adderstone x 2 Adderstone x 1

Gower

H

To World
Map

E
D G
LOCK

To Burial ICE
Chamber

ICE C
LOCK
ICE
LOCK

LOCK
B F
Abandoned ICE
Camp
A Dolyn

THE FROZEN TOMBS

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ProNote: Red rays bursting so you can go up to a chamber containing a save point
from a Draugr’s midsection is and a Golden Chalice worth 200 Silver Pieces. As you
a sign that he’s at 50% can see, “Hrafn’s Kills” are marked at the top of the
health or below and now in screen. Once this gets to 25, you’ll warp back to his
Berserker Mode. Both his chamber, and be given the following: the Tune for the
attack speed and damage are Elemental, the Jeweled Flute (which allows you to have
now increased – real swell. three summons out at once), the Royal Stone (another
(This occurs later on with keystone), and 880 XP. Wow! Now head south toward
Vikings as well.) Raiding the camp. the ice barriers. As you’ll see, when the Fire Elemental
gets near the frozen soldiers, they’ll instantly melt and
Examine the nearby camp – you’ll get 550 XP for your attack. It’s a bit hellish but
inquisitiveness, have Dounby unlocked on your World worth it when you see you
Map, and obtain a new object, the Raven Stone, which, can now also melt ice
like Finn’s Magic Bell, will not show up in your inventory – walls. Melt the one in front
it’s not a Token, it’s a key for that locked door in the main of the chamber that you
chamber. Return to that main chamber (or is it a couldn’t access earlier, fight
“foyer”?), and go through the door to the Burial Chamber. off the Draugr, and hit the
treasure chest to get flush –

D The Burial Chamber and get a new Kite Shield.


Now head south with the Reward from Hrafn.

Head west and you’ll run into a Boulder Trap following


the Axe Trap, and your first encounter with some armor-
clad Draugr. A sword and dirk combo will only make
E Back to Dolyn, Etc.
futile headway, if any headway at all, versus the Draugr’s Fire Elemental in tow and revisit the trapped Dolyn. As it
armor – instead use a two-handed sword or your turns out, he’s the Firbolg you heard about back in
Crannderg. Some Draugr will throw axes at you as well, Kirkwall. For your valorous commitment to his liberation,
so stay out of the line of fire until you can make a clear you’ll take in 880 XP and the Tree Stone. Try not to have
identification on what you’re dealing with. the Elemental out as you pass back through the main
room, as there are four clusters of frozen Vikings there,
Eventually you’ll enter a room that holds the dead viking and it’s better not to wake them up. Go back to the
king, Hrafn. After some existential discussion with this western corridor first and up to the small section where
depressed soul (and his sexy Valkyrie co-conspirator), you an ice wall stands. Take the Elemental out and have him
have to settle in with Hrafn for a private chat. If you’re melt the ice wall – inside is a chest with 300 Silver
nice, he’ll just ignore you. If you’re repeatedly snarky, Pieces, and Adderstones x
however, you’ll get him really QUITE riled up – and the 2. Now take Dolyn to the
next thing you know, you’ve got a powerful new fighting northwesternmost room,
partner. Lead Hrafn around the square and you’ll be in and have him unlock the
for a bloody, bloody fight. Yet if you stand back and let door. Inside, a chest with
Hrafn take the lead, only taking out the occasional Draugr great riches, and one with a
yourself when necessary, you should be able to survive new Token – the Golden
without much trouble. One thing that helps out a little bit Coronet, which will grant
to speed things along: for one of your summons here, you a Charisma bonus of
bring out the Light Fairy. He will on occasion let out his +2. Note: If you’re The Elemental at work.
bright light flash and stun all unrelentingly snarky to Dolyn, he’ll run off after you free
the enemies on the screen, him... and be killed by a trap – you’ll find the Ring of Tara
thereby stunting the Draugr Token (+2 to Rhythm) on his body in the locked section
as they make their way of the Tombs discussed below. (This also means you’ll
toward you – allowing Hrafn never be able to get the White Book of Rhydderch Token
to destroy enemies all the later on – see page 86 for details.)
more quickly. Guide Hrafn
toward the north when you Go back to the main room and unlock the eastern door.
come to the fork in the path, Hrafn’s Kills. Check it out. Make your way north and have your way with all the

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Weapon: CASGAIR Level: 12
THE MOUNTAIN PASS THE MOUNTAIN PASS Armor: CHAINMAIL Summon: MERCENARY

treasure in the area. At this point, Dolyn , if he’s still alive,


will leave you and give you 880 XP for all your trouble.
It’s then that Gower reappears. If you’re snarky, you’ll get
330 XP. If you decide to be nice, you’ll actually have to Golden Chalice (200 SP)
give the Casgair back (and here your sword will revert to
the one you had prior to the Casgair), – but will receive a
A Viking Sword (20 SP)
Adderstone x 1
new Token – the Badge of Wind will grant you a +1
bonus to your Dexterity. On now to the tower... Jeweled Sword (20 SP)
B Amethyst (80 SP)
Ruby (100 SP)

Hrafn

ICE

ICE

ICE B

To The Frozen Tombs


THE BURIAL CHAMBER

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Defeat the Tower Guardian.

then summon your Heroine and your Mercenary and


A In a Frozen Grove chop Cathbad to
bits. He’ll let go of
Take in that fresh mountain air. It’s a fair sight – the five Adderstones
beautiful vista, the color of the arctic sky… the luxurious when he’s dead.
folds of the Druid Cathbad’s As for the Trow,
cloak. Not something you they’ll be content
were planning on (or rather to hightail it.
something you might have
been planning on if you’ve KUNALTROW (SWORD)
kept in mind that this is The
Bard’s Tale and not a youth- HP: 25 XP: 20
group retreat). Nevertheless, ATK: 1d5 AC: 0
accept it as fact. When
Easy, boy. KUNALTROW (SPEAR)
Cathbad first focuses his
skunk-eye on you, you’ll enter into conversation and have
HP: 25 XP: 25
the choice either to react snarkily or
nicely. If you’re snarky, you’ll get to ATK: 1d5+4 AC: 1d4
take on an unaccompanied Cathbad
in battle – such is the blow to his KUNALTROW (2-SWORDS)
pride that he tells his lame Trow HP: 60 XP: 40
peers to back up; if you choose to be
nice, he brings in all the surrounding ATK: 4d5+5 AC: 1d4
Kunaltrow to the fray. The long and
short of it is, choose to be snarky,
BOSS BOAR-RIDER
CATHBAD HP: 40 XP: 20
HP: 250 XP: 100
ATK: 4d5+15 AC: 2d5+1
ATK: 5d5+30 AC: 2d5+2

He’ll attack in the same


CU SITH
manner as a Staff Druid – HP: 100 XP: 50
melee assaults and energy- ATK: 3d5+10 AC: 0
beam blasts.
You’ll also fight some Cu Sith.

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CHAPTER 7: Segment: Suggested...
Weapon: CRANNDERG Level: 14
THE MOUNTAIN TOWER MOUNTAIN TOWER GROVE Armor: CHAINMAIL Summon: MERCENARY

The Mountain
Tower is the
second tower of
the three... You’re
getting closer...

 Level
To
1
C
B
approx. 250 Silver Pieces
Pearl (80 SP)
A 2-Handed Sword (30 SP)
Adderstone x 1

approx. 425 Silver Pieces


2-Handed Hammer
B (10 SP)
Adderstone x 1

A
approx. 300 Silver Pieces
Cathbad C Jeweled Bracelet (60 SP)
 To World Map
THE MOUNTAIN TOWER GROVE

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through. If you really want to break these guys down to


B Mountain Tower, Level 1 their constituent gearwork, circle to the back or the side
where their sword-blades can’t face you. Destroy them all
When you first step inside the Mountain Tower, you’ll and then Lugh decides he’ll just see you at the top of the
enter into a large gladiatorial kind of space. Here you’ll tower. Naturally, you’ll first need to check out the
meet the master of the antechambers whence his
house, the intimidatingly minions came. Unfortunate
named Lugh. (Yes, that’s occurrence though – the
pronounced “Lou.”) You’ll gate will close behind you
face four time trials over so you can’t get back out to
which Lugh shall preside the save point before you
(but over which he won’t progress further. The north-
take part). Generally eastern antechamber holds
speaking, they’re not too His name will strike fear in your heart. a corpse with the Upgraded Wave of Armored Boars.
hard. You have three Light Fairy Tune. Head to
minutes for each battle to defeat four waves of the the north and you’ll meet some of the larger Lugh Spear
clockwork-mechanoid Lugh Fighters (along with their Knights – they pack a bit more punch than their smaller
Boar and Boar-Riding comrades). It’s best to pick another compatriots, but they’re not much more difficult to defeat.
weapon rather than your
dual-wield sword/dirk
combo, because that sort of
attack comes at these
targets from too many side-
angles really to do much
against their adept lateral
sword blocks – but a two-
handed sword will have an
First wave of Lugh Knights.
easier time at slashing right

LUGH FIGHTER
HP: 40 XP: 90
ATK: 4d5+5 AC: 2d3+3

ARMORED BOAR

HP: 75 XP: 50
ATK: 6d5+25 AC: 2d3

ARMOR BOAR RIDER

HP: 115 XP: ?


ATK: 6d5+25 AC: 2d3

LUGH KNIGHT (SPEAR)


HP: 60 XP: 100
ATK: 5d5+10 AC: 3d5+3

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Weapon: CRANNDERG Level: 15
THE MOUNTAIN TOWER LEVEL 1 Armor: CHAINMAIL Summon: MERCENARY

Ancient Bracelet
A (300 SP)
Adderstone x 3

Tune: Upgraded Light


B Fairy

The ground level ain’t so bad, but once you start going up...

To
Level 2


To Mountain
Tower Grove

THE MOUNTAIN TOWER LEVEL ONE

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his forces to attack


C Mountain Tower, Level 2 you around some
floor Spike Traps.
Let me take a moment to reiterate the advice I doled out Watch out for the
when talking about the Forest Tower – take advantage of bombs he tosses,
the “enemy reset” that will they’ll take a
occur when you travel sizable chunk off
upstairs one level and then your health. When
come back down, so that they’re all dead, LUGH KNIGHT (BOMBS)
you can make the most of press the lever,
obtaining some XP. Now, and the gates will HP: 150 XP: 200
once you’re ready to open. More Lugh
ATK: 5d5 AC: 3d5
plunder through this stage, Knights run out,
you might want to summon Let your summon do the walking. but at least you
the Explorer. He probably can proceed.
won’t be of much help if (Why DO game-
you take the long way enemies put the
around (the easternmost levers on the outside of
path), as you’ll only important places they’re
encounter some Lugh trying to protect?)
Knights and Lugh Boars.
But if you head south the Just like earlier in the level
first chance you can, you’ll the more “stepped”
run into some traps. In fact Let him do the crunching, too. passage-way is laden with
down that very corridor traps, but some treasure too
Battle with the Bomber.
there’s a Crusher Trap right off the bat – so walk slowly, – like the Token known as
and don’t proceed ahead of the Explorer. There are also the Silver Horseshoe, which will provide a bonus of +2
some Spike Traps – which are obvious enough to see as on your Luck. At the end of the stage, you’ll come to a
here they poke up through huge grates in the floor. Just group of Centurion-like women guarding a lever that IS on
walk gingerly around them. One upside to the Crusher the other side. Well, snarky
Traps in this stage – if you can bait some of the Lugh or nice, they’re not letting
Knights to come charging at you down a corridor that’s you in. Unless you
got a Crusher, the trap will summon your trusty Vorpal
spring and smash the Rat, who will scare the
enemies to bits. bejeezus out of the dames
such that they’ll end up
As you make your way to opening the gates and
the southeastern-most part running outside. The way is The Rat goes to work.
of the stage, you’ll be open, and you’ve just
greeted by a large Lugh earned yourself 1100 XP.
Knight Bomber, -- he’ll send Here’s the lever you need to pull...

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Weapon: CRANNDERG Level: 15
THE MOUNTAIN TOWER LEVEL 2 Armor: CHAINMAIL Summon: MERCENARY, EXPLORER

Ruby (100 SP) Token: Silver Horseshoe


2-Handed Sword (20 SP) B Adderstone x 1 D Gears (16 SP) x 3
Pearl (80 SP) Adderstone x 2
A 2-Handed Axe (10 SP)
Golden Chalice (200 SP) Adderstone x 1
Jeweled Sword (200 SP) Ancient Bracelet (300 SP) E Jeweled Sword (200 SP)
C Adderstone x 2 Gears (16 SP)
Fancy Pants (120 SP)


To
Level 1

E C

To
Level 3

THE MOUNTAIN TOWER LEVEL TWO

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blade, quite appropriate for the battles you’re waging here


D Mountain Tower, Level 3 against a populace of ridiculous war-mongering
automatons. You’ll finally be able to save at just under
You’ll be greeted by a few Lugh Spears and a bunch of the halfway mark of this level – you deserve it (you, not
Lugh Knights here. Make your way to the small room the Bard). There are so many Lugh Spear Knights here
where the second treasure chest awaits – and at long last, that it will also probably do to bring out the Bodyguard for
you’ll receive an upgrade for your trusty Claymore – the this level. Once you get yourself all healed up, ascend the
all-but-unpronounceable Claidheamh Soluis! An electric steps to meet Lugh.

instantly vanquish – is to run around the small


E Lugh’s Chamber at Last mausoleum-like structure, and keep him following you.
Keep an eye on
When fighting Lou, err, Lugh, I’ll admit that the beginning where the red dot
of the scuffle makes it seem like it’s possibly going to be is (that’s him,
even easier going than you obviously
had with fighting Herne. enough), so that
Between yourself, the you don’t peep
Mercenary, and whatever around the corner
other summon you feel like
taking out, you’re going to
only to find
you’ve unwittingly
BOSS
really start carving this guy joined an axe LUGH
up. But just when you’re tango. The HP: 450 XP: 750
starting to feel good about Crikey! Avoid - the - axes. reward? 15 ATK: 4d5+20 AC: 2d5
yourself, about twenty axes Adderstones;
start to spin around his torso, and you realize he’s Tune: Knight; The axes circling him bring the
basically impenetrable. In a somewhat unexpected turn, Tune: Upgraded concept of the lawnmower into
you’ll have to pull out your Glaisne and start firing from a Explorer; and the the Bard’s world. Also watch
distance, but only one shot at a time, two at MAX – he’s Lugh Artifact. out for his projectiles!
too fast for any more, and when he gets near you he’ll Also, the Island
deliver some huge damage – and you’ll be getting juggled Map will become
about a bit by all the axes. He also hurls a projectile your unlocked on your
way that will bridge the gap between him and your World Map – the
ranged-weapon-using-self, so don’t stay in one place too last tower! But
long. The best way to do away with Lugh – and note that not so fast…
at this point, any summon you have out he’ll pretty much

It’s an onslaught
F Druidic Descent like you wouldn’t
believe when you DRUID (STAFF)
Guess who’s back? The Druids. But now that you’re all step outdoor HP: 60 XP: 75
grown up (sort of) they’re not so hard to handle anymore. (replete with Cu ATK: 3d5+10 AC: 1d5
You’ll notice the shaking of the screen as you and your Sith) so immedi-
party progress downward: this is a bad sign – the tower is ately summon
falling to pieces. Summon the Knight and give him a Lugh and you’ll
DRUID (SCYTHE)
whirl to check out his power against enemies. Then carve right HP: 110 XP: 175
examine some of your other new goodies – if you try out through all the ATK: 5d5+10 AC: 1d5
Lugh’s Artifact, you’ll summon forth the man himself to enemies in a
grant you (with his Level 1 power alone) spinning axes, splended fit of
which will surround your person; you’ll retain these for mayhem. Leave
CU SITH
around thirty seconds. This is a great item. Additionally, this place, and HP: 100 XP: 50
the save point that was the first one when you came up is enter East ATK: 3d5+10 AC: 0
no longer there on Level 3. On Level 2 you’ll start to Dounby.
encounter some scythe-wielding Druids, too.

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Weapon: CLAIDHEAMH SOLUIS Level: 17
THE MOUNTAIN TOWER LEVEL 3 Armor: CHAINMAIL Summon: MERCENARY

Emerald (200 SP) 2-Handed Sword (30 SP)


2-Handed Sword (30 SP) 2-Handed Axe (10 SP)
A approx. 600 Silver Pieces C Amethyst (80 SP) E Ceremonial Sword (200 SP)
Pearl (80 SP) Jeweled Sword (200 SP)
approx. 500 Silver Pieces Fancy Pants (120 SP)
Adderstone x 1 Ruby (100 SP)
B Claidheamh Soluis D Emerald (200)
Jeweled Bracelet (60) F Houton Land Deed (60 SP)
Adderstone x 1 Adderstone x 1

E

To Lugh’s
Chamber

To
Level 2 A

D B

THE MOUNTAIN TOWER LEVEL THREE

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Meet Dugan in the Aiken Drum. Carry out errands for Jean and Jacques, and for
their clientele.

information from him this way either. Caltir, in a house


A Citizens Insane located on the south part of
the East Dounby loop, is the
What’s the first thing you notice about Dounby? The dark, same kind of woman –
probably typhus-ridden alleyways. Okay, the second? snarky or nice, nothing
The sickly drizzle that makes every jaunt to the pub feel happens immediately.
like a real-estate advertisement aimed at an all-flu-virus
demographic. (Who knew Something interesting,
influenza had television however, occurs if you
sets? It’s called nanotech, chance to walk near the little Meet Donnan.
baby.) All right, all right –
the third thing? The fact
that the Druids have taken
over the town! Huzzah! As
if you haven’t seen enough
of these lepers already The Druids have come!
across the last several
chapters. If you chance to
visit the Sheriff he’ll tell you
that the presence of the
Druids is indeed a problem
(“Oh, for real?”), but he’s
already got some interesting
people locked up – not
because of crimes against
humanity, mind you, but for It’s like daycare in here.
the sake of “their own safety.” Hmm… sounds vaguely
New World Order’ish to me. After greeting these Chosen
Ones, you’ll receive another Kunaltrow musical revue,
although at this point, it almost goes without saying. And
by the way, you’ll receive 550 XP just for stopping by.

If you stop by Donnan’s house, the Bard has a choice to


be nice or snarky. Snarky will only get you escorted out
the door and… that will be that. If you feel like lending
some niceness to the old soul, you won’t really get any

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and Environs Suggested...
EAST DOUNBY Armor: CHAINMAIL Summon: MERCENARY

*To World Map


Donnan

To
)
Sheriff World Map

DRUID (STAFF)
HP: 60 XP: 75
ATK: 3d5+10 AC: 1d5
(
To The
Caltir
DRUID (SCYTHE)
Old City
HP: 110 XP: 175
Druid ATK: 5d5+10 AC: 1d5
Reynard Guardpost
Brothers DRUID (SICKLES)
HP: 85/150 XP: 90/250

(
To West
ATK: VARIES AC: VARIES

Dounby

EAST DOUNBY
cellar door that’s slightly ajar – you’ll find out it goes down receive 880 XP, for, um, kind of completing your task.
into “The Old City.” Hold off from here until you can get Now go to Caltir, – be nice to her, and return once more
into West Dounby and power-up with some new to the two frères. Once the Bard is rough with them,
weapons from O’Dell’s. they’ll hand over a Tune (the
Knocker) and 1100 XP.
(Note: Try summoning the
B Les frères curieux Knocker in front of the bro’s
to see what happens; you’ll
Gaelic meets Gallic in the house of the Reynard brothers – take in another 1100 XP.)
you’ll find this odd confection just north of West Dounby’s After taking care of this,
threshold. The wily brothers head to the goal marker on
(and indeed, “reynard” is Old your map, and enter West Merci pour le chocolat.
French for “fox”) will give Dounby.
you the rather sordid task of
shaking down the keeps-to-
himself guy you met earlier,
Donnan, for the amount of
50 Silvers. (At least, they’ll
readily hand over this info to Bon soir, salauds.
you if you’re nice to them.)
If you go to Donnan and are in turn nice to him, he’ll tell
you that Jean and Jacques owe HIM money. Return to
the Reynard brothers, explain to them what Donnan told
you, and they’ll tell you about a Silver Frog over at Caltir’s
place which needs reclaiming. It’s at this point that you’ll

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stock up. There are some


C The Hoppin’ Part of Town nice things here, even if the
interim proprietor, Dood, is
Once you arrive in West Dounby, you might be feeling a completely daft bugger.
something like that unique blend of piety and delirium The Lochaber Axe will be a
tremens that only a musician can really know, so head for great replacement for your
the Kirk, and then previous two-handed
on to “The Tup,” weapon. (Know where the
the first of two term “Lochaber” comes Follow the bouncing ball.
pubs in the major from? It’s a small area
schmetropolitan located in the Scottish Highlands. Fort William was
area known as WIDOW’S WINE +4 CHA,-2 VIT 10 SP constructed there by the scurrilous Oliver Cromwell in
West Dounby. STROMNESS STOUT +2 STR 15 SP 1654 to placate Highland denizens – until it drew the ire
Once inside The and the fire of Charles “Bonnie Prince Charlie” Stuart’s
Tup, you can SILKBEARD’S SWILL 20 SP Jacobite forces in 1745 – the nearby hamlet of Maryburgh
partake of a talent +2 STR, +2 VIT, -2 DEX, -2 RHY being reduced to cinders in the process.)
show. Just talk to PIG’S MEADE +1 STR,+1 VIT,-4 CHA 5 SP
the Crier, hit the
stage, and you and
some of your summon
friends will start to show off
their stuff. As a reward,
you’ll “earn” 50 Silver
Pieces, 880 XP, and most
importantly, get a new Token
– Boots of Quickening,
which grant the Bard a +2
bonus to his Dexterity. The Tup – not The Peach Pit.

Keep your pubcrawl goin’ and head to The Aiken Drum.


Take a couple seconds and listen to the “jam band” –
doesn’t that guy in the back on the right look just a tad
familiar? You’ll also find your contact, Dugan, here. Make
contact with him to learn about the Shadow Axe, which
you need to get into your hands in order to open the next
tower. The
instrument is
waiting for you in
The Greenlands, a
prairie land west of
Dounby. (It will be BODB’S BLACK ALE +2 RHY 10 SP
unlocked on your FINDLEY’S BREW RANDOM 20 SP
map now.) You’ll
also receive 1100
CAP. FARGO’S RESERVE 125 SP
XP for talking with +2 ALL STATISTICS
your Aiken contact BUGBEAR’S LIGHT BREW 40 SP
here.
-2 STR, -2 VIT, +2 DEX, +2 RHY

Go to O’Dell’s and Come home to Dounby – where there’s always a light on for you.

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and Environs Suggested...
EAST DOUNBY Armor: SCALEMAIL Summon: MERCENARY

The Aiken )
To The
Drum (Pub) Old City

To World Map
(
Shop

The Tup
(Pub) To East
Dounby
)
Kirk

WEST DOUNBY

WEAPONS
Silver Dirk 2500 SP
Quicksilver Rapier 3500 SP
Granite Flail 3500 SP
Lochaber Axe 4000 SP
Elderwood Bow 2000 SP
Blackthorn Bow 3000 SP

ARMOR
Chainmail 2600 SP
Scalemail 4200 SP
Targ Shield 2500 SP Early concept art of our hero, the Bard.
Kite Shield 4500 SP Now you have a template to follow for
your next big Halloween party. Too bad
you can’t smell an illustration’s breath.

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out the Explorer and seek out the hidden rooms..! Thus
D The Hoppin’ Part of Town ends your business (for the time being) in Dounby Town.
If you’d like to
Now about this underground Old City… Talk to the Metal move on to The
Mouth (there’s one attached to the wall near either Greenlands, go
entrance to this place – whether you try to come in from right ahead – but
East or West) to get some cryptic, roundabout, and there’s also
altogether puzzling information. Shortly afterward, you’ll Finstown crying
be attacked by Cu Sith. When you enter the area where a out for you to
kind of yuletide glitter hangs in the air, your summons will collect your
dissipate. This is an “anti-magic zone,” and as the game reward, if you
progresses, you’re going to come across a few more of recall the infor- CU SITH
these – just when you want to see them least. mation you got HP: 100 XP: 50
back in Kirkwall.
ATK: 3d5+10 AC: 0
The first chest in The Old City (assuming you’re entering To get back to the
from the West Dounby entrance) holds an Upgraded eastern portion of
Crone Tune. Soon after obtaining this, you’ll encounter the continent, ZOMBIE (ENTRAILS)
your first taste of Zombies – the Entrail Grabbing type, to travel through
HP: 100 XP: 100
be exact. Their stomachs will burst open and their intes- East Dounby, and
tines unfurl like gastroflails with the Bard as target. on to the World ATK: 4d5+5 AC: 1d5
They’re really pretty weak, now that you’re all geared up, Map.
and only derive their real strength from
traveling in packs. Go to the south and
find the chest that holds an entirely new
Tune – the Brute. This fat chum hurls *
boulders. He’s useful, but he’s not excep- To West
tional – I suggest staying with the old A Dounby
Mercenary and Knight standbys for the
time being. Make it to the extreme
southwest and you’ll find a new
instrument, the Silver Harp. Then bring

Tune: Upgraded Crone


)
A Amethyst (80 SP)
Adderstone x 2 D To East
Dounby
Tune: Brute Hidden
B Adderstone x 2
Fancy Pants (120 SP)
Room

Silver Harp
Ceremonial Sword (200 SP)
C Amethyst (80 SP) C
Adderstone x 1 Hidden
Jeweled Sword (200 SP) B Room E
D Adderstone x 3
approx. 500 Silver Pieces
E Black Pearl (175 SP)
Adderstone x 2 THE OLD CITY

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Go to Finstown and find out about your reward. Find and talk to Silkbeard.

A Finn-Folk Attack! Don’t let yourself


get caught in the crossfire
You’ll be attacked almost from the get-go by very fast- of the Snipers’ flaming
firing Snipers who have their eye-sights locked on you for arrows, or you’ll go up like
blasting with flaming arrows. What a welcome for a a haystack.
supposed hero – quite obviously something’s rotten in
Finstown. Bring out your Heroine and the Crone and any
other summons you want – at the very
least they’ll act as dummies for the men –
who can retwang their arrows quite
quickly. You typically won’t have much of

)
a chance to get in anything less deft than
your regular dual-wield set. When you
finally make your way to the north, just To
near the Save Point stands a large Viking of World Map
a man. He will tell you to go find Silkbeard
in the building in town that “still has most
of its windows intact.” Sounds promising.

SNIPER
HP: 60 XP: 100
ATK: 6d5+40 AC: 1d5
+ To World Map

FINN’S FOREST

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and Environs Suggested...
FINN’S FOREST Armor: SCALEMAIL Summon: HEROINE, CRONE

get so scared that he’ll end up giving you the Mantel of


B In Trowle’s Pub Ossian for promising to keep his cowardice a secret. This
Token grants you a +3 bonus to your Charisma. Now no
Once in Finstown, you’ll find the place is in pretty dire Kirk priest will be able to resist the Bard’s sexy charm!
straits. It seems like every place these days has its
occupiers, doesn’t it? Demons in Kirkwall, Druids in
Dounby, Vikings in Finstown – who’s next? In a nutshell,
Finstown looks astonishingly bombed.

How to approach this town: STROMNESS STOUT +2 STR 15 SP


well, why not start out with FINDLEY’S BREW RANDOM 20 SP
a drink. Go in to Trowle’s
Pub, and poke around, buy SILKBEARD’S SWILL 20 SP
some Stromness Stout if +2 STR, +2 VIT, -2 DEX, -2 RHY
you feel up to it… and then BUGBEAR’S LIGHT BREW 40 SP
give tribute to your time in
-2 STR, -2 VIT, +2 DEX, +2 RHY
Houton by summoning the
Trowle’s Pub.
Rat. One of the Vikings will

VIKING (SWORD)
HP: 175 XP: 300
ATK: 5d5+10 AC: 2d5

VIKING (AXE)
HP: 175 XP: 300
ATK: 2d5+20 AC: 1d5

VIKING (HAMMER)

HP: 175 XP: 300


ATK: 3d5+5 AC: 1d5

VIKING (2-HANDED)

HP: 200 XP: 350


ATK: 7d5+15 AC: 2d5+1 Finn’s Forest – a sylvan stretch that
will soon go up in flame.

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XP. Be snarky and you’ll get kicked in the nuts and get
C The Silkbeard Situation 451 XP (oh la la!). Kill off all the Vikings, then head north
to Silkbeard’s – you’ll find the place deserted. Open the
Enter Silkbeard’s headquarters in the northeast section of treasure chests he tried so hard to keep you away from.
town. Inside, you’ll find a fully functioning weapons Big wealth inside, but bigger tune’age – two Tunes: the
shop, which includes some Rogue and the Gouger.
wonderful new pieces of
armor. Of course, as you’re heading to leave and as you
approach the exit, there you’ll find Silkbeard and
Silkbeard will praise you for company. Summon the Knight and the Mercenary, bring
having unloosed the Dragon out the Enchantress, and go to town. You can pull back
on the town. He says you to the surrounding land where the coast is clear if things
can take anything you want, get too hot and heavy, so you can heal with some
but you can’t touch his breathing space. Just keep hacking away and eventually
He never ate his bread-crust.
treasure. Well, then what Silkbeard will drop. Go visit the Village Elder. You can be
are you here for? Nor, once snarky or nice, but either response just gets you the
you get to the Armory, will gratitude of nothing. After you leave for the World Map,
you be greeted with open should you choose to re-enter Finn’s Forest again, it will
arms – you’ll be attacked by be filled with angry Vikings.
the Viking guards as soon
as you try to get inside. Kill
them all off – they’re no
pushovers, so take out as
many decoys, I mean,
summons as you can in the Sharp-dressed Norse.
interim to help deflect the
blows. After you take them
all out, go up to the door
and the fellows on the other
side will ask your identity –
you can be snarky or nice,
and either way you’re
getting a fight, but only by
nice do you get treated to a
little exchange between the Only if you’re nice.
men. Kill them off, then pop the treasure chests.
Perhaps the best treasure contained in here, besides the
big-time wealth, is the Broonie’s Cloak Token, which gives
the wearer a +10% health regen rate. When you step
back outside, you’ll get attacked by Vikings – this is the
new law of the land. The Viking Hammerwielders are
especially to be guarded against, as they will stun the
dickens out of you with their blows.

Go near the Prison Camp. The onslaught of Vikings is too


much for any one man to handle at this point – free them
with a nice comment, rather than a snarky (which will get
you nothing) – you’ll earn 1100 XP, and the gate will
open. Additionally, speak to the refugee inside and you’ll
get a new instrument – Finn’s Lute. We’re talking three
summons out at once with this baby, and 400 mana. Be
nice to the girl who calls you a chiseler, and you’ll get 400

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and Environs Suggested...
TOWN OF FINSTOWN Armor: W. B. CHAINMAIL Summon: KNIGHT, MERCENARY, ENCHANTRESS

Trowle’s
Pub F G H
Silkbeard Viking Pants (10 SP)
Token: Broonie’s Cloak
A Viking Axe (20 SP)
Diary (8 SP)

(
To Finn’s B
Granite Flail
Amethyst (80 SP)
Viking Sword (20 SP)
Forest Pearl (80 SP)
Viking Axe (20 SP)
Diamond (300 SP)
C Jeweled Bracelet (60 SP)
Scathach’s Mail
300 Silver Pieces
Ceremonial Sword (200 SP)
D Copper Goblet (4 SP)
Adderstone x 1
200 Silver Pieces
Adderstone x 1
E B A E Black Pearl (175 SP)
Amethyst (80 SP)

D C Finstown Prison
Amethyst (80 SP)
Jeweled Bracelet (60 SP)
Armory Camp F Adderstone x 1
Tune: Rogue
475 Silver Pieces
TOWN OF FINSTOWN Adderstone x 1
G Pearl (80 SP)
Houton Land Deed (60 SP)
Tune: Gouger (Health Stealer)
Jeweled Sword (200 SP)
H Ruby (100 SP)
Adderstone x 1

WEAPONS
Silver Dirk 2500 SP
Quicksilver Broadsword 3500 SP
Granite Flail 3500 SP
Lochaber Axe 4000 SP
Let your summons help out. Elderwood Bow 2000 SP
Blackthorn Bow 3000 SP
Blackthorn Great Bow 4500 SP BOSS
ARMOR SILKBEARD
Scalemail 4200 SP HP: 700 XP: 750
White Bronze 5500 SP ATK: 10d5+5 AC: 3d5
Chainmail
Kite Shield 4500 SP Silkbeard has the same skills
as the regular Viking, it just
Silkbeard slaughter!
White Bronze 5000 SP takes a longer time to hack
Targ Shield him down to his knees.

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Defeat the Nuckelavee. Travel to Stromness to Find a way to get to the Island Tower. Bring
MacRath to Dounby – maybe Dugan knows what the hell he’s saying. Go to the ruins of MacRath’s
castle and get the Shadow Axe from the dungeon.

A The Southern Plain


Holy-moly! Not only does this hallucinatory sequence Descent of...
find you taking on a pack of Druids, you’ll also get to “the Pet.”
come face-to-beak with the... “Pet” – a giant roc-like bird-
creature with no compunctions about swooping down for
the kill upon you and your party. Just stay focused and
you’ll be able to eliminate him somewhat
easily. Although The Greenlands itself won’t
put you any closer geographically to the
Island Tower, you will discover here that the
town of Stromness will (although even that
place is two steps away from your desti-
nation).

 To North
Plain The Pet To 
World Map

DRUID (STAFF)
HP: 60 XP: 75
A
ATK: 3d5+10 AC: 1d5

DRUID (DARK)
HP: 200 XP: 200
ATK: 8d5+20 AC: 1d5

GREENLANDS SOUTH PLAIN

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Weapon: CLAIDHEAMH SOLUIS Level: 20
THE GREENLANDS SOUTH & NORTH PLAINS Armor: W. B. CHAINMAIL Summon: MERCENARY

C
REDCAP
HP: 125 XP: 250
ATK: 8d5+20 AC: 0
ZOMBIE (ENTRAILS)
The Nuckelavee
HP: 100 XP: 100
ATK: 4d5+5 AC: 1d5
ZOMBIE (HEAD)

HP: 100 XP: 100


ATK: 4d5+5 AC: 1d5
MacRath’s
Dungeon To South
Plain  ZOMBIE (GUTS)

HP: 100 XP: 100


E B
ATK: 4d5+5 AC: 1d5

GREENLANDS NORTH PLAIN


for these goons though, so they’ll turn on you just as
B The Northern Plain quickly.

Wretched new enemies here: the Redcaps. These manic In the middle of the Northern Plain, you’ll find a man very
demonfolk gambol about like over-eager hairless cats – upset – and get 1050 XP for meeting him. This guy
but you’ll find their predilection for tearing apart nearby proves to be your man – but before anything further of
Druids quite amusing. Anything with two legs is a target importance can occur, you must take on the Nuckelavee...

approx. 666 Silver Pieces


A Adderstone x 3

B 666 Silver Pieces


BOSS
First they’ll hit Druids...
THE PET
C approx. 575 Silver Pieces HP: 500 XP: 750
ATK: 5d10+40 AC: 1d5+3
500 Silver Pieces
D Adderstone x 1 The Pet will pluck Druids from
Self-Help Book (10 SP) the ground, ascend to the sky,
drop them, and then swoop
E Diary (8 SP)
down again – take cover.
Chianti (60 SP) x 2
...then they’ll come after you.

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Oh, you knew this moment was coming for quite some examine these
time, I reckon. The best stones, you’ll find
strategy for The Nuckelavee some significance
is to circle around him, in their names.)
hack from the side or rear – Now it’s back to
and don’t rely too much on Dounby with your
your summons, as the little new friend in tow. BOSS
“skull pal” Spirit that the (Indeed, from this
THE NUCKELAVEE
Nucklavee has whirling point on in the
around the place will draw game, if you ever HP: 500 XP: 750
mana from our fellow Bard. Nuckelavee: no Lollipopkid. decide to return ATK: 7d10+50 AC: 1d5+2
It might be worth your while here, as with so many other to Houton, you’ll
boss battles, to invoke the Level 3 invincibility of the find it’s overrun Small Spirits will whizz about
Caleigh Artifact. by Zombiefolk, the vicinity of the Nuckelavee,
absolutely sapping valuable mana away
After taking out the Nuckelavee, examine the discon- pillaged, with from the Bard.
certing ring of tombstones here – after which point, the every shop made
Zombies will attack. (When you get a proper moment to inaccessible.

you must follow MacRath to the ruins of his castle –


A Back to The Aiken Drum where, down in the dungeon, you’ll find the Shadow Axe.

Very simple mission here: Bring MacRath back to Dugan


in the Aiken Drum. You’ll be given 1320 XP and be told

DRUID (STAFF)
HP: 60 XP: 75
ATK: 3d5+10 AC: 1d5 Is this freak your man?

DRUID (SCYTHE)
HP: 110 XP: 175
ATK: 5d5+10 AC: 1d5

DRUID (SICKLES)
HP: 85/150 XP: 90/250
ATK: VARIES AC: VARIES Dugan, is this freak my man?

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THE GREENLANDS MACRATH’S DUNGEON Armor: W. B. CHAINMAIL Summon: MERCENARY

there’s no “return portal” in


A Wrath of MacRath’s the immediate vicinity of
your landing spot in the
Go back to Greenlands North near the Cemetery where at next room, so just keep
the glowing gate you’ll find the entrance to the Dungeon. trudging on, being careful
You’ll receive 2200 XP from MacRath, after which you once you get inside of the
should enter. “pool of blood” room to
avoid the Spike Traps on the
MacRath’s Dungeon is an floor while engaging the Oh, not you again.
insane complex of telepor- Zombies in combat.
tation portals, which will
warp you from one dank
and/or enemy-ridden and/or
anti-magic-bedecked room
to the next. The icons on Enter the Dungeon.
the stone portals (which correspond to the symbols on
the gravestones above ground) will give you a clue as to
which room you’re headed after a while, but look, you
went so far as paying for this guide (maybe), so get your
money’s worth by just fixing your eye on the maps
conveniently displayed here – a much easier method of
cluing yourself in to the dungeon’s spatial
plan.

Go around one of the far corners in the To 2


first segment of Lord Bauder’s Dungeon
and you’ll run into the Apologize Man
from Houton! Be as adamantly
snarky as ever, and you’ll
have just earned yourself
1100 XP. Note before you
take the first portal that

Apology
Man


To North
Plain
1: LORD BAUDER’S DUNGEON

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In Room 2, take out the Explorer in the north


A room to unlock a secret room, inside of
which you’ll find the Fae Locket Token –
Hidden
Room giving you a nice +2 Vitality bonus (and
which, despite the name, ascribes no penalty
to the Bard’s virility).

To 3 To 9 In Room 3 you’ll face a gauntlet of traps and


will have the “pleasure” of speaking to a
Metal Mouth, who will really have nothing
much to say at all – although that won’t stop
him from getting out a couple good bons
mots.

A lotta claptrap.

2: LORD BAUDER’S DUNGEON

To 9
To 2

Token: Fae Locket


A Adderstone x 1
Brain (8 SP)
Eyeball (4 SP)
B Ruby (100 SP)
Pearl (80 SP)
Token: Belt of the Oak
C Skinsalve (10 SP)
Adderstone x 2 B
Tune: Behemoth
D Adderstone x 2
Amethyst (80 SP)

3: THE PASSAGEWAY OF INEVITABLE DEMISE

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THE GREENLANDS MACRATH’S DUNGEON Armor: W. B. CHAINMAIL Summon: MERCENARY, KNIGHT

In Room 4, you’ll meet a floating skull who


To 11 To 3 will demand that you perform some hokus-
To 5 To 9 pokus to go on any further – light the torches
C around the room, and he’ll teach you a little
bit of magic. He was expecting a great
demon-lord, but… he ends up getting
something else. As a result, and a disem-
bodied man of his word, he’ll have no choice
but to fork over his Tune – the Enchantress,
who will do a nice job every now and then of
healing any summons you have out around
you. Before you travel further beyond into
the door that the Spirit has opened for you,
light the torches three more times – the first
two go-rounds will summon one Kunaltrow
each, but the third time will summon none
other than your old friend Bodb, who has a
message for you from the afterlife. Part of a
message. Inside the room you’ll find a chest
containing a new Token -- the Belt of the
Oak, which will give you a +2 on your
Strength.

4: LORD MERRIMONT’S DIVINATION CHAMBER

To 10 To 8

Light the torches...

D To 7
To 6
Inside Room 5, Lord Apono’s Lecture Hall,
you’ll encounter some Zombies, but also
some Shades, which are sort of “non-enemy
combatants,” for the most part undefeatable
by normal weapons but who will disappear as
soon as your Light Fairy touches one of them.
They’re not really classifiable as “attackers,”
but they still serve to impede your progress
slightly.

5: LORD APONO’S LECTURE HALL

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PRIMA OFFICIAL GAME GUIDE

A B
Hidden Hidden
Room To 12 Room
By the way: If you’re in a spot in the
dungeon where no anti-magic zones
exist, it’s probably worth bringing out
To 5 To 10 the Light Fairy for the simple sake of
brightening things up slightly even if
the room isn’t completely pitch-black,
as it can get pretty dark in this place.

To 7 To 8

6: LORD LOKIN’S HIDDEN NICHE

To 6
Tune: Upgraded Heroine
A Adderstone x 1

Tune: Upgraded Knight


B Adderstone x 1
C
350 Silver Pieces
C Houton Land Deed
(60 SP)
Adderstone x 2

500 Silver Pieces To 5


D Adderstone x 1

approx. 800 Silver Pieces


E Adderstone x 1
7: THE PASSAGEWAY OF INEVITABLE DEMISE

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THE GREENLANDS MACRATH’S DUNGEON Armor: W. B. CHAINMAIL Summon: MERCENARY, KNIGHT

To 6 Rooms 7 and 8 are all anti-magic – your


D summons will instantly dissipate inside these
crescent-moon-shaped, and squiggly
encephalitic snake-shaped, rooms.

To 5

8: THE ZOMBIE LOUNGE

To 4

To 3

To 2
Room 9, Lord Pershing’s Dance Hall Macabre
finds a legion of Zombies engaged in dance
class. School’s out, folks. But an epic battle
against the undead has begun. Throw your
grimoires out the window – it’s aggression
time.
E

9: LORD PERSHING’S DANCEHALL MACABRE

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Rooms 10 and 11 are only worth passing


through for the sake of their treasure. Room
12 is a different story – here you’ll fight “The
Zombie,” whose name, incidentally, is Burt.
His skill on the Shadow Axe will summon
A forth supplementary Zombies (no “The” with
these) – so bring out the Crone, the
Mercenary, and the Knight and go to town.
In addition, you’ll find that using Lugh’s
Artifact will really do a number on taking
down this skeleton crew. Hang in there, keep
chopping off his little Zombies (they’ll keep
regenerating, but so what), and it’s monsters:
mashed. You’ll get the Shadow Axe and
4400 XP. Not only will the Shadow Axe
serve as a great weapon (and allow the Bard
to let loose in the style of a prog-rock
guitarist, as his quasi-mullet always seemed
to suggest he one day would) (P.S. - why
To 5 To 6 don’t video-game heros ever rock out in the
key of Yo La Tengo?), but it will also let you
summon four at once. There’s a chance that
when the Shadow Axe slices an enemy, it will
strike him with “Fear,” causing him to run
10: THE OUBLIETTE amuck.

To 9 B To 4

approx. 200 Silver Pieces


Jeweled Bracelet (60 SP)
A Skinsalve (10 SP)
Adderstone x 1

approx. 350 Silver Pieces


Emerald (200 SP)
B Black Pearl (175 SP)
Adderstone x 1

11: THE AXE PORTAL ROOM

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Chapter 10: Segment: Suggested...
Weapon: CLAIDHEAMH SOLUIS Level: 20
THE GREENLANDS MACRATH’S DUNGEON Armor: W. B. CHAINMAIL Summon: CRONE, MERCENARY, KNIGHT

Once you get back to the World Map, you’ll find


a Priest out in the northern vicinity who To North
wanders with no purpose but to heal you. His Plain
services will save you the hassle of trudging
back to East Dounby if you’ve taken a beating
and a wallop.

BOSS
THE ZOMBIE
HP: 600 XP: 800
ATK: 6d5+5 AC: 2d5+5

The Zombie will use his


Shadow Axe to continually
summon Zombies to help him
out.
12: LORD FABIAN’S CONSERVATORY

Butchery with Lugh’s Artifact. The very powerful Behemoth Tune. The wandering Priest.

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Meet up with Hatcher. Make your way to the Shop. Lead Hatcher to the gate.
Pass through The Farm to get to The Firbolg Mines.

him, and you’ll receive an Upgraded Gouger Tune, and


A Draugr Blood Drive 880 XP. Be nice, and you’ll get some warnings about the
Finfolk in the Mines. It’s the sour man the Trow can relate
You learn shortly after arriving that the Draugr have no to – and the polite man he scorns!
intentions of letting you pass through to the Firbolg Mines
for passage to the Island Tower unless you’re slashed, There’s an anti-Draugr barrier in place at the edge of the
shagged, and trashed. The Bard makes a good point that eastern piers as
alive or dead, either way he’s going to get to that Tower, – well, which will
and with these conciliatory intonations, the fight begins. serve as a nice
This is nothing you haven’t place to get away
already faced, so just get from the Draugr to
hacking. As the narrator will if you need to
comment, however, heal. Here near
whenever you kill two the save you’ll find
Draugr, two more will the Shopkeeper,
seemingly spring up out of but he’s unwilling DRAUGR (SWORD)
nowhere to take their place. to give you service HP: 80 XP: 50
It’s going to be quite a night Make ecto-blood flow/radiate! unless you talk to
in Stromness. Hatcher and bring ATK: 3d5+20 AC: 1d5+1
him – it’s like
DRAUGR (AXE)
To further complicate the trying to get in to
situation, the mass defor- some crappy club, HP: 80 XP: 60
estation of the town has even though the
ATK: 2d5+25 AC: 1d3
made it so that many of the whole town’s been
stump-chests containing blitzed. DRAUGR (HAMMER)
treasure blend in with the
regular non-chest stumps. Also reprazentin’ HP: 80 XP: 60
Don’t be fooled by imita- on the Stromness ATK: 2d5+15 AC: 1d3
tions! Look to the map for Stump, stump, chest! east-side is a wee
the real deal. Trow standing out DRAUGR (2-HAND SWORD)
on a pier; he won’t
You’ll also find a curious anti-Draugr barrier around give you anything HP: 80 XP: 75
Hatcher’s house. Once you step inside the barrier, you’ll if you’re snarky, ATK: 4d5+30 AC: 1d5
find that no Draugr will be able to penetrate the magic but if you’re nice,
field, and will perish as a result of touching it. Next to you’ll get the
Hatcher’s house, you’ll find a small Trow. Be snarky to Upgraded

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CHAPTER 11: STROMNESS Segment: Weapon: CLAIDHEAMH SOLUIS Level: 20
and Environs Suggested...
TOWN OF STROMNESS Armor: W. B. CHAINMAIL Summon: MERCENARY

(
To World
Map
A B
666 Silver Pieces
Shop A Adderstone x 1
Hatcher
666 Silver Pieces
Snarky
Trow
B Adderstone x 3

666 Silver Pieces


Nice
C Adderstone x 2
C Trow
666 Silver Pieces
D Armor of Llyr

D
+To The Farm
TOWN OF STROMNESS
WEAPONS
Elemental Tune, along with a nice reward in
Vipersteel Dirk 7000 SP
the amount of 880 XP.
Ravensteel Broadsword 8000 SP
Talk to Hatcher, and you’ll receive 1650 XP, Onyx Flail 8000 SP
and he’ll lead you to the Firbolg Mines. Of Frecraid 9000 SP
course, it’s a dangerous place, this Stromness Blackthorn Great Bow 4500 SP
– and nothing ever goes correctly right off the
Bow of Bile Dathi 6500 SP
bat anyway. Stick close to him, and he’ll take
you to the Shop on the east so you can finally Elemental’y, my boy. ARMOR
get inside. The trick is to defend him from the
encroaching Draugr. If he dies along the way, White Bronze 5500 SP
the Firbolg Mines will be unlocked on the Chainmail
World Map, but you won’t get in to the shop. White Bronze 8500 SP
He’s a bit of a weakling, but as long as you Scalemail
have your summons near the old geezer, you
stand a good chance of saving him – he has
White Bronze 5000 SP
his own bow for self-defense as well. If you Targ Shield
already happened to find the Armor of Llyr, White Bronze 7000 SP
there’s no need to buy the White Bronze Scale Kite Shield
Mail, as they have the same statistics. The
Bow of Bile Dathi can fire exploding arrows. If ...then they’ll come after you.
INSTRUMENTS
you buy the Ancient Flute, you’ll also get the Ancient Flute 4000 SP
Upgraded Brute tune as a bonus.

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B Animal Nitrate
Now stick close to Hatcher.
There’s a positively stomach-
turning battle coming up at the
end of this section, and if he
manages to survive this approx. 600 SP
confrontation, the Ddraig Goch A Adderstone x 3
Bow will be yours. The battle is
with the pulsating, gross Haggis approx. 300 Silver Pieces BOSS
Monster. He’ll let an explosion of B Token: Four Leaf Clover HAGGIS MONSTER
haggis fly through the air, raining Adderstone x 1 HP: 650 XP: 800
down on your party. I suggest
having out at least two C 250 Silver Pieces ATK: 5d5+10 AC: 0
summons, one melee and one
approx. 450 Silver Pieces The Haggis Monster will
ranged, and making use of the unloose an explosion of blood-
Token: Golden Thistle
Level 3 Caleigh Artifact invulnera- D Ring ripe haggis upon all in the
bility power as quickly as you Adderstone x 1 vicinity.
can. Approach the main portion

To Stromness *
ZOMBIE COW B
HP: 175 XP: 300
A
ATK: 15d5+15 AC: 6d5

ZOMBIE ROOSTER
C D
HP: 50 XP: 100 To The
ATK: 5d5 AC: 0 Firbolg Mines

)
ZOMBIE SHEEP Haggis
Monster
HP: 150 XP: 200
ATK: 2d5+5 AC: 1d5

THE FARM

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and Environs Suggested...
THE FARM Armor: W. B. CHAINMAIL Summon: HEROINE, KNIGHT

of the creature and slash


away. Once he’s defeated,
you’ll receive 3300 XP and
the most powerful shield in
the game: the Ochain.

Now make your way east,


and proceed through the
entrance to the Firbolg Haggis explosion. Get near, and slash. An eye on the prize.
Mines.

Haggis. It’s what’s for dinner.

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Meet up with Hatcher. Make your way to the Shop. Lead Hatcher to the gate.
Pass through The Farm to get to The Firbolg Mines.

Culainn, you’ll get 1000 Silver Pieces right off the bat,
A Digging for Air then the 3300 XP. You have the chance to be snarky or
nice again when Culainn says he has something that
You’ll meet some nice Firbolg Miners around here, but might interest you more than
only when you encounter Culainn will you find out what’s silver – be snarky twice and
going down – some miners have gotten trapped behind a you won’t get the sword.
collapsed wall, and they’re doing the best to dig them out. But who would pass up the
But could do with some reinforcements. If you’re nice, offer of a speaking sword?
you’re charged with helping to gather up some of the You’ll get 2000 Silver Pieces
miners you see around the instead.
place and lead them back to
the rescue squad. You have If you happened to keep A match made in heaven.
a limited amount of time Dolyn alive (he was the
until the lost team runs out Firbolg trapped way back in
of air – you’ll be able to see The Frozen Tombs), you’ll
on the top of the screen the also encounter this chap
air remaining (a timer here. Out of gratitude for
counting down) versus the your freeing the trapped
Get searching for miners!
percentage of the digging- miners, he’ll give the Bard a
out complete. Get very valuable Token indeed –
moving! And the White Book of
watch out for Rhydderch. This Token will The other White Book.
Finfolk inside! add a +50 bonus onto your
One shot from maximum number of mana points. With benefits like that,
them will kill a it’s hard to believe Rhydderch’s book isn’t a best-seller
following Firbolg. throughout the land – although it’s probably only a
Get them all free, “limited edition of 1.”
and you’ll get 2200
XP. You’ll also get FINFOLK Head down to the southeast
the incredible Ego where the save point is, and
HP: 200 XP: 350
Sword, which has you’ll find a raft docked at
a magnificent ATK: 7d5+10 AC: 1d5 the shore. Hop onto the
range, and an float.
additional 2200
Silver Pieces.
Get on the raft.
If you’re snarky to

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FIRBOLG MINES Suggested...
THE FIRBOLG MINES Armor: W. B. CHAINMAIL Summon: MERCENARY

The Firbolg Mines:


The struggle between
the workers and
capital shall go on
forevermore.

To The Farm *

Rescue
C Team Miner
Miner

B
Miner
Miner
1000 Silver Pieces
A Coal (1 SP) x 3
Diamond (300 SP)
Miner B Ruby (100 SP)
D Amethyst (80 SP)
)
Miner Adderstone x 1
To The 2000 Silver Pieces
Underground C Adderstone x 2
Miner River
250 Silver Pieces
A Ruby (100 SP)
D Diamond (300 SP)
THE FIRBOLG MINES Adderstone x 1

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When you get back on the raft you’ll end up encountering


B Earth and Water Mix two Finfolk Lord along the way. Surrounded by an
electrical field and significantly taller than their weaker
Well, it should come as no surprise that you’ll be attacked brethren,
by Finfolk on the way here. When you take safe harbor, it these “Super
won’t be long before you encounter some Rock Swine – Finfolk” are
think of these as rock-covered Boars in terms of their the chiefs of
behavior. Your Ego Sword will dice them up, but it might the Finfolk
be a little slow on the swing. Head south where a chest world. Get
awaits and you’ll also get your first taste of an encounter off the raft
with an Earth Golem – another rock-covered beastie, and head for 666 Silver Pieces
albeit one who chucks rocks at a high velocity from a the Caverns. A Ruby (100 SP)
distance. Adderstone x 2
Inside of this
chest you’ll
find SP in the
B Diamond (300 SP)
amount of the Adderstone x 3
magic
number, 666.

Quartzy little piggies! Finfolk Lord battle.

To
)
Finfolk
Caverns
FINFOLK
HP: 200 XP: 350
ATK: 7d5+10 AC: 1d5 B
FINFOLK LORD (
To Firbolg
HP: 350 XP: 400 Mines
ATK: 10d5+20 AC: 2d5+2

ROCK SWINE
HP: 100 XP: 200
ATK: 5d5+30 AC: 1d5

EARTH GOLEM
HP: 100 XP: 200 A
ATK: 6d5+20 AC: 4d5
THE UNDERGROUND RIVER

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FIRBOLG MINES Suggested...
THE FINFOLK CAVERNS Armor: W. B. CHAINMAIL Summon: MERCENARY

(located in the southwestern section of the Caverns’


C Thicker Than Water northern half), and are snarky, he’ll run away to the
clearing just north. You’ll see him being maimed by
Once you get out of here you’ll fight some Finfolk and Finfolk. If, at
some Finfolk Lords on foot. Make your way north to find this point,
a man named Olav. He suffers from diarrhea of the you are
mouth – if you keep interrupting him snarkily he’ll finally snarky and
stop and tell you that he wants proof that you’ve killed the allow him to
Diamond (300 SP)
Firbolg in the cave, for which he’ll give you a reward.
Being nice to Olav while he talks won’t get him to shut
die, you’ll get
550 XP and
A Adderstone x 1
up, but if you let him finish to the end without snarkily the Token: approx. 600 Silver Pieces
interrupting, you’ll get 850 XP and the Lightning Stone, a Black Pearl (175 SP)
token, which
(cont. next page)
B Lobster Bib (12 SP)
will give add Swim Trunks (8 SP)
a +3 bonus to Adderstone x 2
your
Dexterity.
C Diamond (300 SP)
Tune: Upgraded Knocker
Black Pearl (175 SP)
If you find the
Firbolg
D Pearl (80 SP)
Adderstone x 2
Bannock Let the man speak! Here’s Olav’s nemesis.

Olav

FINFOLK Bannock
HP: 200 XP: 350
A
ATK: 7d5+10 AC: 1d5
(
To The
FINFOLK LORD Underground
River
HP: 350 XP: 400
ATK: 10d5+20 AC: 2d5+2
Energy Gate
C
EARTH GOLEM
HP: 100 XP: 200
D )ToLava
Obligatory
Level

ATK: 6d5+20 AC: 4d5 To The


) Narrow
Sea

THE FINFOLK CAVERNS

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Firbolg Armbands (which are Strength + 3, in bonus


terms). Report back to Olav for 1650 XP and the
Upgraded Bodyguard Tune. If you were nice to the
Firbolg, and you can lead him to the raft, he’ll end up
giving you the Firbolg Armbands anyway, -- go back to
Olav and you’ll get the Tune and the 1650 XP all the
same.

When you head to the


southern portion you’ll reach
an energy gate, blocking
your way. Summon the
Bodyguard (newly
upgraded), and approach the
gate – he’ll absorb the
energy, and you’re free to Defusing the gate.
progress. Fight off the
Finfolk and Finfolk lord in the
western chamber and then
pop the chests, for wealth,
Adderstones, and the
Upgraded Knocker Tune.
Before you exit on the raft,
enter the Obligatory Lava
Level. You’ll find another
Chosen One – if you’re Reward from the Chosen.
snarky, he’ll run across,
pluck the chest open across the skinny rock bridge, and
on the way back – well, not to give anything away, but
the Bard will be able to get the Upgraded Behemoth Tune
from his person. If you’re nice to the Chosen One and
The Firbolgs have gone through hell and back in their time.
convince him to sit, he’ll give you 2200 XP and the Harp
of Ages, which has a four summon limit and 600 mana.

continually pelt the beast with arrows from a distance –


D Turbulent Waters he’s out in the water, so ranged weapons are your best
bet for making any kind of contact with this thing.
This is a zone of nothing but heavy combat. It’s pretty Additionally, he’ll fire a vomitous bile at you which isn’t
tough going, I’m not gonna lie. You’ll fight Finfolk, Finfolk nice, and will continually summon Finfolk the whole time.
Lords, new serpentine It is one nasty fight. There
Tentacles that anchor your are a finite number of
raft until you kill them Finfolk in this battle though
(allowing Finfolk to keep – dodge the sputum attacks
popping up even more ad and kill them off, then take
nauseum than they already aim with your bow from the
are), and, worst of all, the position on the raft pictured.
repetition of Sea Monster All the while the Sea
heads. Absolutely summon Monster is attacking,
Reward from the Chosen. Blast from this spot.
your Heroine so she can stationary as he is,your raft

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FIRBOLG MINES Suggested...
THE NARROW SEA Armor: W. B. CHAINMAIL Summon: MERCENARY, KNIGHT

will be held in place by four of the smaller Tentacle creatures that emerge from
the snotgreen sea-tide. They won’t attack you or cause any real harm –
they’re really only interested in
flexing.

approx. 1000 Silver Pieces


FINFOLK Black Pearl (175 SP)
HP: 200 XP: 350 A Adderstone x 1
ATK: 7d5+10 AC: 1d5 Jeweled Bracelet (60 SP)

approx. 900 Silver Pieces


FINFOLK LORD BOSS Swim Trunks (8 SP)
HP: 350 XP: 400 SEA MONSTER x 4
B Diamond (300 SP)
ATK: 10d5+20 AC: 2d5+2 Adderstone x 1
HP: 200 XP: 300
ATK: 4d5+10 AC: 1d5+2
TENTACLE approx. 800 Silver Pieces
HP: 25 XP: 1 Projectile-vomits a green bile C Black Pearl (175 SP)
from its saliva ducts. Avoid at Adderstone x 2
ATK: 1d5-1 AC: 0 all costs!

)
A B C
To World
Map

(
To The
Finfolk
Caverns

The Bard dries off. THE NARROW SEA

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PRIMA OFFICIAL GAME GUIDE

Defeat the Tower Guardian.

entrance, to the World Map and back to the Grove to keep


A The Grove Outside fighting enemies if you’re not yet up to Level 20 or so.

Redcaps and Druids abound on the outer grounds of the If it wasn’t clear yet by this point in the game, you’re
Island Tower. There are no real surprises here, and all reaching the end of your quest. I’ll take a moment here
you really need to do is make your way up the grounds, to tell you that while the challenge ahead is still rather
toward the entrance to the tower, hitting the treasure significant, you will have seen, with this tower, the full
chests along the way. Go in and out of the Grove spectrum of enemies. Just not the full array of bosses...

 To Level 1 DRUID (SCYTHE)


HP: 110 XP: 175
B ATK: 5d5+10 AC: 1d5

DRUID (SICKLES)
HP: 85/150 XP: 90/250
A ATK: VARIES AC: VARIES

DRUID (DARK)
HP: 200 XP: 200
ATK: 8d5+20 AC: 1d5

REDCAP

 To World
Map
HP: 125 XP: 250
ATK: 8d5+20 AC: 0
THE ISLAND TOWER GROVE

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ISLAND TOWER ISLAND TOWER GROVE Armor: W. B. CHAINMAIL Summon: MERCENARY

It’s been a long slog


under the channel.
But at long last you’ve
made it to the final
Tower.

Emerald (200 SP)


A Ancient Bracelet
(300 SP)
Diamond (300 SP)

Jeweled Sword
(200 SP)
B Adderstone x 1
History of Dounby
(90 SP)

C Adderstone x 2
Black Pearl (175 SP)

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come across the first chest, watch it, as there’s an Arrow


B The Island Tower, Level 1 Trap right in front of it that will blast you. Worth popping
though – you’ll get
Note that your Pup can dig up Amethysts on this stage. the Basluath to
Stay sharp around the traps replace your Dirk
(no pun intended?) and weapon – this is
keep fighting off the Rock the most powerful
Swine and the Earth Golems Dirk in the game.
all around. You’ll find the There are lots of
Upgraded Enchantress tune chests here, and as
in the first chest on this level long as you can
– good news for your stay alive fighting ROCK SWINE
summons. In the second the Phantom
The rocky road ahead. HP: 100 XP: 200
chest, you’ll come upon Warriors and
something even more interesting – Ossian’s Lute. This staying clear of the ATK: 5d5+30 AC: 1d5
instrument has a summoning limit of 4, but a mana Arrow Trap-rigged
maximum of a whopping 800. Throw a summon-party, statues (or at least EARTH GOLEM
step on the elevator, and ascend up to the second level. approaching them
HP: 100 XP: 200
from an oblique
ATK: 6d5+20 AC: 4d5
C The Island Tower, Level 2
angle – see their
locations on the
Level 2 map on PHANTOM DRAUGR
There’s no way back down page 96) you’ll be
HP: 125/150 XP: 200/300
to Level 1 once you come fine. The chest in
up to Level 2 – so, taking the northeast holds ATK: VARIES AC: 0
into consideration the the Upgraded
“magic seal” placed on the Rogue Tune.
door the Bard is extra-stuck There’s a huge
inside. The arrow-traps that contingent of Phantom
litter this level (out in greater Warriors in the last clearing
numbers than on the prior A gauntlet of arrow-traps. of the level, where the Level
floor) are the least of your 3 elevator is. You will
worries. Watch out for the definitely need to fall back
quasi-invisible Phantom and take a breather as the
Draugr – they’re basically pack of Distortion Draugr
like invisible Vikings, though that call this place “their
not that invisible, for their territory” are unrelenting. Fighting the Distortion!
forms have something of a
shimmer, and the sword
and shield combo is
certainly visible. Once you The Basluath is yours.

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ISLAND TOWER LEVEL 1 Armor: W. B. CHAINMAIL Summon: MERCENARY

Tune: Upgraded Enchantress Ossian’s Lute


Adderstone x 1
A Adderstone x 1 B Diamond (300 SP)
Diamond (300 SP)
Ancient Bracelet (300 SP)

A 
From
Island
Tower
Grove

B 
To Level 2

THE ISLAND TOWER LEVEL ONE

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Basluath Upgraded Tune: Rogue


Ruby (100 SP) Ruby (100 SP) Diamond (300 SP)
A Ceremonial Sword (200 SP) C Black Pearl (175 SP) E History of Dounby (90 SP)
Diamond (300 SP) Houton Land Deed (60 SP) Amethyst (80 SP)
Adderstone x 1 Jeweled Sword (200 SP) Ceremonial Sword (200 SP)
B Golden Chalice (200 SP)
Amethyst (80 SP) D Emerald (200 SP)
Fancy Pants (120 SP)
F Ancient Bracelet (300 SP)
Emerald (200 SP)
Emerald (200 SP) Adderstone x 1 Adderstone x 1

E
D

C B F
To Level 3

From
Level 1


A

THE ISLAND TOWER LEVEL TWO

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approx. 500 Silver Pieces History of Dounby (90 SP)


A 999 Silver Pieces Book of the Dun Cow
approx. 850 Silver Pieces C (200 SP) D Druidic Pants (15 SP)
Fancy Pants (120 SP)
Adderstone x 1 Adderstone x 1 Chianti (68 SP)
B Golden Chalice (200 SP) Balor’s Eye
Stonehenge Keepsake (12 SP)

B

From
Level 2

A
C

To
Mannanan’s
Chamber

D

THE ISLAND TOWER LEVEL THREE

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baddies you’ve fought inside so far – Rock Swine, Earth


D The Island Tower, Level 3 Golems, Phantom Draugr – with the addition of Fire Boars
and Fire Lugh Fighters. It’s an incredibly furious battle –
The Fire Boars here are pretty furious, but they’re slightly have your Artifacts at the ready, and your best summons
easier to handle than the Distortion Draugr. Though as out all at once – the Crone, the Mercenary, the Knight
you can see, this place is pretty fire-trashed. The most and, for fortification’s sake,
valuable treasure comes the Enchantress. After you
from the easternmost room, waste this pack of evil-
where you’ll find the Balor’s doers, approach the save
Eye, a new type of flail. As point, do your business
slow as ever, but how (save points are sort of the
extraordinarily deadly. restrooms of The Bard’s
Tale) and ascend the
The last room of the stage elevator to Mannanan’s
brings together all the A curious burning sensation. Chamber… Carnage in the last chamber.

ROCK SWINE
HP: 100 XP: 200
ATK: 5d5+30 AC: 1d5

EARTH GOLEM
HP: 100 XP: 200
ATK: 6d5+20 AC: 4d5

PHANTOM DRAUGR
HP: 125 XP: 200
ATK: 8d5+10 AC: ??

FIRE BOAR
HP: 125 XP: 100
ATK: 8d5+50 AC: 2d5+1

FIRE LUGH FIGHTER


HP: 120 XP: 200
ATK: 6d5+30 AC: 1d5

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advantage of these
E Mannanan’s Chamber when the tornado
cuts too close, so
Here you are, the big face- you can flee across
off with the last of the three to the opposite
Tower bosses. A few things side. The other big
about this deadly, deadly attack by
guy. For one, he will shoot Mannanan is the BOSS
electrical beams your way atomic explosions
that, if you are standing he’ll unloose every-
MANNANAN
nearby and are struck, will where (now you HP: 1000 XP: 1000
constantly decrease your Electrical storm a-brewin’. know why Level 3 ATK: 6d5+30 AC: 4d5
damage until the field finally of this place looks
dissipates from your body like such a disaster Avoid the tornado wrath, then
in about two and a half area). When dodge the atomic bomb wrath.
seconds. Additionally, Mannanan is in You might suffer massive
Mannanan will transform explosive form, damage in this battle.
into a tornado and follow just run around
you around, whipping up and dodge the
mayhem for you and your falling fire – not much more can be said other than: “Pay
summons, inflicting a great attention! And avoid! (And/or use your Caleigh Arifact!)”
deal of damage as aresult. And HP-loss accruin’. Needless to say, he can only be damaged in physical
After he circles the central form. Stay as far away as you can from the tornado, as
dais several times, he will his electrical blasts have
finally resolve to his quite a range.
normal physical form, at
which point you Defeat Mannanan and
should draw out receive the Mannanan
your summons Artifact and 15
again (as by this Adderstones. As you’ll see,
point it’s highly you can let
likely they’ve out a Hallucinogenic!!!! Yet real.
been crushed by hooray
the ‘nado) and for not having to descend the tower
have at him. like you did the last two times and take
See the four on a swarm of Druids. No, this time
steps up to the around, you’re off – on the back of... a
dais? Take flaming manta-ray.

Fly to Dounby Tower and you’ll


enter Chapter 14 – the Bard will
summon the Knight, Rogue,
Gouger, and Heroine – and
you’ve come full circle.

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Defeat MacKay. Enter the Tower. Make a huge life-decision.

right-hand Druid of the


A Along Comes MacKay Fionnaoch gang, goes by the
name of MacKay. (And if
Listen, as soon as you show up, with your four summons that weren’t enough to strike
out and at the ready, you’re going to come face to face fear into your heart, know
wtih... another Druid. But don’t fret. This is the last Druid that this name means he’s
you’ll face in the game... with the exception of the ones the son... of KAY.) The on-
on the 12th Floor screen confusion can be
of the Tower pretty hectic once the battle Kay’s son rips it up.
looming in front of begins,, but it’s nothing you
you. This cowl’d haven’t already seen before. Just plow through these
goon, the nefarious creeps, and wipe out good old Mackay. Once you’ve
killed the last Druid, the Tower doors
will open. Sadly, you’re about to
witness your final Kunaltrow revue.
Cry like a man, sweet Yardley.
DRUID (STAFF)
HP: 60 XP: 75
ATK: 3d5+10 AC: 1d5

DRUID (SCYTHE) BLUE PLANT


HP: 110 XP: 175 HP: 20 XP: 40
ATK: 5d5+10 AC: 1d5 ATK: VARIES AC: 0

DRUID (SICKLES) RED PLANT BOSS


HP: 85/150 XP: 90/250 HP: 30 XP: 40 MACKAY
ATK: VARIES AC: VARIES ATK: VARIES AC: 0 HP: 200 XP: 200
ATK: 8d5+20 AC: 1d5
DRUID (DARK) YELLOW PLANT
MacKay follows the same
HP: 200 XP: 200 HP: 25/30 XP: 60/40 behavioral pattern as a Dark
ATK: 8d5+20 AC: 1d5 ATK: VARIES AC: 0 Druid.

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B C

A D
Floors 7 and 12
Floors 1 - 6 and 8 - 11 All Chests: Adderstone x 1

THE DOUNBY TOWER A THE DOUNBY TOWER B

FLOOR slaughter all enemies; proceed upward. Two floors


1 The Kunaltrow Battle contain save points and some nice Adderstone treasure.
(See above to get an idea of the variation in floor
This floor sets the precedent for the others that will follow. contents.) Anyway, after you meet the master of the
Not much in the way of house on Floor 1, you’ll be attacked by – Kunaltrow?!
treasure here, nor any diffi- Well, there are a lot of them. Once you’ve killed them all,
culty in finding your way to the gates surrounding the elevator will drop, and you can
a new elevator – the same proceed upward.
blueprint beneath your feet
pretty much repeats all
throughout. What does
differ are the enemies that
you’ll fight from floor to
Kunaltrow Freak Out.
floor. The gameplan:

KUNALTROW (SWORD) KUNALTROW (SPEAR) KUNALTROW (2-SWORDS)

HP: 25 XP: 20 HP: 25 XP: 25 HP: 60 XP: 40


ATK: 1d5 AC: 0 ATK: 1d5+4 AC: 1d4 ATK: 4d5+5 AC: 1d4

KUNALTROW (ARCHER) KUNALTROW (WITCH DOC)

HP: 25 XP: 20 HP: 50 XP: 50


ATK: 2d5+2 AC: 0 ATK: 2d5+5 AC: 1d4

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FLOOR
2 The Cu Sith Battle CU SITH
You faced these guys a lot later in the game than around
the time you were also fighting Kunaltrow, but they’ll HP: 100 XP: 50
make up your second group of opponents in the Tower ATK: 3d5+10 AC: 0
regardless of chronology. Hack these marrow-dripping
mutts up and watch out for their dreaded Dread Howl The Bard pulls a boner.
attack – the one that looks like they’re burping up skunk
meat.

FLOOR
3 The Scarecrow Battle SCARECROW
Lots of Scarecrows here – take a position on the
perimeter, because if you get hemmed in by these HP: 90 XP: 100
buggers you might never get out. From the sidelines, ATK: 3d5+15 AC: 0
launch one fire-arrow after another and light them up.
They’ll be a snap. Hay-fever sufferers, beware.

FLOOR all the seeds it drops that you

4 The Plant Battle can, to ward off as many teeny


Plant-spawn as possible. There
There are more Plants per square meter on this floor than are more satisfing ways in life to
you’ve ever seen in any one place throughout the game. cultivate your green thumb, but
Run along the edges, and try to get out of the way of the they lie beyond the scope of this
thorn attacks – summon your Bodyguard to help out in book.
this task. After you kill a Plant, definitely try and pick up Crazy strains indeed.

BLUE PLANT RED PLANT YELLOW PLANT


HP: 20 XP: 40 HP: 30 XP: 40 HP: 25/30 XP: 60/40
ATK: VARIES AC: 0 ATK: VARIES AC: 0 ATK: VARIES AC: 0

FLOOR sixth – there are some especially

5 The Lugh Fighter Battle noisome and enervating mixam-


abobbins upstairs.
Just hack and slash these overeager automatons. Circle
the Lugh Fighters who wield Spears and take any old
strategy you want to clean up the others. In case your
summons get wasted here on the fifth floor, don’t forget
to resummon some new ones before you head up to the Taste joint-grease.

LUGH FIGHTER ARMORED BOAR LUGH KNIGHT (SPEAR)


HP: 40 XP: 90 HP: 75 XP: 50 HP: 60 XP: 100
ATK: 4d5+5 AC: 2d3+3 ATK: 6d5+25 AC: 2d3 ATK: 5d5+10 AC: 3d5+3

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FLOOR
6 The Redcap Battle REDCAP
With your fiercest melee summons surrounding you, use
the devastating Mannanan Artifact to summon the big HP: 125 XP: 250
man himself and draw the Redcaps all together into one ATK: 8d5+20 AC: 0
bunch with the tornado, then wipe them out with your
dual-wield fury. This is a pretty gruesome fight. Redcaps fall upon your head.

FLOOR save point here and four

7 The Zombie Battle treasure chests. Inside each is


one Adderstone. Save at the
What you’ve got here is another rough battle. You’ll be point, then ascend; you won’t
flanked by the walking dead, and you can deal with them have another rest stop until the
in the same way that you have previously. Summon the eleventh floor.
Behemoth, a Mercenary, the Knight, and go to. Despite
the battle, this floor constitutes a “rest stop” – there is a Leper-fingers in your mouth.

ZOMBIE (ENTRAILS) ZOMBIE (HEAD) ZOMBIE (GUTS)

HP: 100 XP: 100 HP: 100 XP: 100 HP: 100 XP: 100
ATK: 4d5+5 AC: 1d5 ATK: 4d5+5 AC: 1d5 ATK: 4d5+5 AC: 1d5

FLOOR sworders on your own. Finish

8 The Draugr Battle the axers off one at a time when


all is clear.
The axe-throwers are the worst to deal with here, as DRAUGR (SWORD)
they’ll just keep stunning you and stunning you over and
over again. What to do: draw the sword-swingers away HP: 80 XP: 50
from the axe-stunners, who will stay more stationary. ATK: 3d5+20 AC: 1d5+1
Move so the axers are off-screen, then deal with the Save the axers for the end.

DRAUGR (AXE) DRAUGR (HAMMER) DRAUGR (2-HAND SWORD)

HP: 80 XP: 60 HP: 80 XP: 60 HP: 80 XP: 75


ATK: 2d5+25 AC: 1d3 ATK: 2d5+15 AC: 1d3 ATK: 4d5+30 AC: 1d5

FLOOR turn grey. They shouldn’t pose

9 The Zombie Animal Battle too much of a problem. Just


watch out, as always, for the
Hope you’re in the mood for rotten nuggets. These are Zombie Sheep’s crazy sleep
the kinds of animals that, if the Bard were a hunting man attack.
(well a man who hunted more than just lame grouse),
and he brought the carcasses back home to cook, upon
Cockle-doodle-baa-moo splat.
throwing them into a boiling cauldron, all the meat would
ZOMBIE COW ZOMBIE ROOSTER ZOMBIE SHEEP
HP: 175 XP: 300 HP: 50 XP: 100 HP: 150 XP: 200
ATK: 15d5+15 AC: 6d5 ATK: 5d5 AC: 0 ATK: 2d5+5 AC: 1d5

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FLOOR pimped. Since you don’t have

10 The Finfolk Battle any spawn at your side who can


projectile vomit sodium chloride,
Yeah… it’s gonna be pretty tough justifying the swearing you’ll have to make do with the
to Mom, or the neighbors or whoever with this one. I’m regular crew and your most
not gonna lie, this room is probably the hardest part in nimble dual-wield pairing of
the game to this point. It’s a non-stop onslaught of gooey Basluath and the ol’ Ravensteel.
fin-philandering, and if the Bard isn’t careful he’ll get Watch the folk scene die out.

FINFOLK FINFOLK LORD


HP: 200 XP: 350 HP: 350 XP: 400
ATK: 7d5+10 AC: 1d5 ATK: 10d5+20 AC: 2d5+2

FLOOR When you’re done, you can go

11 The Earth & Fire Battle up to the twelfth floor and make
use of the well-deserved save
Yeah, I think the last room was still the most difficult. But point waiting for you there.
that doesn’t mean this room is any slouch either. Just as
you took on the elements of water during the last battle,
so will you now face the forces of fire. Keep slashing
through these guys, using everything at your disposal. A little bit of everything.

ROCK SWINE FIRE BOAR


HP: 100 XP: 200 HP: 125 XP: 100
ATK: 5d5+30 AC: 1d5 ATK: 8d5+50 AC: 2d5+1

EARTH GOLEM FIRE LUGH FIGHTER


HP: 100 XP: 200 HP: 120 XP: 200
ATK: 6d5+20 AC: 4d5 ATK: 6d5+30 AC: 1d5

FLOOR Save at the save point, then

12 The Druid Battle head to the elevator to rise up to


the unluckiest number of them
This floor is pretty bad though, I have to admit. The Staff all... and the final battle.
Druids will of course summon green energy beams to rain
down from the heavens, so be spry as ever when taking
them on. Destroy all of these, then open the four chests
– same as with Floor 7 – and find an Adderstone in each. Does it ever end? Yes, it does.

DRUID (STAFF) DRUID (SICKLES)


HP: 60 XP: 75 HP: 85/150 XP: 90/250
ATK: 3d5+10 AC: 1d5 ATK: VARIES AC: VARIES

DRUID (SCYTHE) DRUID (DARK)


HP: 110 XP: 175 HP: 200 XP: 200
ATK: 5d5+10 AC: 1d5 ATK: 8d5+20 AC: 1d5

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FLOOR correct one, but once you

13 The Final Battle strike a false Caleigh the


sham will vanish – so by
You have four options laid out before you after strutting process of elimination you’ll
into the room. The first option, “Out of Here,” involves... know where you have to
no battle whatsoever. aim. When the job is done,
Choose that option and you’ll be treated to an
watch one of the most ending that trumpets our
refreshingly radical denoue- hero’s chivalrous nature. Evil Caleigh in the Blood Dimension.
ments in RPG history play
out. If it’s action you want Pick Caleigh: Choose this
however, you’re going to option, and you’ll have to
have to choose either “Pick fight Fionnaoch. The core of
Fionnoach” or “Pick his assaults consists of
Choose wisely, jerk.
Caleigh.” If you choose “Get creating a slow-motion field
Advice,” you’ll be privy to some wise words by those that forms around the Bard
wisest advisors, your summon party. in order to impair his
actions, then pulling him
Pick Fionnoach: close to strike with the staff.
Fionnaoch the Exasperated.
Choose this The showdown doesn’t get
option, and you’ll much more complicated than this; if I had to choose
have to fight Evil which of the two final boss battles was the more difficult,
Caleigh. When despite the stats, I’d pick the fight with Evil Caleigh – so if
you go into battle, you’re looking for a “challenge” and an “invigorating sense
BOSS make sure you of moral self-congratulation,” choose that battle. But if
dodge the flames you’re looking for an ending with the promise of inter-
EVIL CALEIGH and then strike at species sex, kill Fionnoach. Your choice is that simple.
HP: 600 XP: N/A Evil Caleigh. This
ATK: 6d5+50 AC: 1d5 sultry succubus
(okay, syphilitic
Evil Caleigh will split into different hag-goat) will start
forms, summon flaming rain, and off in singular
charm male summons (except the form, and then
Light Fairy). will split into three
or four – your aim
is to damage the

BOSS
FIONNAOCH
HP: 1000 XP: N/A
ATK: 6d5+50 AC: 7d5

He’ll slow you down with


magic, and “grab” and pull you
near; he’ll supplement his
attack with summons.

106 primagames.com
Dounby is a small village on the Orkney Mainland. No menacing towers stand within its vicinity.

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The following is an all-in-one reference guide to the creatures and enemies who will attempt to break the
Bard’s steely resolve. You’ll also find Special Attacks, and Items Dropped (listed in order of probability).

TYPE: W O LV E S TYPE: W O LV E S

WOLF HP: 20 XP: 20 LARGE WOLF HP: 55 XP: 50


ATK: 2d5+5 AC: 0 ATK: 2d5+5 AC: 1d2
Items Dropped: Items Dropped:
Wolf Pelt, Sheepskin, Red- Wolf Pelt, Large Wolf Pelt
Hooded Cloak, Picnic Basket

TYPE: K U N A LT R O W TYPE: K U N A LT R O W
KUNALTROW
(SWORD)
HP: 25 XP: 20 KUNALTROW
(SPEAR)
HP: 25 XP: 25
ATK: 1d5+2 AC: 0 ATK: 1d5+4 AC: 1d4
Items Dropped: Items Dropped:
Trow Sword, Trow Pants, Trow Spear
Snowglobe o’ Houton, Family
Pictures

TYPE: K U N A LT R O W TYPE: K U N A LT R O W
KUNALTROW
(ARCHER)
HP: 25 XP: 20 KUNALTROW
(2 SWORDS)
HP: 60 XP: 40
ATK: 2d5+2 AC: 0 ATK: 4d5+5 AC: 1d4
Items Dropped: Items Dropped:
Bow, Arrows None

108 primagames.com
Trow are a wee faerie-folk who have dwelt for centuries throughout the Orkney Islands - FACT.
What are the names of two of the most historically notorious Trow? Truncherface and Bannafeet.

TYPE: K U N A LT R O W TYPE: K U N A LT R O W
KUNALTROW
(WITCH DOCTOR)
HP: 50 XP: 50 KUNALTROW
(CABER)
HP: 30 XP: 40
ATK: 2d5+5 AC: 1d4 ATK: 4d5+10 AC: 1d4
Special: Heal spell, Hex spell Items Dropped:
Lifting Belt
Items Dropped:
Polished Bones, Brass Ring

TYPE: K U N A LT R O W TYPE: BOAR


KUNALTROW
(HAMMER)
HP: 30 XP: 40 BOAR HP: 30 XP: 20
ATK: 2d5+20 AC: 1d4 ATK: 3d5+8 AC: 1d2+1
Items Dropped: Items Dropped:
Lifting Belt Boar Pelt, Boar Tusk

TYPE: BOAR TYPE: BOAR


ARMOR
BOAR
HP: 75 XP: 50 FIRE
BOAR
HP: 125 XP: 100
ATK: 6d5+25 AC: 2d3 ATK: 8d5+50 AC: 2d5+1
Items Dropped: Items Dropped:
Gears Coal

TYPE: BOAR + RIDER TYPE: BOAR + RIDER


BOAR
RIDER HP: 40 XP: 20 ARMOR
BOAR RIDER
HP: 115 XP: 100
ATK: 4d5+15 AC: 2d5+1 ATK: 6d5+25 AC: 2d3
Items Dropped: Items Dropped:
Boar Pelt, Boar Tusk Gears

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TYPE: BIRD TYPE: SCARECROW

CROW HP: 0 XP: 0 SCARECROW HP: 90 XP: 100


ATK: 0 AC: 0 ATK: 3d5+15 AC: 0
Items Dropped: Special: Casts Fear spell.
None Items Dropped:
Ruby, Diploma

TYPE: PLANT TYPE: PLANT

BLUE PLANT HP: 20 XP: 40 RED PLANT HP: 30 XP: 40


ATK: N/A AC: 0 ATK: N/A AC: 0
Special: Anti-Magic spell; replicates Special: Poison attack; replicates in
in “small versions” via Seed Pods “small versions” via Seed Pods
Items Dropped: Items Dropped:
Seed Pod Seed Pod

TYPE: PLANT TYPE: DRUID

YELLOW PLANT HP: 25/30 XP: 60/40 DRUID


(STAFF)
HP: 60 XP: 75
ATK: VARIES AC: 0 ATK: 3d5+10 AC: 1d5
Special: Melee “Bite” attack (3d5+20) or Special: Energy Blast
ranged “Thorn” attack (2d5+12); replicates in Items Dropped:
“small versions” via Seed Pods Mistletoe, Druidic Pants, Mistletoe, Wanted
Items Dropped: Poster, Stonehenge Keepsake, Almanac
Seed Pod

TYPE: DRUID TYPE: DRUID


DRUID
(SCYTHE) HP: 110 XP: 175 DRUID (SINGLE
or DUAL SICKLE)
HP: 85/110 XP: 90/250
ATK: 5d5+10 AC: 1d5 ATK: VARIES AC: 1d5+2/4d5
Special: Root Summon spell Special: Heal spell
Items Dropped: Items Dropped:
Mistletoe, Druidic Pants, Mistletoe, Wanted Mistletoe, Druidic Pants, Mistletoe, Wanted
Poster, Stonehenge Keepsake, Almanac Poster, Stonehenge Keepsake, Almanac

110 primagames.com
The Cu Sith are a strange breed of Scottish faerie-folk also known as the Black Angus.
Their name is pronounced “cugh shee,” and translates to English as “faerie dog.”

TYPE: DRUID TYPE: CU SITH WOLF


DRUID
(DARK)
HP: 200 XP: 200 CU SITH HP: 100 XP: 50
ATK: 8d5+20 AC: 1d5 ATK: 3d5+10 AC: 0
Special: Energy Blast
Items Dropped:
Special: Dread Howl
(4d5 + 25)
Mistletoe, Druidic Pants, Mistletoe, Wanted
Poster, Stonehenge Keepsake, Almanac
Items Dropped:
Polished Bones

TYPE: FINFOLK TYPE: FINFOLK

FINFOLK HP: 200 XP: 350 FINFOLK


LORD
HP: 350 XP: 400
ATK: 7d5+10 AC: 1d5 ATK: 10d5+20 AC: 2d5+2
Special: While swimming, HP: 75; Special: Heal spell
able to cast Heal spell
Items Dropped: Items Dropped:
Pearl, Seashells, Black Pearl,
Lobster Bib, Swim Trunks Black Pearl

TYPE: DRAUGR TYPE: DRAUGR


DRAUGR
(SWORD)
HP: 80 XP: 50 DRAUGR
(AXE)
HP: 80 XP: 60
ATK: 3d5+20 AC: 1d5+1 ATK: 2d5+25 AC: 1d3
Special: Does extra damage in
“berserker” mode Items Dropped:
Items Dropped: Throwing Axe
Viking Sword, Frozen Horn, Frozen
Meat, Frozen Viking Pants

TYPE: DRAUGR TYPE: DRAUGR


DRAUGR
(HAMMER)
HP: 80 XP: 60 DRAUGR
(2-HAND SWORD)
HP: 80 XP: 75
ATK: 2d5+15 AC: 1d3 ATK: 4d5+30 AC: 1d5
Items Dropped: Items Dropped:
Throwing Hammer Two-Handed Sword

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TYPE: DRAUGR TYPE: LUGH FIGHTER


PHANTOM DRAUGR
(REG. & 2-HAND)
HP: 85/110 XP: 90/250 LUGH FIGHTER HP: 40 XP: 90
ATK: VARIES AC: 0 ATK: 4d5+5 AC: 2d3+3
Special: Regular Sword (8d5+10) or Items Dropped:
Two-Handed Sword (10d5+20)
Items Dropped: Gears, Picture of Lugh
None

TYPE: LUGH FIGHTER TYPE: LUGH FIGHTER


LUGH KNIGHT
(SPEAR)
HP: 60 XP: 100 LUGH KNIGHT
(BOMBS) HP: 150 XP: 200
ATK: 5d5+10 AC: 3d5+3 ATK: 5d5 AC: 3d5
Items Dropped: Items Dropped:
Gears None

TYPE: LUGH FIGHTER TYPE: ZOMBIE


FIRE LUGH
FIGHTER
HP: 120 XP: 200 ZOMBIE
(ENTRAILS)
HP: 100 XP: 100
ATK: 6d5+30 AC: 1d5 ATK: 4d5+5 AC: 1d5
Items Dropped: Items Dropped:
Coal Brain, Eyeball, Rotting Pants,
Skin Salve

TYPE: ZOMBIE TYPE: ZOMBIE


ZOMBIE
(HEAD) HP: 100 XP: 100 ZOMBIE
(GUTS)
HP: 100 XP: 100
ATK: 4d5+5 AC: 1d5 ATK: 4d5+5 AC: 1d5
Items Dropped: Special: Poison damage
Items Dropped:
Rotting Pants, Skin Salve,
Rotting Pants, Brain, Eyeball, Skin
Self-Help Book, Beer Bottle Salve

112 primagames.com
In Scottish mythology, Redcap is a wicked spirit who gained his name by repeatedly
soaking his cap in human blood, as a crude means of dying the garment.

TYPE: SNIPER TYPE: VIKING

SNIPER HP: 60 XP: 100 VIKING


(SWORD)
HP: 175 XP: 300
ATK: 6d5+40 AC: 1d5 ATK: 5d5+10 AC: 2d5
Special: Does extra damage in
Items Dropped: “berserker” mode
Bow, Arrows, Brass Ring, Items Dropped:
Viking Sword, Haunch of Meat, Drinking
Sniper Pants Horn, Viking Pants, Beer Bottle

TYPE: VIKING TYPE: VIKING


VIKING
(AXE)
HP: 175 XP: 300 VIKING
(HAMMER)
HP: 175 XP: 300
ATK: 2d5+20 AC: 1d5 ATK: 3d5+5 AC: 1d5
Items Dropped: Items Dropped:
Throwing Axe Throwing Hammer

TYPE: VIKING TYPE: REDCAP


VIKING
(2-HAND SWORD)
HP: 200 XP: 350 REDCAP HP: 125 XP: 250
ATK: 7d5+15 AC: 2d5+1 ATK: 8d5+20 AC: 0
Items Dropped: Items Dropped:
Two-Handed Sword Polished Bones, Chianti

TYPE: ZOMBIE ANIMAL TYPE: ZOMBIE ANIMAL

ZOMBIE COW HP: 175 XP: 300 ZOMBIE


ROOSTER
HP: 50 XP: 100
ATK: 15d5+15 AC: 6d5 ATK: 5d5 AC: 0
Items Dropped: Special: “Zombie Chicken” variation
has 3d5 attack.
Steak Items Dropped:
Nugget

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TYPE: ZOMBIE ANIMAL TYPE: R O C K C R E ATU R E


ZOMBIE
SHEEP
HP: 150 XP: 200 ROCK SWINE HP: 100 XP: 200
ATK: 2d5+5 AC: 1d5 ATK: 5d5+30 AC: 1d5
Items Dropped: Items Dropped:
Mutton Ruby, Emerald, Diamond

TYPE: R O C K C R E ATU R E TYPE: T E N TAC L E


EARTH GOLEM HP: 100 XP: 200 TENTACLE HP: 25 XP: 1
ATK: 6d5+20 AC: 4d5 ATK: 1d5-1 AC: 0
Items Dropped: Items Dropped:
Ruby, Emerald, Diamond None

CHAPTER: 1: HOUTON AND ENVIRONS CHAPTER: 2: NEVERSDALE FOREST

BUGBEAR HP: 200 XP: 200 KETILL


SWART
HP: 100 XP: 300
ATK: 3d5+3 AC: 1d5+2 ATK: 3d5+5 AC: 1d5
Special: Special:
Throws a peculiar “Stun Dust,” and None – melee attacks only.
springs interior traps.

114 primagames.com
Cathbad was the name of the resident seer-druid in the court of Emain Macha – see
page 133 for more details.

CHAPTER: 2: NEVERSDALE FOREST CHAPTER: 3: KIRKDALE AND ENVIRONS

FNARF HP: 100 XP: 0 ORNERY OLD


HORSE
HP: 350 XP: 200
ATK: 2d6+5 AC: 2d5 ATK: 3d5+2 AC: 0
Special: Special:
None – ranged attacks only. None – melee attacks only.

CHAPTER: 4 : H I G H L A N D PA R K CHAPTER: 5: THE FOREST TOWER

FNARF HP: 125 XP: 250 HERNE HP: 400 XP: 300
ATK: 5d5+20 AC: 2d5 ATK: 4d5+10 AC: 1d5+1
Special: Special:
In early encounters, he’ll teleport
around the screen, staying out of Capable of poisoning, summoning
harm’s way, but in the final battle, he’ll Plants, and engaging roots to snag
use his bow. his enemy for several seconds.

CHAPTER: 7 : T H E M O U N TA I N T O W E R CHAPTER: 7 : T H E M O U N TA I N T O W E R

CATHBAD HP: 250 XP: 100 LUGH HP: 450 XP: 750
ATK: 5d5+30 AC: 2d5+2 ATK: 4d5+20 AC: 2d5
Special: Special:
Attacks in the same manner as a Surrounds himself with a deadly
Staff Druid – melee assaults and shield of spinning axes in addition
energy-beam blasts. to hurling spears.

CHAPTER: 9: FINSTOWN AND ENVIRONS CHAPTER: 10: THE GREENLANDS

SILKBEARD HP: 700 XP: 750 THE PET HP: 500 XP: 750
ATK: 10d5+5 AC: 3d5 ATK: 5d10+40 AC: 1d5+3
Special: Special:
None – melee attacks only. The Pet will attack with a disori-
enting plummet from the sky.

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Got gears for veins?


Then Lugh wants
YOU in his beloved
corps.

“DEATH IS GLORY”
116 primagames.com
Legend has it that the Nuckelavee was the most feared creature among all the faerie-folk in the
Orkney Islands’ ancient epoch – and, furthermore, that he was scared to death of rainwater.

CHAPTER: 10: THE GREENLANDS CHAPTER: 10: THE GREENLANDS


THE
NUCKELAVEE
HP: 500 XP: 750 THE ZOMBIE HP: 600 XP: 800
ATK: 7d10+50 AC: 1d5+2 ATK: 6d5+5 AC: 2d5+5
Special: Special:
Summons small Spirits which attack Continually summons helper-
with a strength of 8d5+20 and sap Zombies with his Shadow Axe.
mana from the Bard.

CHAPTER: 11: S T ROM N E S S AND E N V I RO N S CHAPTER: 1 2 : T H E F I R B O LG M I N E S


HAGGIS
MONSTER
HP: 650 XP: 800 SEA
MONSTER
HP: 200 XP: 300
ATK: 5d5+10 AC: 0 ATK: 4d5+10 AC: 1d5+2
Special: Special:
Unleashes a hailstorm of haggis Volleys a poisonous bile cloud.
from the skies.

CHAPTER: 13: THE ISLAND TOWER CHAPTER: 14: THE DOUNBY TOWER

MANNANAN HP: 1000 XP: 1000 MACKAY HP: 200 XP: 200
ATK: 6d5+30 AC: 4d5 ATK: 8d5+20 AC: 1d5
Special: Special:
Alternates between a whirlwind Follows the same pattern as Dark
and atomic explosion attack every Druids – energy-beam blast attack.
time he loses 100 HP.

CHAPTER: 14: THE DOUNBY TOWER CHAPTER: 14: THE DOUNBY TOWER
EVIL
CALEIGH
HP: 600 XP: N/A FIONNAOCH HP: 1000 XP: N/A
ATK: 6d5+50 AC: 1d5 ATK: 6d5+50 AC: 7d5
Special: Special:
Splits herself into mirage images, Casts a Slow spell on the Bard, has the
summons a flaming rain, and charms all ability to “grab” the Bard and pull him
male summons... except, erm, the Light close, and summons forth Druids and
Fairy. Plants.

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The following is an all-in-one reference guide to the Weapons, Armor, Instruments, Cash-In Items, Tokens,
Artifacts, and Summon Tunes of the game. You’ll find complete statistics, along with the respective cash
value of an item after you upgrade to something a bit (or a lot) more powerful.

weapons
[ swords ]
name: cash value: name: cash value:
Sword 10 SP Broadsword 60 SP
damage: special: damage: special:
1d5 none 3d5+2 none
name: cash value: name: cash value:
Caladbolg 100 SP Quicksilver Broadsword
350 SP
damage: special: damage: special:
3d5+4 none 4d5+2 Magic Aura: 100% 2d5

name: cash value: name: cash value:


Ravensteel Broadsword
Casgair 600 SP N/A
damage: special: damage: special:
Magic Aura: 100% 4d5
5d5+2 Magic Aura: 100% 3d5 6d5+2 Mana Burst: 25% 5d5

[ dirks ]
name: cash value: name: cash value:
Dirk 60 SP Silver Dirk 250 SP
damage: special: damage: special:
3d5+1 none 5d5+1 none
name: cash value: name: cash value:
Vipersteel Dirk 700 SP Basluath N/A
damage: special: damage: special:
Poison: 100% 4d5
6d5+2 Poison: 50% 3d5 7d5+4 Life Drain: 50%

118 primagames.com
“Claidheamh Soluis” is the Irish name for the legendary “Sword of Light.”

[ two-handed ]
name: cash value: name: cash value:
Claymore 80 SP Claidheamh Soluis 150 SP
damage: special: damage: special:
4d5+5 none 5d5+7 Electrical: 100% 1d5

name: cash value: name: cash value:


Lochaber Axe 400 SP Frecraid N/A
damage: special: damage: special:
Electrical: 100% 2d5
6d5+9 Electrical: 100% 2d5 8d5+12 Lightning Storm: 100% 4d5

[ flails ]
name: cash value: name: cash value:
Flail 70 SP Crannderg 150 SP
damage: special: damage: special:
Unblockable: 100%
4d5+4 Unblockable: 100% 5d5+6 Stunning Blow: 25%

name: cash value: name: cash value:


Granite Flail 350 SP Onyx Flail 800 SP
damage: special: damage: special:
Unblockable: 100% Unblockable: 100%
6d5+10 Stunning Blow: 35% 8d5+14 Stunning Blow: 45%

name: cash value:


Balor’s Eye N/A
damage: special:
Unblockable: 100%
9d5+14 Sonic Slam: 35%

[ bows ]
name: cash value: name: cash value:
Longbow 25 SP Great Bow 50 SP
damage: special: damage: special:
4d6+5 none 5d6+6 none
name: cash value: name: cash value:
Glaisne 100 SP Elderwood Bow 200 SP
damage: special: damage: special:
6d6+7 Fire Arrows: 100% 2d5 7d6+8 Fire Arrows: 100% 3d5

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[ bows (continued) ]
name: cash value: name: cash value:
Blackthorn Bow 300 SP Blackthorn Great Bow
450 SP
damage: special: damage: special:
8d6+9 Fire Arrows: 100% 4d5 9d6+10 Fire Arrows: 100% 5d5

name: cash value: name: cash value:


Bow of Bile Dathi 650 SP Ddraig Goch N/A
damage: special: damage: special:
10d6+11 Exploding Arrows: 100% 6d5 11d6+12 Dragon Flame Arrows: 100% 7d5

[ musical weapons ]
name: cash value: name: cash value:
Shadow Axe 250 SP Ego Sword N/A
damage: special: damage: special:
Fear Strike: 75%
6d5+8 Mana: 400 Summoning Limit: 3 8d5+12 Mana: 400 Summoning Limit: 3

120 primagames.com
Scathach, or “Shadowy One,” is the Irish goddess of war, whereas Llyr is the Welsh god of
the sea.

armor
[ body armor ]
name: cash value: name: cash value:
Padded Armor 20 SP Leather Armor 40 SP
protection: special: protection: special:
1d1 none 1d2 none
name: cash value: name: cash value:
Studded Leather Armor 80 SP Oak Leaf Armor 100 SP
protection: special: protection: special:
1d2+1 none 2d2 none
name: cash value: name: cash value:
Chainmail 260 SP Scalemail 420 SP
protection: special: protection: special:
2d2+1 none 3d2 none
name: cash value: name: cash value:
Scathach’s Mail 500 SP White Bronze Chainmail 550 SP
protection: special: protection: special:
3d2+1 none 4d2 none
name: cash value: name: cash value:
Armor of Llyr 650 SP White Bronze Scalemail N/A
protection: special: protection: special:
4d2+1 none 4d2+1 none

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[ shields ]
name: cash value: name: cash value:
Buckler 50 SP Targ Shield 250 SP
protection: special: protection: special:
1d2 none 1d2+1 none
name: cash value: name: cash value:
Kite Shield 450 SP Dubgilla 550 SP
protection: special: protection: special:
2d2 none 2d2+1 Healing Shield: 10%

name: cash value: name: cash value:


White Bronze Targ Shield
500 SP White Bronze Kite Shield
700 SP
protection: special: protection: special:
3d2 Healing Shield: 20% 3d2+1 Healing Shield: 30%

name: cash value:


Ochain 800 SP
protection: special:
4d2 Healing Shield: 40%

instruments
[ instruments ]
name: cash value: name: cash value:
Lute 25 SP Harp 75 SP
mana: summons: regen: mana: summons: regen:
100 1 100% 200 2 100%
name: cash value: name: cash value:
Ornate Lute 150 SP Jeweled Flute 250 SP
mana: summons: regen: mana: summons: regen:
300 2 100% 300 3 100%
name: cash value: name: cash value:
Silver Harp 300 SP Finn’s Lute 500 SP
mana: summons: regen: mana: summons: regen:
400 3 100% 500 3 125%

122 primagames.com
Ossian, or “Oisin,” figures prominently in Irish myth as a blind bard of extraordinary artistic capability and bravery. He’s
been immortalized as the central figure in William Butler Yeats’s early epic poem, “The Wanderings of Oisin.”

[ instruments (continued) ]
name: cash value: name: cash value:
Ancient Flute 400 SP Harp of Ages 500 SP
mana: summons: regen: mana: summons: regen:
500 4 125% 600 4 150%
name: cash value: name: cash value:
Gnimh’s Flute 600 SP Ossian’s Lute 700 SP
mana: summons: regen: mana: summons: regen:
700 4 150% 800 4 150%

tokens
Badger Hide Gloves Belt of the Oak Firbolg Armbands Findruine Charm Fae Locket

Strength Strength Strength Vitality Vitality

+1 +2 +3 +1 +2

Phial of Medb Rabbit’s Foot Silver Horseshoe Four Leaf Clover Badge of the Wind

Vitality Luck Luck Luck Dexterity

+3 +1 +2 +3 +1

Boots of Quickening Lightning Stone Silver Torc Gold Coronet Mantel of Ossian

Dexterity Dexterity Charisma Charisma Charisma

+2 +1 +1 +2 +3

Eagle Charm Ring of Tara Cormac’s Chalice Golden Thistle Ring White Book of Rhydderch

Rhythm Rhythm Rhythm +50 +50


+1 +2 +3 Max Hit
Points
Max
Mana

White Book of Hergest Golden Spyglass Amulet of Llyr Broonie’s Cloak Falstone

+10% +10% +1d5 +10% +10%


Mana Treasure Armor Health to
Regen Value Bonus Regen XP

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artifacts
artifact: effects: artifact: effects:
Caleigh I: Heals Bard and summons. Herne I: Summons roots to bind all
II: Blesses Bard and summons. enemies.
category: III: Bestows Bard and summons category: II: Large area-spray of poison.
with a temporary invulnerability to III: Summons vines to entangle and
Healing damage. Debilitation constrict on-screen enemies.

artifact: effects: artifact: effects:


Lugh I: Surrounds the Bard with spinning Mannanan I: A tornado damages and knocks
axes, a “weapon wall.” back enemies.
category: II: Same, but with shooting spears. category: II: Same, but with lightning that
III: Same, but with shooting swords. stuns.
Attack/Protect Destruction III: Mega-damage firestorm.

cash-in items
ITEM VALUE ITEM VALUE
Almanac 15 SP Lifting Belt 8 SP
Amethyst 80 SP Lobster Bib 12 SP
Ancient Bracelet 300 SP Mistletoe 8 SP
Arrows 4 SP Money Bag (Buried) 4 SP
Bottle of Chianti 60 SP Mutton 12 SP
Black Pearl 175 SP Nuckle Heart 250 SP
Boar Pelt 8 SP Nugget 1 SP
Boar Tusk 2 SP Pearl 80 SP
Book of the Dun Cow 200 SP Picnic Basket 5 SP
Bow 30 SP Picture of Lugh 10 SP
Brain 8 SP Polished Bones 4 SP
Brass Ring 4 SP Red-Hooded Cloak 10 SP
Ceremonial Sword 200 SP Roasted Chicken 8 SP
Coal 1 SP Rotting Pants 4 SP
Copper Goblet 4 SP Ruby 100 SP
Cu Sith Pelt 8 SP Seashells 4 SP
Diamond 300 SP Seed Pod 3 SP
Diary 8 SP Self-Help Book 10 SP
Diploma 60 SP Sheepskin 8 SP
Drinking Horn 8 SP Silver Candlestick 10 SP
Druidic Pants 15 SP Skin Salve 10 SP
Emerald 200 SP Sniper Pants 8 SP
Empty Bottle 4 SP Snowglobe O’ Houton 15 SP
Eyeball 4 SP Steak 10 SP
Family Picture 8 SP Stonehenge Keepsake 12 SP
Fancy Pants 120 SP Swim Trunks 8 SP
Fertilizer 8 SP Trow Pants 8 SP
Frozen Horn 17 SP Two-Handed Axe 10 SP
Frozen Meat 8 SP Two-Handed Hammer 10 SP
Frozen Viking Pants 16 SP Throwing Axe 10 SP
Gears 16 SP Throwing Hammer 10 SP
Golden Chalice 200 SP Trow Spear 8 SP
Grouse 8 SP Trow Sword 8 SP
Haggis 20 SP Two-Handed Sword 30 SP
Haunch of Meat 10 SP Viking Axe 20 SP
History of Dounby 90 SP Viking Pants 10 SP
Houton Land Deed 60 SP Viking Sword 20 SP
Jeweled Bracelet 60 SP Wanted Poster 10 SP
Jeweled Sword 200 SP Wolf Pelt 4 SP

124 primagames.com
In Irish mythology, Mannanan is the god of the sea – indeed, the name by which he is
most commonly invoked, Mannanan mac Lir, translates to “Mannanan, son of the sea.”

tunes
These are the sixteen summons of the game, with “upgraded” versions noted as well.

The Rat The Light Fairy


TYPE: Utility HP: 5 TYPE: Utility HP: 20
ATTACK: 1d5 AC: 0 ATTACK: n/a AC: 4d5
SPECIAL: Upgrade: HP: 10, SPECIAL: Periodically stuns
Attack: 12d6+20. onscreen enemies for 1.5
seconds. Upgrade: For 2 seconds.

The Gouger The Explorer


TYPE: Utility HP: 200 TYPE: Utility HP: 150
ATTACK: n/a AC: 1d5+1 ATTACK: 0 AC: 1d5
SPECIAL: Steals HP from enemies SPECIAL: Searches out and
to heal summons. Upgrade: HP: triggers traps. Upgrade: HP: 200,
300, Atk: 6d5+15, AC: 1d5+2. AC: 1d5+2, finds hidden rooms.

The Crone The Enchantress


TYPE: Defense HP: 30 TYPE: Defense HP: 100
ATTACK: 1d2 AC: 1d5 ATTACK: 1d2 AC: 2d5
SPECIAL: Casts Heal spell of 15- SPECIAL: Casts Heal spell on
40 HP on the Bard. Upgrade: HP: summons. Upgrade: HP: 175,
60, Atk: 1d2, AC: 1d5+2, Heal:
35-75 HP. Attack: 1d2+1, AC: 2d5+2.

The Rogue The Bodyguard


TYPE: Defense HP: 100 TYPE: Defense HP: 125
ATTACK: 2d5+20 AC: 1d5 ATTACK: 1d5 AC: 1d5+2
SPECIAL: Blocks melee SPECIAL: Blocks ranged
attacks. Upgrade: HP: 150, attacks. Upgrade: HP: 175,
Atk: 4d5+30, AC: 1d5+2. Atk: 1d2+1, AC: 2d5+4.

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tunes
(continued)

The Thunder Spider The Knocker


TYPE: Element HP: 60 TYPE: Element HP: 120
ATTACK: 2d3+1 AC: 0 ATTACK: 6d2+2 AC: 1d5
SPECIAL: Upgrade: HP: 120, SPECIAL: Upgrade: HP: 150,
Attack: 3d3+4. Attack: 10d2+5.

The Elemental The Behemoth


TYPE: Element HP: 100 TYPE: Element HP: 150
ATTACK: 4d5+10 AC: 0 ATTACK: 4d5+10 AC: 1d5
SPECIAL: Able to melt ice SPECIAL: Upgrade: HP: 200,
walls. Upgrade: HP: 150, Attack: 6d5+20, AC: 2d5.
Attack: 6d5+20.

The Heroine The Brute


TYPE: Attack HP: 70 TYPE: Attack HP: 100
ATTACK: 2d5+2 AC: 1d5 ATTACK: 5d5+10 AC: 1d2
SPECIAL: Ranged attack. SPECIAL: Chucks rocks.
Upgrade: HP: 150, Atk: 4d5+4, Upgrade: HP: 160,
AC: 2d5.
Atk: 6d5+20, AC: 1d2+2.

The Mercenary The Knight


TYPE: Attack HP: 75 TYPE: Attack HP: 100
ATTACK: 3d5+5 AC: 1d5+1 ATTACK: 3d5+4 AC: 4d5+1
SPECIAL: Upgrade: HP: 125, SPECIAL: Upgrade: HP: 150,
Attack: 6d5+5, AC: 2d5. Attack: 5d5+4, AC: 5d5+2.

126 primagames.com
A great number of Orkney knights figure in Sir Thomas Malory’s sprawling proto-novel,
‘La Morte d’Arthur’ (Old French for “The Death of Arthur”).

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Five Extra Dungeons exist in the game which can only be accessed by purchasing treasure maps for sale from the Trow on the World Map,
and Seamus in the Town of Houton. In these Extra Dungeons you’ll find Tokens to complete your collection... as much as possible, that
is. The highest number of Tokens you can carry is twenty-four out of the twenty-five total in the game... unless you cheat. This section
will teach you how to do that, along with helping you get through these Extra Dungeons the fair-and-square way.

This dungeon appeared on the World Map as a result of hard to avoid, but I would suggest either waiting an
your purchasing the most expensive map (and item) in interval and running through, or pulling out your shield
the game, and indeed, it’s the longest of the extra and blocking one set of bursts (walk into the line of fire
dungeons. But there are and prepare the shield only during an interval in the traps
some real prizes to find in firing) and then continuing around them – or, another
here, if you can cope with option, summon your Bodyguard. Right past these dual
the abundance of traps arrow shooters everything turns anti-magic again. Hang
everywhere.. west when a corridor opens up, and you’ll come into
another anti-magic zone, -- watch out for the two Crusher
The western wing contains a Traps, and then
room that doesn’t appear on the Zombies near
the automap, but which The dark hidden room. the chest.
exists nonetheless – this will
be a common feature to the Extra Dungeons that lie In the final, most
ahead of you. (Note the location of Treasure Chest A on northern room,
the map). The chest in this secret room (opened as you’ll still have to
always by summoning the contend with anti-
Explorer) holds Gnimh’s magic dust in the ZOMBIE (ENTRAILS)
Flute, alongside some air, which is a real
monetary goodies. set-back, as there HP: 100 XP: 100
are a lot of ATK: 4d5+5 AC: 1d5
When you enter the eastern Zombies here that
wing, you’ll walk right into some summons ZOMBIE (HEAD)
an anti-magic zone where would make a tad
your summons will easier to deal HP: 100 XP: 100
automatically dissipate. The Golden Spyglass. with. In the chest ATK: 4d5+5 AC: 1d5
Walking through the door of the easternmost room and you’ll get the
saunter around the spikes, which lie just past the Golden Spyglass ZOMBIE (GUTS)
threshold. Slice up the Zombies inside and take the loot – Token.
despite the size of this place there’s only one chest. HP: 100 XP: 100
ATK: 4d5+5 AC: 1d5
Progressing north up the main corridor, you’ll find two
Arrow Traps blasting away in a criss-cross pattern – this is

128 primagames.com
“Dun Ailinne” is a hill-fort located, in our own world, in Ireland’s County Kildare.

Gnimh’s Flute 666 Silver Pieces


A History of Dounby (90 SP)
Amethyst (80 SP)
C Adderstone x 1
Jeweled Sword (200 SP) Amethyst (80 SP)
Ancient Bracelet (300 SP) Diamond (300 SP) Emerald (200 SP)
Amethyst (80 SP) E Diamond (300 SP)
Ancient Bracelet (300 SP) Amethyst (80 SP) Token: Golden Spyglass
B Golden Chalice (200 SP) D Adderstone x 2
666 Silver Pieces Ruby (100 SP)

A
Hidden
Room

B C


To World Map

RUINS OF DUN AILINNE

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Watch out for the Spike Traps here while you


take out all the Kunaltrow and other
beginning-level slew of creatures. It seems at
first like you’re not going to make your
investment back for purchasing this map –
the most valuable chest holds a little over a
thousand Silver Pieces in value inside. But
looks can be deceiving... in the northeastern KUNALTROW (SPEAR)
section of the map, you’ll find a hidden room Small potatoes, these guys. HP: 25 XP: 25
– and in here you’ll get your hands on the
Token known as the Amulet of Llyr, which ATK: 1d5+4 AC: 1d4
gives you a valuable +1d5 bonus to your KUNALTROW (2-SWORDS)
armor!
HP: 60 XP: 40
ATK: 4d5+5 AC: 1d4
KUNALTROW (WITCH DOC)

A hidden room! HP: 50 XP: 50


ATK: 2d5+5 AC: 1d4

BOAR
HP: 30 XP: 20
D ATK: 3d5+8 AC: 1d2+1
Hidden
Room BOAR-RIDER
C HP: 40 XP: 20
ATK: 4d5+15 AC: 2d5+1

A
700 Silver Pieces

B A Black Pearl (175 SP)


Emerald (200 SP)
approx. 500 Silver Pieces
B Adderstone x 1
Jeweled Sword (200 SP)
Amethyst (80 SP)

History of Dounby (90 SP)


C Diamond (300 SP)

 To World Map D
Token: Amulet of Llyr
Ruby (100 SP)
Pearl (80 SP)
CAIRN OF ARDAGH Emerald (200 SP)

130 primagames.com
Ardagh is a small village in County Longford, Ireland that hosts the ruins of the ancient St. Mel’s Cathedral,
while Carrowmore in County Sligo hosts a massive cemetery of some of Ireland’s oldest megalithic tombs.

The Draugr are fearsome here, and they’ll hurl their weapons like there’s no
tomorrow. In the second and third of the three burial chambers to the
north, you’ll find some Arrow Traps – so keep in mind that with nothing to
win, opening those doors is like opening a can of snakes. It’s the first door
you want to pop. There’s a plethora of hidden rooms here, stuffed with
treasure, like the Dubgilla, and Token: Philal of Medb (+3 to Vitality).

DRAUGR (SWORD)
HP: 80 XP: 50
approx. 800 Silver Pieces ATK: 3d5+20 AC: 1d5+1
Self-Help Book (10 SP)
A Pearl (80 SP)
Golden Chalice (200 SP)
DRAUGR (AXE)
approx. 500 Silver Pieces HP: 80 XP: 60
Amethyst (80 SP)
B Adderstone x 1
Ceremonial Sword (200 SP)
ATK: 2d5+25 AC: 1d3
approx. 1400 Silver Pieces DRAUGR (HAMMER)
Ruby (100 SP) A lot of Draugr...
C Adderstone x 1
Diamond (300 SP) HP: 80 XP: 60
ATK: 2d5+15 AC: 1d3
DRAUGR (2-HAND SWORD)

C HP: 80 XP: 75
ATK: 4d5+30 AC: 1d5

PHANTOM DRAUGR
B HP: 125/150 XP: 200/300
ATK: VARIES AC: 0

D
Hidden
F Room Hidden
Room approx. 300 Silver Pieces

Hidden G D Pearl (80 SP)


Ancient Bracelet (300 SP)
Room E Houton Land Deed (60 SP)
1000 Silver Pieces
A E Viking Pants (10 SP)
Fancy Pants (120 SP)
Druidic Pants (15 SP)
approx. 500 Silver Pieces
F Adderstone x 2

 To World Map Dubgilla


Token: Phial of Medb
Adderstone x 1
G Jeweled Sword (200 SP)
CAIRN OF CARROWMORE Jeweled Bracelet (60 SP)

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PRIMA OFFICIAL GAME GUIDE

First thing to do when you get here – bring


out the Light Fairy. It’s pitch black when you
start off in this place – and later on, around
Chest D and E, an anti-magic zone will
dissipate your Fairy-helper. So stumble
around in the dark until you find the chest!
This is a rather lengthy extra dungeon, so just
watch out for all the Spike Traps everywhere. ZOMBIE (ENTRAILS)
Treasure!
Make your way to the final chamber and get
HP: 100 XP: 100
the Token White Book of Hergest, which
will give you a +10% boost to your ATK: 4d5+5 AC: 1d5
mana regen rate!
ZOMBIE (HEAD)

HP: 100 XP: 100


ATK: 4d5+5 AC: 1d5

ZOMBIE (GUTS)

HP: 100 XP: 100


ATK: 4d5+5 AC: 1d5

ZOMBIE COW
HP: 175 XP: 300
ATK: 15d5+15 AC: 6d5

ZOMBIE ROOSTER
HP: 50 XP: 100
ATK: 5d5 AC: 0

132 primagames.com
Emain Macha is the site of the ancient capital of Ulster in Ireland. Its name means “Macha’s Twins,” and is derived from an old myth
involving Ulster’s male populace being cursed to experience, at the moment of their greatest peril, the labor pains associated with the
bearing of twins by a harried mother-to-be. Macha, quick with child and forced to outrace a cart to free an idiot spouse, got her revenge.

Emerald (200 SP) Brain (8 SP) Ceremonial Sword (200 SP)


Black Pearl (175 SP) Jeweled Bracelet (60 SP) x 2
A Ruby (100 SP) C Haggis (20 SP) E Book of the Dun Cow (200 SP)
Houton Land Deed (60 SP)
Amethyst (80 SP) Emerald (200 SP) Adderstone x 1
Ceremonial Sword (200 SP) Adderstone x 1 1200 Silver Pieces
Fancy Pants (120 SP)
B Golden Chalice (200 SP)
Ancient Bracelet (300 SP)
D Bottle of Chianti (60 SP) F Ruby (100 SP)
Adderstone x 1
Adderstone x 1 Skin Salve (10 SP) Token: White Book of Hergest

B
D

A

To World Map

RUIN OF EMAIN MACHA

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Upon strolling into the fifth and final Extra


Dungeon, you’ll come upon a giant blood
pool. If you’re able to shake the fact this
symbol of genocide from your retinas, you’ll
glom on to the fact that undead farm animals
are using this recreational facility as a bathing
and pissing station. (It’s common knowledge
that kidney stones are rampant among the ZOMBIE COW
undead population, so this might account for Just like in “Red River.” HP: 175 XP: 300
the volume of the crimson pool.) Make your
ATK: 15d5+15 AC: 6d5
way past the harmful farm-fauna and into the
spikey chamber to the northeast – and then
to the room beyond, where you’ll find lots of
wealth in addition to the Token known as ZOMBIE ROOSTER
Cormac’s Chalice, which will grant the Bard a
+3 bonus to his Rhythm. HP: 50 XP: 100
ATK: 5d5 AC: 0

Another hidden room!

ZOMBIE SHEEP
HP: 150 XP: 200
ATK: 2d5+5 AC: 1d5
D B
C

Emerald (200 SP)


Ancient Bracelet (300 SP)
A Ruby (100 SP)
Adderstone x 1

A approx. 1000 Silver Pieces


Meat (10)
B Mutton (10)
Jeweled Sword (200 SP)

approx. 1000 Silver Pieces


Haggis (20 SP)
C Meat (10 SP)
Mutton (10 SP)

 To World Map D
approx. 1000 Silver Pieces
Adderstone x 3
Token: Cormac’s Chalice
RUINS OF TARA

134 primagames.com
Tara, located in County Meath, Ireland, was the power center of the island-nation until
Strongbow’s invasion in 1169.

SPECIAL SECRETS
[ the extras menu ]
You know how when you fire up your game, in-game cash to pop them up for your viewing...
and you go into the opening menu, you’re without cheating, that is. But we’ll get to that
confronted with an option for an “Extras Menu”? later. (If you don’t mind either way, then note
Have you ever that the extreme
wondered how you numbers you’re about
unlock these extra to get hit with are pretty
pieces of artwork, much arbitrary digits.)
musical pieces, and The uncontrollable urge
movies, and to unlock each gallery
furthermore, what they might subside after you
consist of? Look no The complete Art Gallery. learn that the movies The complete Movie Gallery.
further than here, dear consist of the opening
reader – only you and titles and the game’s endings.
your MRI technician
know whether the Entries in the Extras Menu are unlocked
draw of these extras is whenever your memory card contains a saved
powerful enough to game in which donations have been made to a
compel you to spend Kirk that meet or exceed the amounts that
the massive amounts follow. (You see, the donations did have a
of time saving up the The complete Song Gallery. purpose beyond virtual good-will after all.)

ART DONATION SONG DONATION MOVIE DONATION

Extra Art 1 400 SP Extra Song 1 200 SP


Extra Art 2 600 SP Extra Song 2 8000 SP
Extra Art 3 2000 SP Extra Song 3 16000 SP Extra Movie 1 100 SP
Extra Art 4 3000 SP Extra Song 4 10000 SP Extra Movie 2 60000 SP
Extra Art 5 4500 SP Extra Song 5 1500 SP Extra Movie 3 50000 SP
Extra Art 6 6000 SP Extra Song 6 2500 SP Extra Movie 4 70000 SP
Extra Art 7 7000 SP Extra Song 7 3500 SP Extra Movie 5 4000 SP
Extra Art 8 12000 SP Extra Song 8 5000 SP Extra Movie 6 1000 SP
Extra Art 9 14000 SP Extra Song 9 20000 SP
Extra Art 10 18000 SP Extra Song 10 22000 SP
Extra Art 11 26000 SP Extra Song 11 28000 SP

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PRIMA OFFICIAL GAME GUIDE

SPECIAL SECRETS (continued)


Since this is the Secrets section, I’d be remiss not to be giving any away. Tell you what – enjoy the
Art Gallery, and the Game’s Endings. They’re on me. (Naturally, they’re larger onscreen.)

Art Gallery 1 Art Gallery 2 Art Gallery 3 Art Gallery 4

Art Gallery 5 Art Gallery 6 Art Gallery 7 Art Gallery 8

Art Gallery 9 Art Gallery 10 Art Gallery 11


SPOILER!!!!!!!!!!

SPOILER!!!!!!!!!!

SPOILER!!!!!!!!!!

If you fight Evil Caleigh, you get this If you fight Fionnaoch, you get this If you choose to... do nothing at all,
ending. Back to old habits again. ending. The perfect couple. you get this ending. Get down.

136 primagames.com
Although the most docile of Scottish faerie-folk, Brownies are much more likely than any
Trow to gut the human who cheats them out of money or personal belongings.

[ cheat codes and god mode ]


You couldn’t ask for a better secret-section Right, Left, Right: This allows the Bard to inflict
heading than that, could you? You’ve lucked “Damage x 100” whenever he attacks.
out here, because The Bard’s Tale has cheat
codes in spades... not to mention a killer cheat Non-Hitable: Left, Right, Left, Right, Up, Down,
menu that gives you control over essentially Up, Down: Enemy attacks will pass right
every variable in the game. If you want to play through the Bard.
fair, don’t use any of these codes. If you don’t
want to play fair, go right ahead. Better still, if Non-Hurtable: Right,
you’ve already beaten the game like a true hero Left, Right, Left, Up,
(or absolute traitor to the human race, Down, Up, Down:
depending on which of the three endings you’ve Also known as
chosen), and want to hack around with the “immortality.” The
Mega Damage On!
environment, give yourself some items you holy grail of cheats –
weren’t able to collect the first time around, or the code that puts the “god” in “god mode.”
simply want all twenty-five Tokens in your
possession, this is the section for you. So read Supplies: Up, Up, Down, Down, Left, Right, Left,
on, would-be bardolator... Right: Don’t even finish thinking what you’re
thinking about this code, or you’ll be eating
• To initiate the following codes, hold down L1 moldy peaches in your dreams. This one gives
and R1 (for the PS2 version of the game) or the you a full slew of Silver Pieces and Adderstones.
Left Trigger and the Right Trigger (for the Xbox
version of the game), and press the D-Pad as Full Health and Mana: Left, Left, Right, Right,
follows: Up, Down, Up, Down: Whenever you need to
be refreshed, this is your code. And yet, could
Mega Damage: Up, Down, Up, Down, Left, there be more hidden codes? These lips are sealed...

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It wasn’t long after the sixth grade let out that I course, by the matrices of character stats and
found myself plunked down daily in the corner of real-time text updates describing the action.*
a friend’s den, staring at the CRT of an “IBM-
compatible” computer. Onscreen, without fail: I don’t think the computer even had a sound
The Bard’s Tale. I recall with great fondness the card. (Or, if the thing did have one, its 12-year-
fabulous misadventures of we three pre-adoles- old owner, like so many of the era’s millions of
cents at large in sprawling Skara Brae – well, personal computer users – still “hobbyists” by
before I go further I’ll pause to massage the 1989? – couldn’t get it to configure with his
memory a little bit more, and here surprise system.) And the graphics, although admittedly
myself to discover that “sprawling” Skara Brae more impressive than those of my beloved NES
unfurled across a portion of the screen no larger games, were often static in the non-3D
than the upper-left quadrant. All those hours, the sequences, usually containing only the barest hint
whole visual record of our explorations… it’s a of animation. Still, it didn’t matter – the game
little hard to believe the source of so much world, like a new codex, was there to be read
enjoyment had been a rectangle of two and a half and, more importantly, descried. The Bard’s Tale
by four inches; larger dimensions than the screen games required of the player a significant time
of even the latest and greatest hand-held commitment for play – not unusual for an RPG –
portable, to be sure, but pretty tiny real-estate for in addition to a certain deftness at plotting out the
what felt like a playground of epic proportions. dungeon maps on graph paper; massive subter-
As such, the infamous “rectangle” strikes me now ranean labyrinths made cartography supplies
as something of a singularity, space super- essential. These being the days before the
focused – all the three-dimensionality, city-streets Internet (if not exactly before the Arpanet), part of
and dungeon corridors, hurtling forward and The Bard’s Tale’s intrigue lay in the fact that the
passing away at break-neck speed across this series really seemed to evoke, and invoke, a kind
itty-bitty tableau… Skara Brae and the dungeons of communality which, despite the game techni-
seemed almost willfully condensed, compressed, cally containing only a “one-player mode,”
by their invisible creators. A kind of paradox, the implicitly encouraged the rudimentary tenets of
smallness of this window-on-the-world piquing something like “team play” – put one person on
so strong a sense of Skara Brae’s vastness; yet mapping duty, and swap shifts with another
the sensation existed, and thus did Skara Brae
feel all the more actual in its minuscule frame, * Maybe the data on the periphery of the game window reinforced the
black-hole/flip-dimension “reality” of Skara Brae that much more – in
like the glimpse of another dimension roiling and my mind’s eye all the updates and statistics resemble the sprawling
continuously surfacing at the center of a black science and quantum exchange that take the black-hole from the realm
of mysterious metaphor to light-bending reality. The numbers are
hole – the rest of the screen being occupied, of spinning at the cusp…

138 primagames.com
The proper title of the first game in the original series was intended as ‘Tales of the Unknown: The Bard’s Tale’ – but,
due in large part to the emphasis on the subtitle in the package design, the franchise became known as ‘The Bard’s Tale’
to fans (and the developers) for ever after.

player for consecutive stretches of nothing more The Bard’s Tale: A Chronology
than leveling up. (Oh, there was lots of leveling
up to be done in The Bard’s Tale, one random
monster encounter after another… and you could
Tales of the Unknown, Volume 1:
only save above ground, at the inn.) One felt
The Bard’s Tale
comfortably alone in the world playing the (1985, Interplay Productions / Electronic Arts)
missions of the game, as though there were no- Create a party of six adventurers, then travel
one else in a million-mile radius undertaking the through the streets of Skara Brae and dungeon
same adventure (one of the nice things about life after dungeon, in search of the wicked
before cyberspace); one could therefore take all Mangar.
the time in the universe to conquer the damn
thing without feeling like some San Antonio The Bard’s Tale II: The Destiny
maniac was putting in more hours per diem than Knight
you ever could. (1986, Interplay Productions / Electronic Arts)
Find the seven pieces of the Destiny Wand and
But there were other things that made the destroy the diabolical archmage Lagoth Zanta.
experience special, too – the unique packaging, There are now six cities to explore, in addition
for example, played a big part. All three Bard’s to a bank, a casino, and an expanded network
Tale games came in a kind of 10-inch 45-rpm of dungeons.
vinyl record sleeve, like a slip-case for the game’s
floppy disks. A wonderfully illustrated, sepia The Bard’s Tale III: Thief of Fate
manual added to the tactile pleasure. Perhaps (1988, Interplay Productions / Electronic Arts)
most potent, and certainly unique to my personal With auto-mapping and save-anywhere
experience of the game, was the fact that much features newly at your disposal, lead your party
of the ambience of our play sessions had been across seven dimensions to destroy Mangar’s
created by the environment around the computer
master, the Mad God Tarjan.
– the den in which we huddled, the crackling
fireplace behind us – the nutcracker and walnuts
atop the heavily-lacquered, oak-surface coffee-
The Bard’s Tale Construction Set
(1991, Interplay Productions)
table – the curio cabinet against the wall facing
the computer, eight feet away, inside of which, Put your design acumen to the test by creating
among my friend’s small library of games, stood your very own dungeon adventures. Try your
the box for another title, another legend of the hand at level layout, item creation, and monster
Golden Age – Wasteland – but that... that’s a tale genetics, then mix the ingredients into a home-
for another time. made recipe for that aromatic dish called
“Epicness.”
It all seemed to stand in for the flickering firelight
of the inn…

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The following interview was conducted in August and September of 2004 with the following members of the InXile production team:
Matt Findley (Creative Director), Brian Fargo (Executive Producer), Eric Flannum (Lead Designer), and Maxx Kaufman (Art Director).
Brian and Matt, you’re obviously aware that people have stark contrast to the day’s when the director was also heavily
been crying out for a new chapter in the “Bard’s Tale” saga involved in so much of the actual programming.
for some time – this is obviously a very different game than
the others. Can you say something about when you decided Brian: Ironically the concept of using a production mentality in
it was time to revisit the series, and when you decided to which the director (i.e., me) did not do the coding was the
take it in a new direction? Did these two ideas happen at genesis of the early Interplay success. As common sense as it
once, or did one follow the other? sounds, I always looked for experts in their fields to provide
their part of equation. This was not always the case some 20
Brian: I’ve wanted to revisit the series for some time but due years ago. But there is no doubt that the budgets have gotten
to timing issues I was not able to ever consider it. Once I left much bigger along with the team sizes. For many games that
Interplay I knew the first game would be an RPG, but I was not has translated to hollow-feeling games with great production
sure what the first one would be. It was then that I decided to values. But for us, we did want to keep that single-artistic-
pursue the concept of a new Bard’s Tale since it would be the vision feel that some of the old games used to have. We want
perfect beginning for the new company. As for the direction of to do games that offer innovative ideas and charm that you
the game, that really came about from playing all the recent don’t get from a factory.
RPGs and seeing how they approached the genre. My first
reaction was that the console RPGs for the most part still Brian, what was your take on the NES version of the “Bard’s
treated the audience like they were 12 years old, yet the Tale” game released by FCI? (The one in which the pub only
average player was closer to 30. I wanted to bring a PC intel- seemed to serve “grape juice.”)
ligence to the console world, much the way Knights of the Old
Republic ended up doing a bit later. Brian: The poor Bard must have been having a drinking
problem back then and had to only drink juice. Or perhaps it
Matt: Once we committed to doing The Bard’s Tale, we knew was vodka and grape. I vaguely remember that game but it
we had to push the genre in a new direction. The entire was just a port from PC to console with no consideration of the
category was so devoid of personality, and I found it to be console mentality.
really odd how seriously the games were taking themselves.
The style of writing in these games has not really grown at all How long did this project take from beginning to end (in
since the original Bard’s Tale, and we felt strongly that it was August 2004)? What were some of the most difficult
time for that to change. challenges you encountered in getting the game finished –
(logistical, technical, or both)?
Matt, how did you come to the “Bard’s Tale” series – do you
and Brian go way back, or did you first become familiar with Eric: Brian and Matt had already started the initial design
the games purely as a fan? when I came onboard around November of 2002. We staffed
up gradually from there as we began working through the
Matt: My first introduction to the Bard’s Tale series was just as design of the game. We didn’t start up full production until
a fan, playing the games on my college roommates’ computer. early in 2003 at which point we had the majority of our team
They inspired me to continue making games on my own, and in place. Most of our challenges occurred pretty early on in the
to pursue a job in the industry. It was actually a couple of process, as we were not only trying to create a game, but also
years later, after I played Wasteland in 1988 that I wanted to trying to create a company at the same time. Once everyone
go work for Brian at Interplay. I started working for Brian in had settled into their various roles things progressed quite
1989 and we worked together for 13 years until we left to start smoothly with our most egregious problem probably being
inXile. trying to find parking around here during the summer! (We
have the good fortune to have our offices located pretty close
Brian, what’s it like to revisit a series over a decade later, to the beach.)
when game development is no longer a matter of sitting
down and strictly coding, but working with art directors,
sound designers, texture artists, A.I. engineers, etc.? – a

140 primagames.com
“The Pup” in the game is actually modeled after Brian Fargo’s real-life dog!

How long did the music composition and recording process speaking parts in the game in total. In order to have the great
take? personality we were striving for, we felt the need to record all
the lines in the game. In general though, game players
Eric: We began working with Tommy Tallarico Studios very demand more quality than they did back in the days, so we
early in the development process. The entire process was needed to step up to the challenge and deliver what is
ongoing over probably the entire final year of production. expected.

How did the Scottish-Gaelic feel of the game come about? One of the things I love most about the game from an art-
design standpoint is how fabulously the characters are
Brian: The original Bard’s Tale took place in the city of Skara modeled. There doesn’t seem to be any of the insane blocky
Brae which was a small hamlet in the Orkney Islands. In that angularity to the human bodies that normally gets associated
first Bard’s Tale, the name of that city was nothing more than with American and European game titles. Were you kind of
a name. I decided to do some research on that part of the consciously throwing down the gauntlet here?
world and lo and behold it has a rich vein of fantasy subject
matter that was both original and somewhat familiar at the Maxx: When creating the characters we made a concerted
same time. It was fascinating to discover that folklore, and see effort to make them as interesting as possible. We wanted the
what an impact it had on J.R.R. Tolkien and Dungeons & player to be intrigued by the characters’ faces and bodies. As
Dragons. an example, when we created the shopkeepers we
exaggerated the features of their faces and bodies.
At what point in the game’s conception did you decide to
rebel against the “same old RPG” conventions? Related to the character models, is their extraordinary detail
(textures aside) accomplished by a high polygon count, or
Eric: This happened pretty early in development as it was one something closer to the kind of “spline-based” models we
of the main things that Brian and Matt had always had in mind read about every now and then…?
for the game. Of course, right at the beginning we didn’t intend
the game to be an outright comedy. We wanted the game to Maxx: All models were created with polygons in 3ds max. The
have humorous elements and characters, but didn’t want average polygon-count per character was 3000. The textures
things to get too wacky. As we began to write and design the were created at high resolution and then reduced to fit the
game, eliminating things we didn’t like and emphasizing things memory restrictions of the PlayStation2. I believe the combi-
we liked, we found that the comedic elements were really nation of high-resolution textures and the polygon-count
standing out as the highpoints of the game. It wasn’t long until accounts for their detail.
undead sheep, giant chickens, and too many guys named
Bodb worked their way into the design and the game became What are your feelings about the move from the traditional
a lot more comedic and silly. We went from mocking a few of 4:3 aspect ratio to the 16:9 “widescreen” ratio on newer
the old tried and true conventions to outright lampooning a television sets? Is it a wider canvas to play with, or does it
genre we are all terribly fond of. force the developer to make every environment “super
wide”? Also, do you find that in a top-down or isometric
The game’s dialogue is legitimately witty and seems game, it paradoxically makes the game-environment more
extremely well conceived in so many parts, given what claustrophobic, in that there’s an expanded sense of width
normally passes for the writing in video games – who did the but not a lot in the way of “seeing ahead, north or south”?
majority of the script, and what kind of boundaries, if any,
were placed on the dialogue beforehand? Eric: Although we haven’t seen games exclusively for
widescreen yet, I imagine when we do it will change how
Brian: We decided to have us designers (myself, Matt Findley, some of the more traditional game perspectives are dealt with.
and Eric Flannum) take the first pass at all the design and For example, in a game with [The Bard’s Tale’s] perspective,
dialogue since we had a strong background in game design. the developer could utilize the extra space for a split screen
And while none of us was particularly strong in dialogue, we mode or interface elements (such as maps, health displays).
knew how to set up some fresh and interesting situations. We Extra space available on a screen is really only going to be a
then turned our situations over to the dialogue writers who good thing as we are constantly running out of screen real-
took our material to the next step and made it more enter- estate when we are planning out our designs.
taining than what we had done alone. We didn’t have many
boundaries other than to not rely on or use any topical ideas The series was originally created by Michael Cranford, whom
that would require someone to know anything outside the Brian Fargo shared Scenario Design duties with on the
world we created. original two games. Did Michael have any input on this
project at all? What does he make of this next-gen incar-
How long did the voice recording sessions take? Why does nation of the series?
it seem like there are so many more competent voice actors
nowadays (especially on this game) than there were back in Brian: Michael did not give input on the project, but I did bring
the era of, say, “Last Alert” on the TurboGrafx-16? Is it just him in to show the direction when it was about halfway done.
that the money’s a lot bigger? He absolutely loved the humor and the approach we took to
it.
Brian: The voice recording sessions were quite long. We spent
20 hours with Cary Elwes alone, and there were over 100

primagames.com 141
PRIMA OFFICIAL GAME GUIDE

Many players of The Bard’s Tale wouldn’t be surprised to learn that the game’s titular
Bard wasn’t the only Scots-based bloke to regale his countrymen with rhythm and lyric.
Born on January 25th, 1759, Robert Burns would go on to become one of the most central and beloved figures in
Scotland’s rich cultural tapestry. A poet and songwriter of wild lyrical invention, Burns predates fellow-Scotsman Stuart
Murdoch (of Belle & Sebastian fame) with his finely tuned blend of wry domestic portraiture and sentimental “occasional”
verse. It was at the age of fifteen – fifteen – that the young poet first came into renown, galvanizing city- and country-
folk alike with the 1786 publication of his volume entitled Poems, Chiefly in the Scottish Dialect. As you’ll witness below,
the “Scottish dialect” is not the Queen’s English; it’s likely that any readers who have begun their college survey courses
in literature will sniff out some easy similarities with Geoffrey Chaucer, by means of the slightly “understand-it-here, baffle-
me-there” shuffle of the vocabulary – a sort of “pre-mix,” if you will, of our modern English. But where Chaucer versified
plump friars and courtly love, Burns advocated the fall of organized religion and the rise of Courtney Love – which is to
say, all things colloquial, from the pleasures of whiskey to maudlin sing-a-longs at New Year’s Eve. (Yes, the lyric to “Auld
Lang Syne” comes straight from Burns’s pen... well, except maybe for the first verse and the chorus, which he’s said to
have discovered jotted on a pub napkin.)

Below you’ll find some first-rate examples of Burns’s verse – picking up an edition of the Burns songbook or collected
poems from your local library or bookstore is highly recommended. Press “pause,” if only for a couple hours, and explore
this other strange, hilarious, and exhilarating realm…

From “To a Mouse” – From “Scotch Drink” – From “Green Grow the
Rashes, O” * –
I’m truly sorry man’s dominion O thou, my Muse! guid, auld Scotch Drink!
Has broken nature’s social union, Whether thro’ wimplin worms tho jink, Green grow the rashes, O;
An’ justifies that ill opinion Or, richly brown, ream owre the brink, Green grow the rashes, O;
Which makes thee startle In glorious faem, The sweetest hours that e’er I spend,
At me, thy poor, earth-born companion Inspire me, till I lisp an’ wink, Are spent amang the lasses, O.
An’ fellow-mortal! To sing thy name!
For you sae douse, ye sneer at this,
… … Ye’re nought but senseless asses, O;
The wisest Man the warl’ saw,
But, Mousie, thou art no thy lane, When neebors anger at a plea, He dearly lov’d the lasses, O. …
In proving foresight may be vain; An’ just as wud as wud can be,
The best-laid schemes o’ mice an’ men How easy can the barley-brie
Gang aft a-gley, Cement the quarrel!
* (see also R.E.M.’s “Green Grow the Rushes,”
An’ lea’e us nought but grief an’ pain, It’s aye the chepeast Lawyer’s fee from their 1985 album Fables of the
For promis’d joy! … To taste the barrel. … Reconstruction, which in some ways as effec-
tively captures the American South as Burns
does the genial Scots character – “Green grow
the rushes go / The compass points the
worker home.”)

142 primagames.com
To make the perfect Black and Tan, keep two fingers inside of the pint-glass while pouring,
then let some warm water trickle in before switching. This is known as a “Paul Shea.”

By now you’ve probably spent plenty of time drinking in were possible for an instant. Well, that's sorta what ale
the pubs of The Bard’s Tale, and as you make your way to tastes like, if that moment tasted like flat soda.
the end of this guide, you might discover that all this virtual
pub-time has left you with more questions than answers Lager: Pronounced "logger" – from the French Admiral
about the real thing. Tried your hand at wine drinking, and Pierre L'Enfant Lougerre, who led his troops during the
realized it’s not your bag? Had dilemmas choosing which Napoleonic Wars. “Lougerre,” loosely translated, means
beer is good for you at the trendy local microbrewery, "to drink softly" or "to sip." This beer is named for the
because of the foreign-sounding names of the brews? admiral who, although unable to maintain munitions or a
(Even the experts can't tell you what the difference is basic supply-line while leading his troops through the
between the "summer brew" and the "winter brew," by the harsh German and harsher Russian winters, never broke
way.) Well, you needn't bluff your way trough an awkward said lines for any beer brewed by locals. The phrase "he's
beer conversation anymore – this is your novice guide to got a lager in his pants" comes from Lougerre’s practice of
all popular types of beer. It might get you started on what permitting his troops to carry bottles of lager, secreted
could be a lifelong passion. But remember, never drink away in their pants pockets, onto the battlefield. They
and drive, not even on a Segway Human Transport. drank merrily – until they were slayed like the dogs that
they were. In its thick brew, you can almost taste the
Mead: As those D&D'ers already know, it's hard to find a blood of so many countless wasted lives. These men
place that serves mead, and almost as hard to find anyone didn't pee in their pants, they were just shot in the groin.
with any familiarity with it whatsoever (putting aside those
kindred souls in the Society for Creative Anachronism). Ice: If you guessed "marketing scheme," award yourself
Dropping the word "mead" in a conversation in the same two points. Then refer yourself to the description of Ale.
sentence as "honey" and "Beowulf" has never failed to get
laugh in the right crowd. But, we're sure that if you ever Pilsner: “Pilsner” starts with a “p,” because it’s the politic
do get a taste of it that you'll enjoy its blueberry, almost drinker who imbibes this brew; in one way or another,
cranberry, aroma. every pilsner-drinker is a social-member of the P.A.C., or
Pilsner Action Committee. You can't dim nor can you
Bock: The Thor of all beers. You might think it gets its outdebate the sharp acidity and rigid malty taste of a
name from the pleasurable, yet subtle, metallic attack with standard pilsner. Well, you could, but you'd be wrong to
which the beer hits the front of your palate when it do so. So don't do it. Unpatriotic. Don't question it.
splashes onto the front of your tongue. Or, maybe it gets
its name from the rosin-like froth that foams at the top of Porter: The cousin of the steak that goes by the same
a heaping flagon. Perhaps you think it’s because it’s been name. The beer that helped build the Transcontinental
brewed for centuries by the Nordic people, whose Railroad. Because of its heartiness, it was served on trains
seafaring ways can be detected in the salty aftertaste that before refrigeration techniques became what they are
keeps you wanting to drink more and more of the stuff. today. It was also the most common beer drunk during
Nope – it's none of that. It's because this beer will smack Prohibition. But not so fast – “historical relevancy” doesn't
you in the head with an iron hammer by the amount they mean “tasty.” In an era when hard alcohol tasted so bad
charge for this stuff. Ridiculous. Puh-leeeeze. that mixed drinks were invented to dilute the flavor, what
do you think a warm porter tasted like?
Ale: The most common beer drunk throughout Western
Europe. Remember a few years back when the Berlin NearBeer: Also known as “non-alcoholic beer.” If you
Tigers kicked the game-ending field goal in overtime to guessed "marketing scheme that never caught on" then
defeat the Barcelona Well-Wishers, thus winning the first refer yourself to the description for Ale once more, only
NFL Überbowlentasse? The terror that struck your heart add subtle flavors of rejuvenated dried-up, chewed-up
when it looked like the snap had been botched; followed gum.
by the elation, the utter out-of-control unity felt by an
entire city, nay, an entire nation, as the ball ever so slightly Stout: Well, you've made it this far. You may as well know
clipped the left pole and bounced safely through the T. this: After the first sip of beer, every beer tastes the same.
Men raised their hands, strangers hugged strangers, Really. Try it. I've won more bar bets this way. After the
mothers kissed their children, children pumped their fists, first beer, the taste becomes indistinguishable from dish
girlfriends left boyfriends for richer men, boys kissed water. No joke.
peach-fuzzed and hairy-faced girls. It felt like all things

primagames.com 143
PRIMA OFFICIAL GAME GUIDE

ht,
ard rig
Ye s , you he est fee, “Hmmm... interesting. Look, could you conjur
e up
d
a t q uestion. ill, for a mo ort you something that sticks to the ground? A nice carriage
ed th n service w also transp
en ask o t perhaps.”
I've be transportati nik river, bu r.)”
e first tim e
terw ay
g C h u b cro ss the rive
a
“Not th ' magical w ss the ragin g it takes to “Don
iks cro lon 't
Chubn u not just a nds on how Close blink! Don
k y o ep e your 't
wh is
tu re ! (D eyes. Breathe!
he fu Feel Ju
into...t it! Vis st admire
the finest ro om in the ualize th
it! No is fine ma
t
to ng ue . I'll see you ge w bu
y it!” .
il
ick
en jo y a m an with a qu m ine. ” “Now
“I to made be fareful
one right next
Inn... it's the a
wet. out of hic s you get
Which kor ou
make y wood a t because
s it a n
very d it can g the dock
slippe e is
ry hic t slick if it
“Ther kory ’s
e dock!”
my b are only tw
lood
and flowin o things th
th g. at
accep e other w One you c really get
table. ould an't a all I can say.”
Now
how s not be so ord
ff n rich, that's
“Y ou better be dam
hall w c
e do th ially
is?”
“There once
was a Bard
venturing tow from Houton
“Very practic ards a mount / W
al choice. If the pass / He ain / On his w ho was
this would I lived in po slipped on hi ay through
be my choi verty blood like a fo s arse / And
speculating ce as well. untain.” his head shot
of course.” I'm just

like
e. But
be of no us turn!”
he wou
ld ill re
e, he w
defeat the “I knew n my backsid
. only she can the hair
o
“Let me guess.. r isn ’t it? Nobody’s
towe
evil? Always a ve l an ym ore.”
ound-le
ever held at gr “He'll k
ic
beer! / k in your nu
S ts
this, m o one final th , and he'll s
y frien o erv
“Oh, it We'd d, com ught before e them wit
's all be h
a seco bad luck to b horse- fine if es straight fr I depart / An
nd it's e killing not fo om th d
amuck not tru you / Don't Nucke wanke r th e he
, e th la r who at bell / An art /
Oh, it's you will see / When yo ink for just must a vee, o Nu opene d that
that yo ur dmi / ckelav d
nobod bad luck to u're th life is run he rea W ee we up he
y co b e lly mu ho could it ca ll /
guaran uld d e, really ba schmuck / Nucke st be be wh nnot win w
tee! / – isagre d luck lavee a dim-w o s et you e
doo.” It's ba e , to could are big
d luck it's a fre be, it be w and ev it / Nucke free?
to be akin' an anu ho set y il and he lavee, o
you! s.” ou fre
Diddly e? he inous / Wh
really o
must b
“And so e
as the Bard ends ou
appened of our
hero. .. r tale with the
nothing h ... nothing.”
“And still did with a ... I can tr
’t believ agic death
und and straight
stood aro face.” e I said
that

The Bard. End of story.

144 primagames.com

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