****************************************************************************** The Bard's Tale: A Quest for Coin and Cleavage Version 1.7.3 Author: MysticWeirdo ****************************************************************************** ****************************************************************************** CONTENTS ****************************************************************************** 1. Introduction 2. Version History 3. General Information 4. Character Generation 5. Walkthrough 6. Side Quests and Areas 7. Merchants 8. Magical Songs 9. Equipment 10. Enemy Stats and Strategies 11. Experience Levels and Talents 12. Extras 13. Other things to do 14. Tips and Tricks 15. Extra Summon Interactions during conversions 16. PC Glitches 17. Song Lyrics Transcripts 18. LEGAL 19. Contact Information 20. Credits ****************************************************************************** 1. Introduction ****************************************************************************** I am MysticWeirdo also known by my real name Warren Grieder. Bard's Tale is an RPG that see you that on the role of "The Bard" a scoundrel that looks out only for his own selfish interests: money, women, and self preservation. This game is a modern follow up to the Bard Tale series from the late 1980's. This game is available for the Xbox, and PS2. The PC version has also been release several months after this guide was written. I played the Xbox version of the game, but this guide should also be also be application to the PS2 version. I've been informed by solublefish that the PC version is essentially the same, although others have reported that at least task may require an alternate solution on some PC's, and on of the Kirks allows you to unlock the extras faster. ****************************************************************************** 2. Version History ****************************************************************************** Version 1.7.2: March 16, 2006. Fifth type of Druid added to enemies section. Version 1.7.2: January 2, 2006. Copyright updated. New Strategy added for Mannanan. Strategy for the floor shadows in Lord Apono's Lecture Hall added. Comment added on the effect of the Shadow Axe on summoning speed. Tips on earlier opportunities for leveling up early in the game added. A few typos corrected. Version 1.7.1: October 2, 2005. Tip added for the Firbolg Mine. Additions made to the summoning notes for the Gouger and Vorpal Rat. Strategy added for Lugh. An alternate resolution to the problem using a bow on the pc added. Note added that Haggis monster may appear even if Hatcher died earlier. Note on wolves calling for reinforcements added to enemy section. Version 1.7: August 1, 2005. Significant amount of additional material received from solublefish, including enemies strategies and statistics which have been added in a new section, as well as notes on artifacts, talents, summons, statistics, strategies for several areas, and several other observations. Other material from other sources include a PC only observation on donations at the Kirk in West Dounby, and a resolution to a glitch that may prevent PC users from using a bow and several summons. An improved strategy for one of the final boss choices has also been added. Version 1.6.6: July 20, 2005. More detailed solution for freeing Dolyn in the PC version added. Included some location details in the sidequests and a missing link from the main walkthrough to one of the sidequests. Version 1.6.5: July 18, 2005. Additional information on freeing Dolyn added. Alternative strategy for seed pods in forest tower added. Alternate automatic summon for the beginning of the final chapter added. Alternate strategy for Herne added. Alternate strategy for the Shadow Axe zombie added. Version 1.6.4: July 2, 2005. Additional information on Rhythm attribute and correction to Vorpal Rat location. Version 1.6.3: April 23, 2005. Snark reward for bugbear side quest. Some Summons and an Ego sword interaction added, and another interaction expanded. Version 1.6.2: March 11, 2005. Correct some error in the song lyrics. Version 1.6.1: February 27, 2005. Fixed some typos. Clarified how to open all of the secret door locations. Version 1.6: February 14, 2005: Added tip on reducing prices in Houton. Alternate strategy for forest tower wolves. Created a Tips and Trick sections to accommodates some submitted information. Some typos corrected. Added a note to one of the summon interactions. Version 1.5.2: January 8, 2005: Corrected an error in the Difficulty mode names. Added note on effect of not getting the dog in Houton on the divination room in McRath's Dungeon. Added alternate strategy for Lugh. Version 1.5.1: January 5, 2005: Added note on using small and medium donations when unlocking extras. Updated copyright. Added another alternate strategy for the second battle against Fnarf. Version 1.5: December 9, 2004: Fixed some typos. Added section with transcripts of song lyrics. Version 1.4.3: December 4, 2004: Added a summon interaction and mentioned a reference to the original Bard's Tale. Added minor plot variation when being snarky to Bannafeet with high charisma. Version 1.4.2: November 23, 2004: Added additional information on the man who demands an apology in Houton. Two more summon interactions added. Version 1.4.1: November 14, 2004: Belatedly removed request for info on the Harp of Age from the introduction. One more summon interaction added. Added information on missing the time limit in the arena on level 1 of the Mountain Tower. Merchant section sorted into equipment merchants and bartenders. Version 1.4: November 14, 2004: Corrected portals from Axe Portal room in MacRath's dungeon. Added Experience requirements. Added note about Dolyn possibly being killed when escorting him in the frozen tombs. Corrected table of contents. Version 1.3.5, November 13, 2004: Added chest locations for all levels of the Forest Tower, as well as Mountain Pass and Frozen River, this should complete the chest locations I didn't record during my first pass through the game. Added note on summon to use when on the ice rafts in the Frozen River. Version 1.3.4, November 13, 2004: Added locations for the additional inventory item from the 1.3.1 update to equipment section. Version 1.3.3, November 13, 2004: Chest locations for Highland Park added. Some extra details added for Highland Park. Version 1.3.2, November 13, 2004: Chest locations for the bugbear cairn added. Minor corrections made. Version 1.3.1, November 12, 2004: Additional summon interaction in Kirkwall added. More inventory items added for the merchant in Kirkwall. Added chest locations for Fairyhaunt Woods, Houton Forest, Neversdale, and Zombie Lounge. More details on the alternate plotline where you kill Ketill Swart and info on where Ketill goes if you untie him in the fight against Fnarf. Version 1.3, November 12, 2004: Note added about the possibility of Hatcher getting killed while escorting him. Brief description of the six attributed and Charisma price adjustment values added. Strength, Dexterity, and Rhythm bonuses added. Vitality effect on hit point total added. Adjusted all merchant prices to 10 Charisma prices. Version 1.2, November 11, 2004: Stats for Dubgilla shield added. Stats for Silver Harp Added. Extra merchandise and corrected prices for Dirk added. Corrected name and stats of instrument obtained in Finstown. Last Token Location added. More summons interactions added. Donation totals for last three movies. Extra merchandise and corrected prices for Thorvald added. Name and stats for instrument sold by Thorvald added. New piece of armor added. Stats for Upgraded Brute added. Stats for Harp of Ages added. Several minor corrections. Some extra details for some of the talents added. Addition information on Olav and the Firbolg in the finfolk mines. Version 1.1.1, November 9, 2004: Stats and more precise location for one instrument added. More summons interactions added. Full details on Ring of Tara added. Version 1.1, November 8, 2004: Some information on the Upgraded Brute song and a flute sold by Crazy Thorvald added. Added note on token bonuses. Added sections on the Extras, things to do, and summon interactions. Some information on the Ring of Tara token added to the walkthrough (I don't know if its 15 or 17 yet.) Correction made to information on being snarky to the puppy. Information on alternate plot line involving Ketill Swart and Bannafeet added. Corrected spelling of Bannafeet. Version 1.0, November 7, 2004: Finished Chapter XIII and XVI, completing the walkthrough. Two more upgraded song, a new dirk, and a new flail added. Last artifact added. Alternate conversation path for the farmer's daughter in Kirkwall added. Corrected several typos. Version 0.80, November 6, 2004: Finished Chapter XII. Three more tokens, three upgraded songs, a special weapon, and a possible instrument added. Version 0.70, November 6, 2004: Finished Chapter XI. Two more tokens, two upgraded songs, one merchant and several pieces of equipment added. Version 0.66, November 6, 2004: Finished Chapter X. Two more tokens, two more songs, two upgraded songs, and a weapon added. Corrected regular Knights hit points. Version 0.60, November 4, 2004: Finished 4 side areas, and started Chapter X. 3 new tokens, a new song, and an upgraded song added. Possible instrument and shield added. Token and Summon Song Descriptions added. Removed nonexistent chest at end of chapter VI. Flagged Chapters II and IX as optional. Correct function of Old City tunnels in Chapter VIII. Added summon effects for Lugh. Added more info on the conversation options for the Neversdale ferries. Version 0.50, November 3, 2004: Finished Chapter's VIII and IX. Added armor rating for Oak Leaf Armor. Added 3 songs, 3 tokens and several other pieces of equipment. Complete a side area, and added a secret door to another. Version 0.40, November 2, 2004: Finished Chapter 7. Corrected barrel count in Drunken Rat. Added one token, one song, one upgraded song, and a 2-Handed sword. Version 0.38, November 2, 2004: Added alternate strategy for Fnarf in Highland park. Version 0.37, November 1, 2004: Revised ending for Chapter VI to add a weapon and token from an alternate conversation option. Started Chapter VII and added an upgraded song. Version 0.35, November 1, 2004: Finished Chapter VI. Added a new song, a new instrument, a new shield, and a new token. Added one armor piece I forget to add from earlier in the game. Version 0.31, November 1, 2004: Added better options for Neversdale ferries. Version 0.30, October 31, 2004: Chapter V complete and Chapter VI started. Completed Ruins of Dun Alfiene side area. Added upgraded song, 2 weapons, an artifact, and 2 tokens. Version 0.25, October 31, 2004: Filled in Damage for Long Bow. Finished Chapter IV, and started Chapter V. Added two upgraded tunes, two new tunes, a new bow and a new instrument. Version 0.20, October 30, 2004: Finished Chapter III. Added two more magical songs. Fixed some side quest/area info. Added two more shopkeepers. Version 0.10, October 30, 2004: Finished Chapter II. Added first four token locations and some new equipment. Added Hunting Grounds side area. Added one more magical song. Version 0.05, October 30, 2004: Initial Version of the guide. Completed Chapter I. ****************************************************************************** 3. General Information ****************************************************************************** Controls: --------- If you need a list of the controls you can get these in game by selecting Help on the pause menu. I won't list these here. Money: ------ Silver coins are the currency of the realm. Any treasure you find is automatically converted into silver. Also any weapons or armor for which you acquire an upgraded version while be automatically converted to silver. Treasure can be found in chests, on fallen enemies, or dug up by a faithful pet. Conversations: -------------- As you play the game, several conversations provide you the option of Snarky or Nice conversions. Depending on the situation your reward can be affected by the options you choose. Healing: -------- The bard heals slowly over time. He can also donate to a Kirk or summon a creature that can heal him if he requires faster service. Combat: ------- The bard can fight his opponents by using either melee or ranged weapon, or preferably by summoning creature to fight on his behalf by playing instruments. Vanquished creature drop treasure that can be converted to silver. Giving Orders: -------------- The bard can issue four different orders to his summons and followers: Come to me, Stay, Attack, and Defend. World Map: ---------- When traveling about the world map between towns, if you walk into one of the creature avatar you'll enter a combat situation where you'll number to kill a certain numbers of creatures. ****************************************************************************** 4. Character Generation ****************************************************************************** The first thing you do on starting a new game is generate a new character. The difficulty level affects the base amount for each of the six attributes: Strength, Vitality, Luck, Dexterity, Charisma, and Rhythm. Each attribute max a maximum value of 20, except Luck with has a maximum value of 21 having skipped 13. Don't put more than 17 into an attribute in the initial allocation as you'll find tokens that raise the attributes by 3 points. If you've put additional points into the attribute the bonus points from the token will be wasted. Strength -------- Strength effects the amount of damage you do with melee weapons. 4: -3 Damage 5: -3 Damage 6: -2 Damage 7: -2 Damage 8: -1 Damage 9: -1 Damage 10: Normal Damage 11: +1 Damage 12: +2 Damage 13: +3 Damage 14: +4 Damage 15: +5 Damage 16: +6 Damage 17: +7 Damage 18: +8 Damage 19: +9 Damage 20: +10 Damage Vitality -------- Vitality effects the amount of hit points you have. 2: + 10 Hit Points 3: + 15 Hit Points 4: + 20 Hit Points 5: + 25 Hit Points 6: + 30 Hit Points 7: + 35 Hit Points 8: + 40 Hit Points 9: + 45 Hit Points 10: + 50 Hit Points 11: + 55 Hit Points 12: + 65 Hit Points 13: + 75 Hit Points 14: + 85 Hit Points 15: +100 Hit Points 16: +115 Hit Points 17: +130 Hit Points 18: +150 Hit Points 19: +175 Hit Points 20: +200 Hit Points NOTE: Vitality is not the only contributing factor to you hit point total. Each level you gain also gives you an addition 10 Hit Points up to a max bonus of 200 Hit Points at the max Level 21. The is also a token that grants you an addition Luck ---- Luck increases the likelihood of getting favorable "rolls" such as amount of damage done/received and the treasure dropped by enemies. Dexterity --------- Dexterity effects the amount of damage you do with bows. 4: -3 Ranged Damage 5: -3 Ranged Damage 6: -2 Ranged Damage 7: -2 Ranged Damage 8: -1 Ranged Damage 9: -1 Ranged Damage 10: Normal Ranged Damage 11: +1 Ranged Damage 12: +2 Ranged Damage 13: +3 Ranged Damage 14: +4 Ranged Damage 15: +5 Ranged Damage 16: +6 Ranged Damage 17: +7 Ranged Damage 18: +8 Ranged Damage 19: +9 Ranged Damage 20: +10 Ranged Damage Charisma -------- Charisma effects the prices in shops: 0- 2: 20% price markup 3- 4: 15% price markup 5- 6: 10% price markup 7- 8: 5% price markup 9-10: normal price 11-11: 5% price decrease 12-13: 10% price decrease 14-15: 15% price decrease 16-17: 20% price decrease 18-19: 25% price decrease 20 : 30% price decrease Rhythm ------ Rhythm effects the damage done by your summons creatures attacks 4: -9% damage 5: -8% damage 6: -7% damage 7: -6% damage 8: -5% damage 9: normal damage 10: normal damage 11: +5% damage 12: +6% damage 13: +7% damage 14: +8% damage 15: +9% damage 16: +10% damage 17: +11% damage 18: +12% damage 19: +13% damage 20: +14% damage Andrey Abutin writes "Rhythm stat also affects the summons' HPs" Statistic notes --------------- Thanks to solublefish for these notes on the various statistics. Vitality - You want to be sure you maintain enough vitality to survive several hits from whatever enemy you're facing. Maxing it out early isn't necessary, though. Once you get the Crone in chapter 2, you only have to worry about surviving one battle at a time, so HP aren't as important as they might be in other games. Dexterity - Especially if you plan on using the bow extensively as I suggest, dexterity is the stat to max out first, though watch your vitality as suggested above. Rhythm - Once you have about three summon slots on your instrument, increasing rhythm is more efficient than increasing your own stats. Since you have multiple allies, and rhythm affects both their attack and defense, you get a greater improvement. It allows your crone to survive multiple hits, and lets your melee fighters last longer and weaken your foes while you're free to attack at will. Strength - Maintaining a decent Strength level is useful, but not critical. Put points here if you feel like you're taking forever to kill foes with your swords, or if you don't have enough summon slots to justify increasing rhythm further. Luck - It's hard to say how good Luck is. It affects almost all aspects of combat, and even (I think) increases the amount of silver you receive. But it doesn't increase them very much, so you're probably better off increasing the other stats first. Charisma - Almost useless. You can always pick up more silver if the items you want are too expensive. In the early chapters, the barrelmaker is an easy way, and later on you'll earn so much silver between shops, you don't need the price reduction. Besides, after Stromness, there's nothing more to buy. Modes ----- Easy Mode: 8 points per stat. Normal Mode: 6 points per stat. Olde School Mode: 4 points per stat. Higher difficulty levels also reduce the number of save points available in the game. This guide will mention all save point available in Easy Mode. You are given 12 additions points to distribute between the six stats. Do so or let the game auto allocate them for you. Allow the game to autoallocate will result in the stats being kept are near equal levels. Initial Talent -------------- After allocating the points you select you initial Talent from: Two Handed Weapons Dual Wield Flail Shield Bash Shield Charge Power Shot Critical Strike Treasure Hunter ****************************************************************************** 5. Walkthrough ****************************************************************************** After generating you character watch the opening movie. NOTE: When I mention a direction in this guide, North is defined as the direction the gray block appears on the exterior of the mini/full map display. Point's in the walk through where you can enable side quest and area are identified by *SQ#* and *SA#*. The label are also included in the side quest section. ================= Chapter I: Houton ================= Drunken Rat Tavern ------------------ You begin the game in the town of Houton, inside the Drunken Rat Tavern. The bar matron, Mary, assigns you the task of killing the rat in her cellar. Before going down there, you can listen to the song which gives tribute to the inventor of beer, sung by a trio of drunks. Talking the three bar patrons and Mary either gets you encouragement to head to the cellar or a complain about your procrastination. Go through the passage between the female patron and Mary. There a chest to the left in the room at the other end. Open it to acquire some silver. Go down the stair to the right to end the cellar. There's a save point at the bottom of the stairs. Continue down the passage through a broken wall. You might want to summon the common rat do deal with the rat here, or just kill it with you sword. That wasn't so bad, but wait... A giant fire breathing rat appears and set you on fire. Retreat to the tavern where you'll be extinguished and given a better sword (the Broadsword) after Mary and the bar patrons have a laugh at your expense. Wait until you've healed up (listening to the drunks singing should be long enough) and head back down stairs. You'll encounter an old man who will teach you the Thunder Spider summoning song. He'll also offer to give you a tutorial on movement, melee combat and summoning, take him up on it if you want. After the tutorial (or brushing the old man off) summon the Thunder spider and head back to the giant rat. The Thunder Spider should make quick work of the rat. Return to the tavern where you enter a conversation with Mary. If you're snarky with her, she'll give you the best room in the inn and provide you some female companionship for the evening (No you down get to see anything). Being nice get you the worst room and a lonely night. Houton ------ Leave the bar and you'll enter a conversation with the old man from the cellar. He give you an amulet "Caleigh", some Adderstones and assigns the task of finding the Trow, Bannafeet in the Fairyhaunt Woods. If you're snarky to him, he'll reveal a little extra information about himself. The Bard also makes a reference to the original game when choosing the snarky, mentioning that he has had plenty of experience with ... cities locked in eternal winter (which was of course the story line to the original Bard's Tale - Skara Brae was locked in eternal winter by Mangar). Thanks to Martin William for this information. Before heading off to the woods, have a look around town. There a save point on the south of the tavern. Just to the west of the tavern is a well with a puppy standing by it. Talk to the puppy and be nice to it, to befriend it. It will now follow you, providing benefits like possibly digging up treasures at times, flushing out game, and attacking enemies (after acquiring the Dog Training Talent which you should select when you get to Level 3). If you're snarky to the puppy, it will run off. It will come back if you leave Houton and come back (Thanks deity62103). To the north of the tavern is a store, The Blackhammer Smithy. The shop keeper, Seamus sells some pieces of armor and a few weapons and a treasure map. All of these are likely out of your price range for the moment. Purchasing the treasure map will open up the Ruins of Dun Alfiene side area *SA1*, Seamus will also retire so make sure you've purchased everything else from him first. TIP: Before buying anything at this store you should get some Widows Wine from the Drunken Rat, the charisma boost will get you a better price. [Thanks Paul] There are several round dwellings in town called brochs. There's also Kirk (church) in the northwest corner and the Sheriff's office in the tower by the northern gate. The broch to the south of the bar is occupied by Ogun's Mum. She wants you to tell Ogun she love him *SQ1*. (You can still do this sidequest if you don't talk to her initially). The brochs southeast and east from here contain chests containing more treasure to clean out and convert to silver. Further to the south is Darraud's broch. He'll give you a quest to kill a Bugbear in a cairn to the west of his broch *SQ2*. Be nice to him to get a more favorable reaction. Colin Dawson adds: "In Bard's Tale if you be mean to the man about the bugbear quest 2 twice you get the quest but when you complete the quest he says. "Hear is your blood money" and you get 5 bits of silver, a reference to Judas in the Bible." There a cluster of three Brochs on the west side. The northeast one contains a woman who is terrified of you and a chest. (One of the treasure items is your wanted poster which explains the woman's terror.) Old Man Vinter is in the northwest one, all he does is babble about a bugbear. The southwest one houses the barrel maker, if you talk to him, he'll try to sell you some barrel which you'll refuse. Destroy a couple of barrels outside his house. Be nice to him and he'll give you side quest to drum up some business for him by destroying barrels he's already sold *SQ3*. The kirk offers healing and blessing for a price. You can talk to the Sheriff in his office. You can be nice to him to get a more favorable reaction. As you wander about town bumping into people, you'll encounter a man who'll demand an apology. Be nice to him to get 200 experience. (If you're snarky several times he'll appear much later in the game and give you 1430 experience then. Thanks Shistar.) This value includes the 10% bonus from the Falstone, if you managed to miss that the reward will only be 1300 (Thanks Robert Morley). (solublefish adds It's a better deal to take the 200 XP from the man who wants an apology. It's easier to level now, so the lower amount is actually worth more.) After you've finished exploring the town head for the southern exit to the Fairyhaunt Woods. Fairyhaunt Woods ---------------- Summon you Thunder spider in this area to help deal with the wolves that live in this area. There a save point near the entrance. A hunter up ahead recommends that you get a bow to hunt with. You can use the bow to shoot down grouse that you dog will flush out (if you don't have the dog the grouse may still appear for you to shoot to get credit with the hunter but without the 8 silver). After you've bagged a grouse talk to the Hunter again to unlock the Hunting Grounds side area *SA2* on the world map. The tree stumps in the area are treasure chests. There's one due south of the hunter which contains silver. Another is on the west side of the shell of a building at a fork in the road and contains silver and adderstones. A third stump is on the southern of the two paths you can take and contains silver. Make your way to the southwest corner of the area where you'll find Bannafeet in some ruins near another save point. Talking him opens up a short cut back to Houton. If you want a bit of extra experience you can be snarky to him and he'll send you on a wild goose chase to the bottom of the town well. (According to Catsimboy, this won't happen if you're Charisma is high, Catsimboy had 16 Charisma, Bannafeet will instead start you on the next mission but won't unlock the shortcut.) When you return to him (or were nice to him) he'll ask you to free Ketill Swart from the jail in Houton Forest. Go back to town and take the eastern exit to the forest. Houton Forest ------------- There's a save point just inside the forest. You'll be fight Kunal Trow in this area so summon the Thunder Spider to help you out. Head north and turn east to find the jail in the forest. There's another save point just outside the jail. If you're looking for chests on this map you'll find stumps in the northwest, northeast, and southeast corners, and a fourth stump just east of the jail. There's an adderstone and silver in the chest in the southeast corner, the rest contain only silver. Talk to the jail guard and tell him the password and then enter the Jail Inside the jail you'll need to kill the Trow guards. After they're dead head to the cells where all of the prisoners claim to be Ketill Swart. To free them you need to throw the three switches in the correct order. Examine the switches an flip the one the middle prisoner tell you to (if you make a mistake one of the other prisoners will die). The correct order is: 2-1-2-3- 1-2. (Ketill is the prisoner in the middle, if you mess up three times he will die as well.) Leave the jail and fight your way back to Houton. Go to the west exit to Fairyhaunt woods and talk Bannafeet again. He'll teach you the Heroine summon song before he vanishes. (If you killed Ketill, Bannafeet still give you the Heroine later on after racing you the Ketill's Hideout in Neversdale.) Return to Houton and the old man will appear again, telling you to head to Kirkwall to talk to his "brother" Bodb. Kirkwall is now unlocked on the world map. He'll also give you some more Adderstones. As you prepare to leave Houton by the northern exit to world map, the Sheriff will order you to recapture Ketill Swart, who has gone to Neversdale, which will now be unlocked on the world map. (This doesn't happen in you killed Ketill since its already unlocked by Bannafeet, instead the Sheriff thanks you for clearing the Trow out of the jail and for doing in Ketill Swart, before marking Neversdale on the map.) Leave by the northern exit to the world map where you can proceed to either Chapter II in Neversdale or Chapter III in Kirkwall. While on the world map look out for the Trow Avatar that's not holding a weapon and is a darker color that the other Trow. You mission here is to catch him and talk to him, he'll sell you maps to four side areas: Cairn of Ardagh *SA3*, Carrowmore *SA4*, Emain Macha *SA5*, and Tara *SA6*. There's also a priest that wanders the world map where you can make donations. ====================== Chapter II: Neversdale (Optional) ====================== Neversdale is just to the north of Houton on the world map. Travel there to begin the process of tracking down Ketill so you'll be able to return to Houton if you so desire. (or racing Bannafeet to the hideout if Ketill's dead) There's a save point to the left as you enter. The niche to the west just north of here has a stump chest with silver. You'll be fighting wild boards and trow. The Heroine is a helpful summon here (unless you killed Ketill in which case you'll need to make do with the Thunder Spider). Fight your way to the next save point to the north by the river. You can't cross the river here so you'll need to backtrack a bit and make your way east to a ferry. A stump chest in the middle path to the river holds Adderstone and Silver, while the stump chest south of the ferry holds silver. Talk to Chubnik there, you can be snarky to him to get a free ride across but it will cost you later, so you can be nice and pay the 15 silver he's asking which will be the best choice in the long run, or be snarky once and then nice to get a price of 10 silver. There's a save point on the other side of the river. Just a bit to the north you'll see Ogun meet his end and the wrong end of a Trow's arrow. The Trows will attack where you're Snarky or Nice when you talk to Ogun's killer. After finishing off the Trow's in the area loot Ogun's corpse and listen to a trio of Trows singing, and pass on his mother's message. A stump in the northwest corner just past here holds an Adderstone. Head to the west and Ketill (if still alive) will taunt you from his tree house Hideout. There's a save point near the base of the hideout. Summon your Heroine (if facing Ketill)and enter the Hideout. The Heroine will make short work of Ketill if you keep him occupied. While your here loot the 3 chests for a token, Buckler and the Crone Tune. (If Ketill's dead, you find Bannafeet there before you but after chasing him around a bit as he transports away from harm or firing a single arrow, he'll give you the heroine song before leaving the hideout and leave the treasure chests behind for the Bard to loot. Thank for the info on this alternate plot line deity62103) Leave the hideout. There's a token in a stump in the clearing to the south, be prepared for a tough battle again some Trow and Boar Riders. The crone can be used to heal the Bard if necessary. Fight your way through the Trow to the west of the hideout. The stump on the south side of the path from the save point and the one in the northwest corner hold some silver. Following the path to the south leads to another ferry at the end of the path. Talk to Piskey here and want 10 silver if you were Snarky and then Nice to Chubnik saying that his brother needed at good ribbing [thanks Arato] (he'll want 100 silver to cross if you were Snarky to his brother Chubnik). If your where nice to Chubnik paying him the full 15 silver you'll get a free ride back. Pay him to get across the river. Just past the save point on the other side of the river, you encounter the Trow, Fnarf and will need to fight him and his band. Ketill (if he's still alive) will offer to help if you untie him. Be snarky to refuse unless you want him to run off forcing you to track him down again, if you do free him he'll be on the eastern most point on the map on this side of the river (your dog will have tracked him down). The crone's healing power is helpful in this battle, alternate between her and the Heroine as you run about to keep ahead of the pack of Trow. After the battle, head south to the exit to the world map. On the world map, (if you have Ketill in tow) head south to Houton to turn in Ketill and claim your rew..., er just be thankful you're not sharing the cell with him. ===================== Chapter III: Kirkwall ===================== You'll meet an old romantic interest on entering Kirkwall. If you're snarky you'll convince her you love with her and she run off to tell her father. If you nice she'll get angry at you and run off to tell her father. This doesn't bode well either way, but I'd lean towards Snarky. A save point is ahead a few steps to the west. (If you want some extra experience, grab the Falstone from the middle storeroom before entering the bar, talking to the men from Finstown, and talking to Bodb. The 10% bonus granted by the Falstone applies to these interactions too.) A quick look around town shows a hill with two doors to the west of the save point, with the Velvet Hammer store and the Fat Lute tavern. If you enter the Fat Lute, in addition to the bartender, you'll find a priest to whom you can make donations and a man named Conner who seems to be wallowing in self pity. If you have a rat summoned in here and approach the woman by the bar. When you dismiss the rat she'll give you some silver and experience. There are two hills to the north of this one, the western one has two doors, the left one is locked and the right one leads to a poorly lit storage room. The eastern hill has a single door leading to another poorly lit storage room. Bodb is due north of the save point. To the west of him are two resident of Finstown. They tell you there's a reward waiting for you thee. Finstown is unlocked on the world map to the west of Kirkwall. Don't go there yet, its very premature to go there since Finstown is Chapter IX. Talk to Bodb. Be Snarky and he'll lead you to another Body by the Broch Northwest of the save point. Being snarky will make him lead you to a third Bodb to the southwest by the westernmost Broch. Snarkiness will make him lead you to a fourth Bodb. He'll take you to the locked door and the four Bodb's will there you the Light Fairy Song and unlock the door. (If you were nice to the Bodbs they'll make you walk to the next one on your own and you have to complete the circuit being snarky to get the door unlocked) Before you go through the door, investigate the two other poorly lit storerooms now that you have the light fairy which will allow you to see in these areas. The storeroom beside the formerly locked door has a chest with the Falstone Token. The other store room has a chest with the Bodyguard Song behind some barrels. You should also make sure you purchase the Harp from the Velvet Hammer, having a second summon is very useful. Enter the door the four Bodbs opened. Inside this storeroom there is a door in the northwest corner that is blocked by four barrels. Destroy the Barrels and open the door to get to the hidden bluff. Hidden Bluff ------------ A Bodb is standing by the entrance. There a save point to the south of him. Talk to Bodb and he will lead you to a temple by the save point. Being Snarky will earn you a bit of coin. A gate to the south is opened as well which leads to the Finn's Farm area. If you want to investigate the Farm area you'll find a lot of wolves in the area. The heroine and crone summons make a good combo here. There are two exit to Kirkwall in the area, one is just to the east of the gate from the temple, and the other is further south and then to the east near a save point. There is a circle of stone pillars southeast of the save point with an Ex- Chosen's corpse laying nearby waiting to be looted. Loot the corpse are listed to the Trow trio's reprise. West of the circle is the closed gat to Old man Finn's Farm. Who tells you to get lost and to tell Connor that the wedding's still off (If you go to Connor in the Fat Lute tavern you'll find him wallowing in self pity, so you won't be able to pass on that message.) (If you have a bow equipped when you talk to Finn behind the locked gate, (before going back to the temple) he and the narrator make fun of you for being a terrible shot.) Return to the Temple of Caleigh and enter it. Here you'll find all of the Bodbs, who will try to summon an image of Caleigh. However, one of the Bodb's lost the bell required for the ritual to Farmer Finn. Go south of the temple to Finn's farm. The gate is now open, go through and Finn will talk to you. Snarky conversation produces a favorable reaction from Finn and he will offer to give you the bell. (If you choose nice instead, Finn will has you to kill some birds for him. He neglected to mention that you'll also have to fight some Trow scarecrows.) His daughter will show up and you'll find yourself engaged to her. You'll need to find a fool to take her of your hands. {If you were nice to his daughter when you first entered Kirkwall, she'll ask her father to kill you. So he threatens to do so, and you walk away. (Thanks Thomas Nilges)} Go into Kirkwall and enter the bar. Talk to Connor, if you're snarky you'll provoke a fight, which you should let Connor win to impress you fiance. If your nice, you'll talk him into going out to win her back on his own. {If the farmers daughter wants you dead you aren't presented with the option of being snarky or nice to Connor, you just have to fight him and let him win the fight. (Thanks Thomas Nilges)} Either way return to Finn. He'll tell you the bell is around the neck of his horse which is in the stone circle. Having the Heroine summoned will make short work of the horse. Now that you have the bell, head back to the temple and let the Bodb summon Caleigh. She'll tell you to recover a Magical Lute from the trow. ========================= Chapter IV: Highland Park ========================= Leave the temple and you will be led by the Bobds to Highland Park. there's a save point by the entrance. Talk to the trow to the north and you'll be attacked when Fnarf arrives. A gateway will be opened to the east after the battle. Go through the gate. The way onward is blocked by afore barrier and endless waves of hammer throwing Trows will come at you from the top of the hill While you and the Heroine can shoot them down with arrows, its an exercise in futility. Instead look to the right of the gate as you enter this area, there's a man hidden in the tree that is easy to miss. The man name is Mell and he'll guide you through the area if you speak Nicely to him. Head towards the force field, you'll notice a 2 minute timer has started. This is the length of time you have to kill the trows on the hill before Mell runs off. If you have the Heroine summoned its more than sufficient. After you kill all the Trows, Mell will deactivate the force field. Continue to the east repeating the process three more time, each time killing the hammer and/or log throwing Trows before the 2 minute timer elapses. (If the 2 minute time elapses, Mell will run a short distance away, talk to him and try again.) There's a save point past the first four barriers and the path turns to the north. There are no force fields on this stretch, but you'll need to fight several Boar Riders and log throwers. Try to get the riders pinned down in the narrow slopes with arrow fire from yourself and the Heroine. At the end of the path to the north, the path widens out and turns to the west. There's a body of another Ex-Chosen in the corner here waiting to be looted. Loot the body to gain a new bow, Glaisne, which can shoot flaming arrows. Enjoy a third rendition of "It's Bad Luck to be You" by the Trow Trio. A save point is to the west, where the path turns to the south. There are four more force fields on the path to the south for Mell to deactivate, each coming with a 2 minute time limit to kill the log/hammer throwing trows. There's a stump chest with the Vorpal Rat song upgrade in the corner at the end of the path to the south. The path turn to the northwest, where you'll encounter a lot of trow. Slowly work your way through the seemingly endless hordes (Fnarf is summoning in replacements, he'll teleport further back when you get close enough to him) in the narrow path and the larger watery area that follows. Watch you health and replace your summons when they fall. The three stump chest along the northern shore all hold silver and Adderstone. Another save point is fount at the end of the watery area where the path continues to the south. There are six more force field on the final stretch to the south. Again you need to kill the Trow within the two minute time limit and Mell will deactivate them. You'll encounter Fnarf again in a clearing at the end of the southern path. You'll have a rather lengthy battle here as Fnarf will continue summon in more Trow and will teleport if you or an ally get to close to him. Summon your Heroine and Bodyguard, and use your bow to take shots at the enemy, some of the shot will eventually hit Fnarf. If you get hurt summon in a Crone for healing. After you've defeated Fnarf you'll get a new instrument, the Ornate Lute. ALTERNATE STRATEGY (Thanks Richard Wood) "I had trouble beating Fnarf in Highland Park until I summoned the light fairy. It distracts the 2 Trow that Fnarf summons, and since its armor is 4-20, it never gets hurt or dies. So with him around, you can attack Fnarf all you want without his friends getting in your face or killing your party members." SECOND ALTERNATE strategy (submitter requested to remain anonymous) "Use the vorpal rat, it will pretty much fly at Fnarf. Fnarf will have a hard time summoning anything, and the rat can do some serious damage. Also use your bow to go after Fnarf, and leave whatever does get summoned to your favourite other character (I used the Thunder Spider). This got me one dead Fnarf in under 30 seconds." The stump chest in the area where you fought Fnarf holds silver and Adderstone. Return to the entrance area to the east where you meet Mell again. He'll teach you the Mercenary song. Return to the Bluff through the gate and enter the Temple. Caleigh will direct you to a tower to the east of Kirkwall. Before you go make sure you've purchased everything you want in Kirkwall. ======================= Chapter V: Forest Tower ======================= Head to the tower to the east of Kirkwall and enter it. Watch the cut scene. Outside the Tower ----------------- There's a save point by the entrance. You'll quickly be set upon by a large pack of giant wolfs. Have some tough summons out like the Mercenary and Body Guard to hold them off while you pick them off with arrows. You may want to run to the northern part of the map and pick off the handful of wolves there while the bulk of the pack is busy with your summons, and then work your way back. The niche to the west near the save point has a stump chest with silver and adderstone, as does the niche to the west near the entrance to level 1 of the tower. The tower entrance is at the north end of the map. ALTERNATE STRATEGY: Ted sends this strategy: "When outside Forest Tower, I had trouble dealing with the packs of wolves until I sprinted past the pack "to the right" (as you enter the area) into the cul de sac there. There, you're far enough from the other pack of wolves that you only have to fight about three at once; you can then lure the others out later." Forest Tower, Level 1 --------------------- Enter the tower. There is a save point near the entrance along with some menacing plants. Beware of the seed pods they drop, these sprout into new plants very quickly so don't waste any time collecting them to convert to silver. Robert Morley suggests this alternative "Don't follow your instincts and collect up all the seed pods. Instead, try to get a little distance away from them and just keep shooting them with your bow whenever they pop up. (The Crone and Heroine make good accompaniments here.) The reproduction algorithm will never generate more than one reproducing seed per parent plant, sometimes none at all, so the number of plants MUST go down over time, and will eventually come to an end. By the time you've killed all the various offspring, however, you will have gained a significant amount of experience. I leveled up once for each level of the Forest tower." The a three paths leaving the vicinity of the save point. The northernmost path leads to a stump chest containing an Upgraded Thunder Spider song. The other two paths join up again in a room full of plays. Watch out for the spike trap in this room. Take the southern exit from this area an watch out for boulder. a short ways to the west is a stump with the Trap Finder song. The Trap Finder will be invaluable disarming the traps in this dungeon. The passage continues to the west to a save point. The path splits past the save point, both ways are will with traps and plants, so have the Trap Finder summoned to take out the traps while you an a second summon deal with the plants. There's a stump chest on the western path holding silver. The paths rejoin a ways to the north and the path continues a short way north turning to the east and then back to the south. A fork to the west leads to a small side chamber which has a stump chest contain silver, while the fork to the south leads to a chamber with a save point and the exit to the second level. Forest Tower, Level 2 --------------------- Like the first level the second level is filled with traps and plants. Have the Trap Finder summoned to scout out the traps while you and another summon deal with the plants. There's a save point near the entrance. The path starts to the east and then turns south for a while. There's a stump chest with silver and adderstone where the path then turns northeast to a fork. Both paths from this fork rejoin a short way to the north. The path goes a little further north, then a short distance to the west and then to the south. The path head to the west again with a dead-end branch to the north part way down containing a save point and a stump chest containing silver. The path continues west to a chamber with a save point and the exit to the third level. There are two other paths here that form the end points of a loop the has stump chests in the northeast and southeast corners both of which contain silver and Adderstone. Take the exit to the third level. Forest Tower, Level 3 --------------------- This level features more traps and plants, so use to the same strategies as previous the previous levels. There is a save point a bit to the south of the entrance. There are two paths out of the entrance area. The northern one leads to a chest with the Silver Torc Token. The southern path goes east a fair distance before turning north at a fork with a lot of plants. The path to the west dead end in a chamber where there's a chest with a new flail, Cronderg. The eastern path goes on a ways before turning south to a save point where a stump chest contains some silver. The path the goes northeast and then north to a fork which converges back upon itself to the northeast. There a stump chest on the southern path that contains silver. The path turn west and then south to a save point. To the south is the exit to Herne's Chamber. Herne's Chamber --------------- Have your Heroine and Mercenary summoned, equip your bow and enter Herne's chamber. The Heroine and Mercenary should be effective against Herne and the plants he summons. If necessary summon a crone for healing. Fire arrow at Herne and he should go down before too long. You get 15 Adderstone and Herne's Amulet for winning this fight. Caleigh tells you to speak to Bodb in Kirkwall for the next destination. Black Wombat suggests this alternate strategy for Herne: "Herne's even easier than you make him out to be! I went up at him with the Crone and the Lightning Spider out. I charged him, two-handed style, while my spider went on shocking him. I got smacked occasionally, but the Crone healed faster than the big guy hurt. And, whenever he summoned a flower to assist him, my spider's ongoing chain lightning would fry it before any of us had to even think about it twice." Leaving the Tower ----------------- Leave the chamber and watch the cut scene. Fight your way back down the tower. The plants are gone, your facing druids now. Follow the path in the opposite direction from the way you came in through the three levels. The previously disarmed traps should be gone on levels 3 and 2 so you can a mercenary and a crone on those levels. The traps will be back on level 1, so the Trap Finder may be necessary, swap with the crone when you need healing. When you exit to the outside, you encounter a small army of druids. The save points moved to where you've emerged from the tower, but there's no time to worry about that now. You'll likely find it necessary to use Herne's level 3 summon two or three times to reduces the druids numbers, having the mercenary and bodyguard summons will help buy you some time by keeps to nearest druid busy while you move into position. Summon a Crone to heal yourself when one of the initial summons falls. Kirkwall -------- Kirkwall is besieged by skeletal horses. Fight you're way to the west side of town and talk to Bodb. He tells you the location of the Mountain pass which is now unlocked on the World Map to the north of Kirkwall. Leave Kirkwall and head for the Mountain Pass. This is also the last chance to complete the optional Chapter II. This is you last chance to go back to Houton to get the maps for *SA1* from the blacksmith and *SA2* from the Hunter in the Fairyhaunt woods. Here is a good opportunity to head to the Cairn of Dun Alfiene *SA1*, the Hunting Grounds *SA2*, the Cairn of Ardagh *SA3*, and Finstown (Chapter IX). You'll get a chance later, but after entering the mountain pass, you won't return to this part of the world for a while, and the items found there can be very useful. Also, try to track down the trow mapseller to get a map to the Cairn of Carrowmore, *SA4* (and the Cairn of Ardagh *SA3* if necessary). ========================= Chapter VI: Mountain Pass ========================= Mountain Pass ------------- Head to the big door that's appeared on the World map north of Kirkwall. There's a save point right by the entrance. there are a few wolves in the neighborhood. the door to the Viking tombs is due north, but they are frozen shut. If the Bard attempts to go up the pass to the west, he is forced back by the cold as the path turns to the northeast. There's a man named Gower Northeast of the save point, be nice and he'll give you a free drink of a warming, albeit cursed, brew. (If your snarky, you have to pay some silver for it.) Gower is actually a Trow. To break the curse you need to retrieve the sword fated to kill him and give it to him before you can leave the pass. Head west and turn to the northeast through a wolf infested pass. You and a mercenary can hack away at them while a crone heals you. You arrive at a junction with paths to the east and west. The path to the east leads to a group of Trow and a save point. The path to the west is home to more wolves. There's a stump chest by a boat is this area that holds silver. Heading west from the previous junction there will be a few more wolves. You find some trow where the path turn north. The path continues north through more Trow to a large clearing. The clearing is home to more Trow. The are three exits from the clearing. The eastern exit is home to some wolves. A stump chest here contains silver. The northwest exit lead to a group of Trow. The stump chest here has more silver. The northeast exit leads to a group of Trow guarding a save point. There a chest to the northwest of here sitting on some ice, an obvious trap. Walk out on to the ice and open the chest which contains the upgrades Mercenary song. A druid will show up and set you adrift on the Frozen River. Frozen River ------------ As your ice raft travels downriver you'll be attack by Finfolk. Don't overlook the usefulness of the Thunder Spider against these water dwellers. You'll come to ground at a save point. Follow the path to the south, fighting through wolves as it turns west. There's a stump chest with some silver in the corner where the path turns to to where there are Trow to fight. The path turns east leading through more Trow to a save point. East of the save point is another ice raft and an ice path with some wolfs leading to a stump chest containing Adderstones and silver. Prepare for a long ride of the ice raft, fighting Finfolk and taking some shots from the occasional Trow arches. I got overwhelmed at the end and was forced to use a Level 3 Caleigh summon, if I'd had the Thunder spider summoned I might have avoided this. Several trow are waiting at the landing point. There's a save point nearby and another raft just past it. There are some silver and adderstone in a stump chest at the end of a wolf infested path north of the save point. Get on the next raft and go for another ride. More finfolk attack on this ride. A small group of trow wait by the save point at the end of the ride. the sword we're looking for is stuck in some ice to the north. walk up to the sword, Casgair, and you'll pull it out. The ice will fall away from under you and you'll find yourself in the frozen tombs. Frozen Tombs ------------ These a save point on the northern wall of the room you've fallen into. The eastern exit from the room in locked with an emblem of the world tree, Yggdrasil. To the north is the entrance to the Burial Chambers is locked with a Raven emblem. There are passages leading south and west. The path to the south ends at an ice wall. Dolyn is trapped behind it, you can speak to him and he'll promise to reward you if you free him. Be nice to him and talk to him two more times to get some information about some stones he's found, a Raven Stone that he left at his campsite and the Tree stone that he has on him. Return to the room where you entered the tombs. (NOTE: You can be completely snarky to him here as well to get the Ring of Tara token from him later this chapter, instead of the White Book of Rhydderch is chapter XII and the Golden Coronet Token in this chapter. Thanks to Otakuman00 for making the post with this information.) The path to the west has some traps in it so you'll want to summon the Trap Finder. Follow the path until you reach a north south fork. Casgair and the mercenary will more short work of the undead Vikings to the south. There are more traps in the south where you'll find a chest with some Adderstones and silver and an abandoned camp. Examine the camp to acquire the Raven stone that Dolyn mentioned. The northern path from the junction has a complete of traps, but end at a locked door and has a side chambers blocked by an ice wall. So head back to the entrance room where you can now enter the Burial Chambers. Burial Chambers --------------- A save point is just ahead where there are corridor leading North, east, and west. The north and east path are blocked by ice walls, so head west. Have the Trap finder out to deal with the traps. You encounter a few undead vikings where the hall turns to the north. There are more undead at an east- west junction. The eastern path dead-end in a room with 2 ice walls to the north and south (the southern wall blocks the path back to the save point). Head west through an area with a few undead, to a chamber with more undead and a chest with Adderstones and silver. a path to the north from the northwest corner of this chamber leads to another chamber with a save point and a large undead Viking sitting on a throne. The door to the north is locked so examine the viking twice. The viking is Hrafn, who's been barred entry to Valhalla until he proves his valor in combat. Talk to Hrafn, being snarky to provoke him into opening the northern door. Lead him to the north where he can prove his worth be killing 25 enemies. This is your best chance to get two chest in the northern areas where the undead vikings respawn continuously. You'll need to steal some kill from Hrafn as you take this route. (If you stay ahead of Hrafn on kills, you make snide comments in response to his bragging.) Head east with Hrafn and turn north at the junction. There's a side chamber to the north, which has a chest on the north side with an Adderstone and some silver. Lead that room and head east and then south. The other chest is just to the east as enter a larger chamber. Once Hrafn's got 25 kills, you'll be taken back to his throne room where he'll give you his Royal Stone, and a Valkyrie will teach you the Elemental summoning song and give you a Jeweled Flute. The Flute lets you summon three creature now. You'll like by wanting some combo of Mercenary, Elemental, Trap Finder, and Crone depending on the circumstances for the rest of this dungeon. The Elemental can melt the ice walls so head back to the room with two ice walls and melt them. Note that it also thaws out the undead vikings in the room which you can kill for the experience. If you didn't make it to the second chest with Hrafn the area its in is just to the North. You can probably get away with running a couple of laps around there area, opening the chest on the first pass and scooping up the loot on the second. The other chest is well out of reach without using level 3 Caleigh summons to protect against the respawning undead, so you'd suffer a net loss going for it. Otherwise, head back to the save point by the entrance and thaw the ice wall to the each. The are more frozen undead in the room past it, put away the fire elemental if you don't want to fight them. The chest in here contains the Kite Shield. Return to the Frozen Tombs. Frozen Tombs, take 2 -------------------- You can now access the side chamber off the northern hallway to the west using the elemental. Note there are frozen undead in the entrance area and previously disarmed traps are reset. The room off the northern hallway has some frozen undead inside and a chest containing silver and Adderstones. More importantly your can now free Dolyn by summoning the Elemental to melt the ice. Apparently this might not work on the PC, three potential solutions have been posted on the IGN boards, if you try the first two have the elemental out as suggested in the third in case its a matter of positioning. jay24k on the IGN boards say "Go to the wall guys and choose option 4 and summon the letter D. Forgot what it's called but it destroys the wall." as a solution. JustinCase1089 on the ign boards say that the Herne Artifact worked. hkblur gives the most detailed solution -- For some reason the fire elemental summon doesn't get close enough to the wall to trigger it. One time I got lucky and the summon location for the elemental was *right in front* of the wall and it broke down. But, I've gotten the following method to work every single time without fail: With the fire elemental out, walk anywhere near the wall and summon the healer chick (a simple heal will do).. Keys: 1 S A Somehow this puts the elemental where it needs to be to trigger, or something.. -- He'll give you the Tree Stone when you do. (If you were completely snarky to him he'll run off unlocking the eastern door of the entrance room and die in a trap just past the door, allowing you to retrieve the Ring of Tara token from his corpse. The tree stone will be broken preventing access to the Golden Coronet token. Thanks for the post Otakuman00.) The tree stone unlocks the doors on the east side of the entrance room and the door at the end of the northern corridor. The room at the end of the northern corridor contains a chest with the Golden Coronet Token and another chest with some silver. Be careful when escorting Dolyn through this dungeon, it is possible to get him killed, denying you access to token he will give you eventually. Return to the entrance room and unlock the eastern door. You'll be traveling through corridors filled with undead and trap so choose your summons accordingly. The hallway to the east has two hallways leading north off you it, the first one seal with ice that the elemental can thaw, and a single southern passage. The southern passage leads to a room with several undead and a chest containing silver and Adderstones. Both Northern path lead to another east-west hall. The west end has a path leading north to a chamber with a few undead, some of which are frozen. A chest sits on top of a tomb in the center which contains silver and Adderstones. There are stairs on the east side of the tomb you can climb to reach the chest. There another ice wall in the middle of the east-west hall and several undead at the east end. The path goes north by two frozen undead and turns west towards another room with several undead. (If Dolyn's dead there will be a chest with silver in this room, it will be empty otherwise.) Another path lead west from this room where Dolyn will leave you and Gower will meet you to claim the sword. (If you're Snarky to him and you'll toss the sword to him but is seems his reflexes were a little off today, oh well, the curse is broken.) Be Nice to him and he'll exchange your sword for the Quicksilver Broadsword and The Badge of the Wind Token. There a save point here and an exit to the world map. You have no where to go no except the Mountain tower just beside you. =========================== Chapter VII: Mountain Tower =========================== Mountain Tower exterior ----------------------- Enter the mountain tower and watch the cut scene. The save point is to your left when you enter the tower. You'll be greet by a druid, Cuthbad, and a band of trow two steps to the north. If you're nice you'll end up fighting all of them. If you're snarky you'll just have to fight Cuthbad, it's a fairy easy fight either way. Wide paths go northeast and northwest from here, and merge back together a way to the north. There are skeletal horse guarding a stump containing silver on the northeastern path. The northwestern path and the dead-end that branches off it to the west is home to some trow. The path to the north from the merge point has more trow in it, as does the larger area to the north. There are stumps at both the east and west ends of this area with more silver. A save point is beside the enters to the Mountain Tower's first level. Mountain Tower, Level 1 There a save point by the entrance. Prepare the Mercenary, Vorpal Rat, and Crone and enter the arena to the north. You'll need to clear four waves of mechanical enemies here, each wave comes with a three minute time limit. If you don't defeat the enemies within the limit, Lugh will call you pathetic and give you three more minutes to finish of the survivors. Wave 1: Mechanical Knights. The vorpal rat will demolish these guy. Wave 2: Mechanical Boars. You'll need to resummon creature here. Substitute the Elemental for the vorpal rat if desire. Wave 3: Mechanical Boar riders. You'll need reduced there numbers with a Level 3 Herne summon, or two. Finished the knight off with arrow. Wave 4: Mixture of Mechanical Arrow. A few level 3 Herne summons are in order here. After defeating the four wave investigate the side chambers. The southwest one has a chest bearing Adderstones and silver. The northeast one contains a body where you'll find the Upgraded Light Fairy Song. The way onward lies to the north. The are a lot of knights here, so don't go charging in. Let the Mercenary and Vorpal rat have some fun while you shoot arrows from a distances. There are more knights past a door where the corridor turns to the west. This room also has a save point. The exit to the second level is to the west of the save point. Mountain Tower, Level 2 ------------------------- A save point is just to the east of the entrance where a trio of knights awaits. Hallways go east and south from here and will converge partway down the hallway on the east side of the map. If you go south, you find the area dark and will need the Light Fairy. The Trap finder will also be needed to deal with the traps here. Have the mercenary or vorpal rat out to help you with the few knights you'll encounter to the south where the hall meets and east-west corridor. There's a chest with some silver in it at the west end. Heading east you'll encounter some traps and a group of knights in the room at the eastern end. Another hall go south from here to another chamber where these a chest with silver and Adderstones. The path east is trapped at leaded to the point where the two paths from the entrance meet. If you want to explore the alternate route from here, go through the doors to the north where you'll encounter a few knights and boars on your way north and then west, partway back to the save point is a side chamber to the north, where you can find a chest with more silver and Adderstones. Going south from where the two paths you'll encounter a centurion and some knights and boars guarding a level. While the vorpal rat can me short work of the knights, you may need to lure the boars off one or two at a time to the side corridor to dispose of them more easier. If you can keep it occupied, the centurion can be killed by the vorpal rat. Pull the level to open the gate. There are a fair number of knights and boar riders between the gate and the save point to the south. The hall goes west here soon branching west and north where some mechs are waiting. The western path lead through a few groups of mechanical knights and boar riders and turns north, Watch out for the boulder at the junction. Alternatively, the northern path in dark and trap filled, but has much fewer enemies. Also there's a chest in the chamber just to the east of the junction that holds the Silver Horseshoe token. Go north from the junction to a room with a save point and a chest with silver and Adderstones. To the west are some female guards behind and gat mocking you. If you're snarky one of them will hint at their only fear. Summon the rat to scare them off. Process into the room to enter the third level of the two. Mountain Tower, level 3 ----------------------- There's a save point here as well as a few knights and centurions. The path to the east is trapped. The chamber at the end contains several knights and centurions. There's an inner chamber that can be entered from the south, where there's a chest containing Cladteamb Soluis, a 2-Handed sword. The side chamber to the north off the outer chamber has a chest containing Silver. Take the exit to the south from the outer chamber. A hall heading south through chamber with a pool to another chamber where there are a few more knights. The path turns to the west now. Go by the dead end to the south and into a large chamber with several knights and centurions. This chamber has an inner chamber as well, which can be enter from the north. There's a chest in the inner chamber contain silver. A save point is here as well. Continue west from the outer chamber to another chamber with a pool where there are some more knights. Take the exit to the north. Just to the west of the northern end of this hallway is a large rectangular chamber stretching to the north with an inner chamber that can be entered from the east. There are lots of knights, boar riders, and centurions in the outer chamber to deal with. The inner chamber contains a chest at the southern end which contains some silver. There are more knight and centurions in another adjoining chamber to the north. Its inner chamber is entered from the east and has a chest with silver. Heading east then north will take you to another large chamber with knights, centurions, and boar riders in the out chamber and a chest contain Adderstones and silver in the inner chamber which can be entered from the south. A save point is to the east with the exit to Lugh's Chamber to the South Lugh's Chamber -------------- Now its time to fight Lugh. Have the vorpal rat and mercenary out to where down Lugh to begin with. Try to keep your distance from him, the whirling blades around him can do a lot of damage. Use the stairwell for cover. Resummon your creatures when they perish until you're out of mana. At this point use a Level Three Caleigh summons and hack away at Lugh until he's finished. ALTERNATE STRATEGY: If you summon a character with high HP and armor, then run off screen, the character you summon should keep him busy long enough for you to take Lugh down with your Bow. (Thanks Keith) Another Alternate Strategy: To defeat Lugh easily summon a mercenary and a heroin and simply attack him with everything you got ignore the spinning axes because if you just keep hacking away he will die before he can kill you. (Thanks Conor) Caleigh will tell you to go to the tavern in Dounby. You'll receive 15 adderstones, Lugh's Amulet, the Knight Song, and the Upgraded Trap Finder Song. Leaving the tower ----------------- Like the fore tower, you'll be fighting druid again on the way down. You're newly acquired Knight can be quite effective against them. Reverse your steps through the three level, all trap will be reset. There are a lot of druid in the arena on the first level. There Thunder Spider's chain lighting can make their numbers work against them. Outside you need to fight your way south through more druids and skeletal horses. The exit is at the west end of the southern area past a save point. Both the exit and save point have moved since you enter the area originally. If you've acquired the map for the Cairn of Carrowmore *SA4* you can go there before proceeding to Dounby. ===================== Chapter VIII: Dounby ===================== East Dounby ----------- East Dounby is just to the south from where you emerge from the tower. Enter it and watch the cut scene. There's a save point just to the south. A welcoming committee is around the corner to the west. There are 2 more groups of druids along the northern street to the east gate. (The east gate lead to the world map near Finstown) Enter the sheriff's office and talk to the Sheriff to get some experience and here a fourth rendition of "It's Bad Luck to be you." Return to the streets a take the westernmost of two streets going south. Go path the entrance to the Old Town tunnels and continue past the southern east-west street, turning to the west to the Chateau D'Renard by a save point. Enter the Chateau and talk to Jean and his brother Jacques to begin the "Fox Brothers" side quest, *SQ4*. The Knocker song they give you can be helpful against the groups of druids you encounter. You'll likely want to avoid the purple barrier in the south east corner, it will trigger an endless stream of druid until you leave the area. Can be use to earn some silver and experience. Flee into Catair's broch to stop the druids from spawning. Continue to the south past the Chateau and turn west to the exit to West Dounby, fighting the two groups of druids on the way. West Dounby ----------- There's a save point at the entrance to West Dounby. An entrance to a Kirk is to the south if you care to make a donation. West of the Kirk is a group of druids where the street jags north a bit before in continues west. There's a bar at the next corner where the street turns north. Enter the Tup bar. A woman by the bar will share some of her inheritance with you when you approach. Talk to the town crier in here to enter a talent show. You win the Boots of Quickening token for winning. My rhythm was 16 in case that has some bearing. You be attacked by druids on leaving the bar after participating in the contest. Go north and turn west at the junction, fight the druid in the next junction. If you want you can go to O'Dells Arms and Armor store to the west past and group for druids. The store is near as save point and the Western gate of Dounby. The flail he sell can be had for free in Chapter IX and better armor and bow will be for sale so don't waste your money on them. Otherwise, head north to a save point by the Aiken Drum bar. Enter the bar and talk to the Drunks on the stage to here a song about the Nuckelavee. Summon a rat and approach the woman standing by herself. She'll give you some silver and experience when you dismiss the rat. Talk to Dugan and he'll tell go to Greenlands, which is now unlocked on the world map, and talk to MacRath who has the Shadow Axe needed to enter the Island Tower. If you talk to Dugan again he'll tell you about the tunnels underneath town that can be use as alternate path between East and West Dounby. You passed by one entrance to the tunnels on the way to the Chateau D'Renard in East Dounby. There another east of the Aiken Drum. As its not too difficult to deal with the Druids in the streets, I'll consider the Old Town tunnels as side area *SA7*. Consider tackling any of the first six side areas, tracking down the trow to buy the maps for the third through sixth if necessary. You can leave Dounby in three directions, to the west from West Dounby to get to *SA5*, *SA6* and Greenlands (Chapter X), to the north from East Dounby to get to *SA4*, or to the east from East Dounby to get to *SA1*, *SA2*, *SA3*, and Finstown (Chapter IX) as well as Kirkwall and Houton, both of which are overrun by undead. ==================== Chapter IX: Finstown (Optional) ==================== It's worth buying a Captain Fargo's Reserve from the bartender at the Aiken Drum in West Dounby before heading to Finstown. Fin's Woods ----------- While you can get here as early as Chapter III its best to wait until at least the end of Chapter V. Enter Finstown to the west of Kirkwall to claim your reward. You'll discover that you've walked into a trap where you'll be facing a large armor of archers. Use a level 3 Caleigh summon to buy you time to clear out a staging area around the save point to the west. If you can here right after Chapter V you might want to you a level 3 Herne summon to reduce the number of archers. The body guard is useful to distract the arch. Otherwise ranged summons and the crone are useful. Melee summons can get cut down quickly by groups of archers so they'll be less useful. Once the staging area is clear slowly advance to the north, picking off the archers one by one with arrows. Make you're way north through to barricades and turn east to a save point where two Vikings will welcome you and ask you to see their leader Silkbeard. Finstown -------- Enter Finstown. A save point is two thirds of the way across the map from the entrance. Trowle's Pub is in the northwest corner. You can talk to Gregor at the bar, who accuses you of freeing the Orkney dragon to raze the town and allow the Vikings to take over. Make sure to summon at rat in here. One of the viking is afraid of rats and will give you the token after you dismiss the rat in exchange for your silence. Silkbeards's Headquarters is in the northeast corner. enter it and walk up to Silkbeard who will thank you for freeing the Dragon that razed the town. The Viking will sing a tribute to you. Take note of the chest in here for future reference. While you here, you can buy some weapons and armor from Dirk who is on the east side of the room behind the table. In the southeast corner of town you'll find the town armory. The Vikings turn hostile when you attempt to enter it. Use a Level 3 Herne summon to take out the four Viking that immediately attack you. Try to enter the armory again. Regardless of whether you're nice or snarky, you'll need to fight the two Vikings inside. They shouldn't be a problem if you a strong melee fighter summons. Open the gate and loot the five chests here, which contain Scalbach's mail, a Granite Flair, and Broonie's Cloak token. Leave the armory and go to the cell in the southwest. Talk to the town elder in the cell and be nice and four archer will follow you to help deal with the Vikings. Also in the cell is a female refuge, who'll give you a new instrument, Finn's Lute, a priest where you can make donations ,and a girl who'll you get experience from for talking to her, the nice option will be less painful. Slowly lead the archer through town picking off the Viking one at a time. You'll enter a battle with Silkbeard when you reach the tow gate. Use a couple of level 3 Herne summons to deal with his 8 henchmen and finish Silkbeard off with a strong melee summon, heroine and crone. Go loot the chest in Silkbeard's Headquarter where you'll find the Rouge and Heal Stealer Songs. If you want you can talk to the village elder again to receive his thanks. You get a better reaction from him if you're nice but there's no reward. Leave town and the town gate will be locked behind you. Head for the wood southern exit to return to the would map. ====================== Chapter X: Greenlands ====================== It's worth buying a Captain Fargo's Reserve from the bartender at the Aiken Drum in West Dounby before heading to Greenlands. Watch the cut scene as you leave West Dounby through the gates. Greenlands is to the west a ways on the world map. Greenlands, southern plains ---------------------------- You'll be confronted by a group of druids. (Stromness will be unlocked). A giant bird will kill you're dog (if you had one) and you have to fight the bird and the druid. Use a level 3 Herne summon to deal with most of the druids. The Knocker and Thunder Spider's lightning attacks can be helpful against the bird. Use melee attacks on the bird whenever it drops of reinforcements. Once its dead you can inspect to the area. A chest in the southwest corner contains silver and Adderstone. Leave via the western exit to the northern plains. Greenlands, northern plains ---------------------------- There's a save point by the entrance. A stump chest with silver is to the south as well as another chest to the southwest of the entrance, along the wall. Redcaps and druids abound, they'll fight each other if you let them. Have strong melee summons to help you with the Redcaps and the Crone for healing. Head north of the save point to a fence and follow the fence north to where it turns west. (There's a chest with silver a little west to a ways north of this corner of the fence. There's another chest in the northwest corner of the map.) Continue west along the fence and you encounter a man whose speech is almost unintelligible. You'll be attacked by the Nukelavee, which puts a mana drain on you, so you'll be lucky to be able resummon any creatures. The bow is the weapon of choice, even with the mana drain in effect the Nukelavee doesn't present much of a challenge. Understanding MacRath -------------------- You'll find out the man is MacRath, but you'll need to escort him back to Dugan for translation. Head back to the exit to the Southern Plains. (I don't think it possible for MacRath to get killed while being escorted, I let the Druids in Dounby hack away at him for a while and didn't see any damage numbers which I'd enabled. If it is possible, MacRath tells Dugan that he has the key to his dungeon on the northern plains, I imagine he'd end up giving it to you.) There are now Red Caps and Trow Scarecrows on the southern plains. I found the Brute, Knight, and Crone were sufficient summons while I used melee attacks. Exit to the world map and return to West Dounby and make your way to the Aiken Drum. Talk the Dugan who will tell you that MacRath will take you to his dungeon where he's hidden the Shadow Axe, and mention something about a few score (a score is 20) of undead warriors in passing. Leave the Aiken Drum and return to Greenlands. Make your way back to where you met MacRath and head south from there. A stump in the southwest corner of the map by the moat contains silver. East of the moat is a cemetery where the dead are rising, there are easy enough to deal with the bow. East of the cemetery is the entrance to MacRath's Dungeon and a save point past it. Examine the graves between the dungeon entrance and make note of the order to the symbols on the graves: Skull, Tree, Moon, Sun, Chicken, and Song. These symbols indicate the shortest route through the dungeon. As you enter the dungeon, the Trow Trio will sing a song about the dungeon. MacRath' Dungeon --------------- There are undead in all areas of MacRath's Dungeon, a few arrows is all it takes to bring them down. You lose you summons a few steps north past an arrow trap. You'll encounter two undead on your way north to the save point. The halls to the east loop back upon each other and hold nether save two more undead. Take the hall to the west which turns north and avoid the spikes trap just past the niche in the west wall. If you were snarky to man in Houton who demanded an apology in Houton, he'll appear when you reach the end of the Hall and demand one final time. If you're nice he say that all he want, if you're snarky he'll vow to see you in hell and will get his apology. Either way get 1430 experience as opposed to the 200 if you apologized in Houton. (Thanks Shistar) Enter the Skull Portal in the room at the end of the hall. Skull Portal : Lord Bauder's Dungeon ------------------------------------ There are three undead at the entrance. You can resummon here. Head to the room to the north. Take the hall leading north from the northwest corner of this room and turn to the east to a room with two portals: Tree and Circle. SECRET DOOR: Use the Advanced Trap Finder to open the door on the east side of the room, the small room past the door has a chest holding the Fae Locket Token. Circle Portal: Passageway of Inevitable Demise (optional) ---------------------------------------------- The path leads north, there's a chest on the west side of the first chamber holing silver. Head north avoiding the arrow traps and turn east and then north. You find Skull and Tree portal on the side to the hall. Tree Portal: Lord Pershing's Danse Hall Macabre ----------------------------------------------- The two paths west of the chamber you start in both lead to the same path north. After watching the undead dance kill them and enter the large chamber to kill the rest of the undead there. The chest on the eastern side has silver and Adderstone. Take the hall to the north from the northwest corner to a room with three portal: Skull, Circle, and Moon. There's a save point here as well. Moon Portal: Lord Merrimont's Divination Chamber ------------------------------------------------ A hall runs north of the chamber you're in to the Room of Awakening where you'll be greeted by a floating skull that asks you to light the torches in the large room. The order you light the torches in doesn't matter. This returns your dog, albeit in a spectral form, and earns you the Enchantress song. If you want light the torches again and fight the monster it summons or receive a visit from Bodb, see "Other Things to do" for more details. NOTE: If you weren't nice to the dog in Houton it won't appear. Instead you'll fight the Nukelavee again. (Thanks Legarius) When you're finished with the torches, head to through the now open door to the north and get the Belt of Oak Token out of the chest. There are four Portals in this room: Sun, Axe, Circle, and Tree. Axe Portal: Lord Merrimont's Divination Chamber (Optional) ----------------------------------------------- This level is a long trap filled hall, with a dampening field and several undead. There is a chest containing silver and Adderstone at the north end, where there are Moon and Tree portals. (Thanks for the correction Chad Lepto.) Sun Portal: Lord Apono's Lecture Hall ------------------------------------- Beware of the shadows on the floor here. There a save point in the southern chamber where you start. Ivo sent this strategy for the shadows: I noticed that if you have the fairy summoned, the shadows go after her, and she kills them, not receiving any damage, and better, they don't go after you. Head north to the central chamber an get the Behemoth tune from the chest in the center of the central chamber. There are four portals scattered through the remaining chambers. A Chicken Portal is in the Western Chamber, a Cow Portal is in the eastern chamber, and Triangle and Spiral Portals are in the northern chamber. Cow Portal: Passageway of Inevitable Demise (optional) ------------------------------------------- This area has a dampening field. A chest containing silver and Adderstone is due north of where you enter. A Sun portal in in the northwest corner and a Chicken Portal is in the northeast corner. Spiral Portal: Zombie Lounge (optional) ---------------------------- The hall here has a dampening field, traps and undead. It heads east, north a bit (the chest here has some silver), and east again to a large chamber with Sun and Chicken Portals. Triangle: The Oubliette (optional) ---------------------------------- This level is a hallway forming a big square. You start in the northwest corner. There a chest with silver and Adderstone in the northeast. A Sun Portal in in the South West and a Chicken Portal is in the South East. Chicken Portal: Lord Loikin's Hidden Niche ------------------------------------------ This level is a rectangular room with some undead. There's a save point in the southeast corner. SECRET DOOR: Use the Advanced Trap Finder to open the door in the northwest corner. The chest here holds the Upgraded Heroine song. SECRET DOOR: Use the Advanced Trap Finder to open the door in the northeast corner the chest here holds the Upgraded Knight song. There are five portals in the room: Triangle, Song, Sun, Cow, and Spiral. Song Portal: Lord Fubion's Conservatory --------------------------------------- Head north and witness the death of William Hatcher, another chosen. The Behemoth is very effective against the zombie bearing the Shadow Axe. You receive the Shadow Axe for defeating it, if you have it equipped when summoning it will add an electric guitar sound to the summoning song. If you don't have the Behemoth, you can try this strategy provided by Black Wombat: "Pin it in the corner and shield bash it. Unlike most bosses, it can be stunned. The Vorpal Rat can then tear it to bits. Make sure to deal with everything it's summoned, possibly with a level 3 Herne casting, before you stun-lock it!" After defeating the Zombie head north to leave the Dungeon, returning to the Northern Plains. Make you way back to the Southern Plains and out to the world map. Head south to the next destination, Stromness. ===================== Chapter XI: Stromness ===================== Stromness is a fair distance south of Greenlands on the World map. Stromness --------- On entering you'll be greeted by two undead Vikings, who bar entrance to the town to the living. They'll tell you the way to the Island tower is through the town and through the Firbolg mines. They also tell you that the only living beings left in town are the butcher, Hatcher, and the shop keeper. Kill them after they finish talking. A save point is nearby. Exploring the town to the south you'll encounter many undead Vikings that respawn. Behemoth, knights, fire element, and crone are a good team here and make sure you have your bow equipped. You'll find silver in a stump in the northeast corner of town, and silver and Adderstone in a stump in the northwest corner. A kirk, which you can't enter, is a short ways down the west side and is where you'll find Hatcher. There's a Trow here as well. If you're Snarky to this trow, He'll teach the Upgrade Health Stealer song. The Kirk is surrounded by a force field that turns the undead Vikings to dust as the try to cross. A ways to the south of the Kirk is a stump with silver and Adderstone. In the far southwest corner is a chest containing some new armor, Armor of Llyr. On the east side of town you'll find the shopkeeper on the docks due east of the kirk. He'll refuse to let you enter unless you bring the butcher. South of the dock leading to him is a save point and another Trow further south. Be nice to this Trow and he'll teach you the Upgraded Elemental song if you're nice to him. Another magical barrier run the length of the docks providing a safe haven from the undead Vikings. Once you've had your fill of slaughtering the Vikings head to the Kirk and talk to Hatcher. (If you have finished Chapter X, all he'll say is he's waiting for his son to return.) He'll tell you that the way to the Firbolg mines is through his farm. Follow him through town to the store, protecting him by killing any Vikings that come into range, to the store which will now be open to you. (According to posts on the GameFAQs message boards by lilbabiemae and Casyle, it is possible for Hatcher to be killed while escorting him, in which case he gives you the key to his farm. If this happens you won't be able to enter the store, or receive the bow from Hatcher on the next map.) Enter it and buy any items you want/can afford from Crazy Thorvald, you'll be getting a better shield and bow before the end of the chapter and there's better armor in a stump on the current map so you may want to skip those (although the bow might be helpful) to save money. If you buy the Ancient Flute from him he'll throw in the Upgraded Brute at no extra cost. Exit the shop and continue to follow Hatcher on his scenic tour through Stromness and the graveyard to the south. He'll eventually come to the gates of his Farm which he'll unlock and go through. You should do so as well. The Farm -------- You'll be fighting undead sheep, chicks and cattle to protect Hatcher as you follow him through this map. There's a save point by the entrance and a chest containing silver and adderstone in this area. Follow Hatcher to the west and get the Four Leaf Clover Token from the stump in the northwest corner. Follow Hatcher south and get the silver and adderstone from the chest in the ruined building. Continue following Hatcher to the east until he runs into a ruined building and retrieves his fathers bow. You'll proceed automatically past a save point to a hole where Hatcher has disposed of animal parts. If Hatcher is still alive you must fight the Haggis Monster, use your bow to inflict as much damage as possible and try to kill some the animals that head to it in wave to replenish its health. Once the Haggis is dead, you'll receive a new Shield Ochlan, and Hatcher will give you his fathers bow, Odraig Goch. If Hatcher is dead before reaching the Haggis monster, the battle won't happen. It's also possible for Hatcher to die after you reach the battle with the haggis monster. In this case you still get the shield, but not his father's bow. Rene Wilson notes that the Haggis Monster can still appear if Hatcher has died: "Anyway, I was playing the PS2 console version and could not get Hatcher to the farm alive no matter what I did. So I went through the farm killing everything in sight and picking up items. Since I always kill everything in an area before I leave (unless the area respawns in such a way that I will definitely die) I killed a bunch of undead livestock behind the building where the golden thistle token is. After I'd obliterated a few waves of cows, chicken, and sheep the Haggis monster showed up even though Hatcher was dead. I received the shield but not the bow." Tim makes a similar observation: "In Stromness If Hatcher is killed it is still possible to fight the Haggis Monster. Once you have killed a set amount of undead farm animals it appears. I did not count how many kills or what type. I know the last kill was an undead cow." Go to the north side of the building Hatcher retrieved the bow from and retrieve the Golden Thistle Ring token from a stump. Head northeast of the Haggis hole to Hatcher to unlock the Firbolg caves, which you can enter to the east. ========================== Chapter XII: Firbolg Mines ========================== Firbolg Mines ------------- A save point is at the entrance. Follow the to the south, which turns to the west (Firbolg Miner #1 is here). Continue to a fork with paths continuing west and south (Firbolg Miner #2 is on the southern path.) The path to the west leads into a dampening field where you'll find Culainn and another Firbolg working at a cave-in. Prior to talking to Culainn, scout out the tunnels to the south. The southern path from the junction turns to the southwest to another junction with paths leading west and south. solublefish informs me that there a Firbolg miner here (Firbolg Miner #3) Heading west you'll encounter 2 finfolk. Continue west (you'll see Firbolg Miner #4 here) past a cave-in to the north and into a cavern with several finfolk and a chest containing silver and Adderstone. You can head south from this chamber until the path turn east (Firbolg Miner 5 is here.) Continue west to another junction (Firbolg Miner #6 is here) with paths leading west and south. The paths rejoin to the west, but the southern path is more interesting as there is a silver and Adderstone laden chest. (You'll also find Firbolg Miner #7 here.) The way east of the point where the two paths merges ends at a cave in. The way north leads back to the second junction you encounters in the mines. Now that the tunnels are scouted go talk to Culainn. Be nice and he ask you to help him free some miners trapped behind a cave in here who only have 10 minutes of air remaining. Go talk to Firbolg Miners #1 and #2 and bring them back here to start digging (get #3 as well and you won't need the others). Robert Morley adds this tip: "For the Firbolg Mines, 3 miners is enough if you're willing to be patient. Just grab the nearest three and wait it out, and you don't have to worry about the other (four) if you don't feel like it." If you're like me and didn't spot #3, the first two won't quite be enough so head back to the southern tunnels to gather the other four miners and bring them back to the cave in. Unfortunately the finfolk respawn so you'll need to deal with them again. The path of least resistance follows the path I follows in the scouting trip up to miner #7 and then backtrack. After successfully freeing the miners, you'll be given the Ego Sword (if you were nice to begin with, or are nice to Culainn now, If you're snarky to Culainn at first, he'll bribe you with 1000 silver (not that it matters much anymore). If you're still snarky after rescuing the miners, he'll pay you 2500 instead of the ego sword.). This sword can be equipped in the ranged menu. When equipped it will sing along when you play a summoning song. Enter the now open cavern where there's a chest contain silver and Adderstone. At the southern end of the cavern Dolyn (last seen leaving the Frozen Tombs) is waiting. Talk to him to receive the White Book of Rhydderch as reward for rescuing him... again. Head back to where the cave in on the east side was. You'll find that it's been cleared. The chest past here contain silver and Adderstone. A save point is in the area as well beside a raft. NOTE: This will be your last chance to return the shops in Dounby and Stromness if you still need to buy stuff. If you have extras you want to unlock you should backtrack to West Dounby and do so know. If you've left any of the Side areas or Chapter IX undone you should do so now also you'll get one last chance for all of them except for *SA7*. Underground River ----------------- Ride the raft into the underground river, fending off the finfolk until you land at a save point. Head east and fight the finfolk. A path to the south leads to a chamber with several diamond studded creatures and a chest contain silver and Adderstone. The way north has some more of these creature with a western branch leading to a save point and another raft. The north branch lead to another chamber with more of the diamond studded creature and another chest with silver and Adderstone. Get on the raft and fend of more finfolk. You land at another save point. Leave the underground rive via the exit into the Finfolk caverns. Finfolk Caverns --------------- there's a save point at the entrance. Head east and fight some finfolk. Note that the finfolk and diamond studded creatures respawn in this dungeon. The passage branches to the east and southeast. If you head southeast you'll come to a magical barrier, barring the way south. You can continue northeast from the and then west by a silver and Adderstone bearing chest to a junction point where this path meets to alternate choice from the first junction. Head north from the second junction to a third junction with paths leading east and west. If you head east you'll end up in a large cavern that's home to diamond studded creature. There a chest in the northern part of the area which contains silver and Adderstone. Head to the southern most point in this area to trigger a conversation with a frightened Firbolg, Bannock. If you're nice to him and lead him back to the raft he'll give you the Firbolg Armbands. (Or you can be snarky and have him run to the north, being snarky to the narrator when you encounter the Firbolg being attack by finfolk lets the Firbolg die and you get the armbands anyway, being nice to narrator saves the Firbolg and he'll give you the armbands after leading him back to the raft whether you're nice or snarky to him now.) However you got the armbands, head back to the third junction and head west. The northern branch of the leads back to the chamber where the Firbolg was so continue west. After the path turns north you'll come to a cavern with a save point and a Viking named Olav. Talk to Olav. It doesn't matter if you're snarky or nice for the first conversion option. However, when you get the second option, instead of being snarky or nice, listen to Olav's long, rambling story. If you do Olav will give you the Lightning Stone Token. (If you're snarky repeated, you'll interrupt him and won't get the token, being nice repeatedly has no effect.) (If you try to lead Bannock to Olav, Bannock will stop prior to reaching Olav allowing you to go ahead on your own. Talk to Bannock again to continue to the raft.) Once you've acquired the Firbolg Armbands, return to Olav at talk to him again to receive the Upgraded Bodyguard song. Return to the magical force field and summon the upgraded bodyguard. Head south to the save point and enter the Obligatory Lava Level, *SA8* Finfolk Caverns (part 2) ------------------------ There's a small cavern to the west of the Obligatory Lava Level entrance. Once of the chests in here has the Upgrade Knocker. The other holds silver and Adderstone. Head southeast to another save point and a raft. Narrow Sea ---------- Ride the raft along the Narrow sea. You'll need to fend off many Finfolk and shoot down 4 sea serpents on this voyage. The spider and knocker are recommended summons. You land at a save point where there are 3 chests with silver and Adderstones. The exit to the world map is here as well. Take it and enter the Island Tower. ============================== Chapter XIII: The Island Tower ============================== Watch the cut scene. Outside the tower ----------------- A save point is just ahead of you on the docks. There are a few redcaps to the east and a group of druids to the north. Further north is a group of druids and redcaps fighting around a stump which contain silver and Adderstone on the east side of the map. The path onward goes west from here and then turns north of more druids. There is more silver in the stump where the path turns northeast towards the entrance to the first level of the Island Tower. Some redcaps guard a stump contain silver and Adderstone north of this entrance. Enter the Tower. Island Tower, Level 1 --------------------- The Upgraded Bodyguard, can taunt the bipedal diamond studded creature that are found on this level and is immune to their magic projectile attacks. You're sealed into the tower after entering. There's a save point to the west and a chest with silver and Adderstone is on the north side of the chamber. Head west to some diamond studded creature. Follow the outer wall of the large trap filled mazelike chamber where more of the diamond studded creature live. A path continue west from this chamber to a save point. The Upgraded Enchantress is in a chest west of the save point where the path turns to the south. Follow the path to the south through more diamond studded creature until it turn east into a large chamber. A chest in the center of this area, beside the inner corner of the northeastern square, contains a new instrument, Ossian's Lute. Make you're way east through the chamber to a save point and the entrance to level 2. Island Tower, Level 2 --------------------- Head west and fight a band of invisible warrior. The chest here has a new dirk, Basluath. A save point is in the dead end west of here. Head north to a fork. Take the west fork to a large chamber with several invisible warrior and a chest with silver and Adderstone. Continue west to more invisible warriors at a save point. A chest here has silver and Adderstone. Head north and turn east. There will be a few invisible warrior and a chest with silver and Adderstone in the next area. Go east to the next area. The path south leads back to the junction before the last save point so continue east to the corner. The upgraded Rogue is in the chest here. Head south to another save point dealing with the invisible warrior on the way. Head west from here to a large area where there a chest with silver and Adderstone. The exit to level 3 is here as well. Island Tower, Level 3 --------------------- The enemies on this level are mainly Fireboars. You can head either east or west from the start. Heading west lead to an area with a save point. Head south to a corner the east to a larger area where there's a chest with silver. Head east from here past a path to the south to a save point. (This save point can also be reached by going east from the start and turning south at a corner area with a chest bearing silver and Adderstone. The path south arrive an a junction just east of the save point). Heading east leads to an era with a new flail, Balor's Eye. The area to the south of here has a chest with silver and Adderstone. The western path leads back to the last point so head east where there will be some diamond studded creatures on the way to the next save point and the entrance to Mannanan's Chamber. Mannanan's Chamber ------------------ When fighting Mannanan, take some swings at him when her appears. After he's taken some damage he'll disappear an call some tornado, lighting, and fireball down upon you, which you should endeavor to avoid as best you can. The upgrade Bodyguard is immune to this attacks. If you get injured use a Level 3 Caleigh summon. Repeat the process until Mannanan is defeated, for which you'll gain some Adderstones and the Mannanan artifact. mikkyld sent this alternate strategy: Order your summons to stay at location when Mannanan lands. Run away so only you take damage when he's using his attacks. The summons will be there to pound on him as soon as he comes back. Having the summons at his appearance site meant there was no lost time getting damage in. Only 1 level three Caleigh summons was needed for healing so this strategy will be helpful for those who didn't conserve Adderstones. ========================= Chapter XIV: Dounby Tower ========================= After the battle with Mannanan you'll find yourself riding a flaming manta on the world map. Random encounter don't happen unless you activate them. This is your last chance to visit the first six side areas or to complete Chapter IX if still unfinished. If you still have stuff to unlock there is a priest that wanders the map but you can only give one donation at a time before having to locate him again. Dounby Tower, Courtyard ----------------------- Fly the manta to Dounby and enter it to begin the assault on the Dounby tower. You start in the courtyard, having finally reach the scene shown in the introduction. Anything you had summoned will be dismissed and the Knight, Rogue, Health Stealer, and Heroine will be automatically summoned. It's possible to get her without finding either Health Stealer or Rogue. According to Ceryle Gaehl if you don't have the Health Stealer, the Elemental will be summoned instead. solublefish adds that the Rogue will be replaced by the enchantress. You play whatever instrument you have equipped - normally Ossian's Lute, but if you didn't get it, you play whatever you have. Unfortunately, you don't use the Shadow axe or Ego Sword, even if you have them equipped when you land in the courtyard. You'll need to defeat Mackay and his fellow druids. A level 3 Mannanan summon will quickly take them out. After the Trow Trio sing the Bad Luck song one final time head into the now open door to the south. Dounby Tower, Level 1 --------------------- There are many Trow on this level, defeat them to open up the lift. There's a save point on this level. Step on the lift to proceed to the next level. Dounby Tower, Level 2 --------------------- Defeat all of the Skeletal Horses to open up the lift. Step on the lift to proceed to the next level. Dounby Tower, Level 3 --------------------- Defeat all of the Trow Scarecrows to open up the lift. Step on the lift to proceed to the next level. Dounby Tower, Level 4 --------------------- Defeat all of the Plants (excluding those that sprout from the seed pods) to open up the lift. Step on the lift to proceed to the next level. Dounby Tower, Level 5 --------------------- Defeat all of the mechanical knights, boars, and centurions to open up the lift. Step on the lift to proceed to the next level. Dounby Tower, Level 6 --------------------- Defeat all of the Redcaps to open up the lift. Step on the lift to proceed to the next level. Dounby Tower, Level 7 --------------------- Defeat all of the Undead to open up the lift. There's a save point on this level. The chests in the four corners contain adderstones. Step on the lift to proceed to the next level. Dounby Tower, Level 8 --------------------- Defeat all of the Undead Vikings to open up the lift. Step on the lift to proceed to the next level. Dounby Tower, Level 9 --------------------- Defeat all of the Undead livestock to open up the lift. Step on the lift to proceed to the next level. Dounby Tower, Level 10 ---------------------- Defeat all of the Finfolk to open up the lift. Step on the lift to proceed to the next level. Dounby Tower, Level 11 ---------------------- Defeat all of the fireboars and diamond studded creature to open up the lift. Step on the lift to proceed to the next level. Dounby Tower, Level 12 ---------------------- Defeat all of the Druids to open up the lift. There's a save point on this level. The chests in the four corners contain adderstones. Step on the lift to proceed to the Fionnaoch's Chamber Fionnaoch's Chamber ------------------- You've reached the final objective of the game. Listen as Caleigh and Fionnaoch present their cases and make your decision. You can ask the creature you have summons for advice but you'll get a mixed bag of results: Summons siding with Fionnaoch: Crone, Trap Finder, Heroine, Light Fairy, Knocker Summons siding with Caleigh: Knight, Rogue, Brute, Enchantress, Mercenary Undecided: Bodyguard Can't Understand: Rat, Elemental, Behemoth, Thunder Spider, Health Stealer. You can the choice off siding with Fionnaoch, siding with Caleigh, or getting out of there. The ending you get depends on the choice you make here. Ending 1: Side with Fionnaoch ----------------------------- You end up fighting the demonic form of Caleigh in the Infernal Prison. Hack away at her, using Level 3 Caleigh summons when you get hurt. Nothing you summon will last long so your on you're own. Two of the three Caleighs are illusions. Keep hacking away until she's defeated. Kid Tempo has sent me a better strategy: -- When choosing to fight Caleigh in the final battle, Male summons are enchanted and will either attack or get in your way (the back-stabbing bastards) while Female summons will help you out considerably. Of course, it makes sense to have your party prepared *before* starting the battle... Using just a bow and an all-girl crew, I defeated her in about 20 seconds using no adderstones. Hell hath no fury like *four* women scorn'd... [worthy of the narrator, that one] -- The world returns to normal and the Bard will end up back outside a bar summoning another rat to sneak inside in an attempt to gain another free meal. Ending 2: Side with Caleigh --------------------------- You end up fight Fionnaoch. Your summons are more effective against Fionnaoch then Caleigh so you'll have help here. Hack away at him, use level 3 Caleigh summons to heal, and level 3 Herne summons to clear out the druids Fionnaoch summons. Keep this up until Fionnaoch is defeated. The Bard ends up living happily ever after with his demonic bride while the world suffers under her rule. Ending 3: Get out of here ------------------------- The Bard simply walks away from the Final Confrontation. He ends up at a bar partying with some undead friends he's made. ****************************************************************************** 6. Side Quests and Areas ****************************************************************************** ======================= *SQ1* Ogun's Mum's love ======================= Ogun's Mum in Houton will assign you this side quest the first time you talk to her. It will be a while before you encounter Ogun. You'll witness his death in Chapter II in Neversdale and pass on his mother's message to his corpse after looting it. The next time you're in Houton, talk to his Mum again. Be nice and she'll give you the Rabbit's Foot Token. ============= *SQ2* Bugbear ============= After being assigned this quest by Darraud in Houton you can head west from his broch to the Bugbear Cairn. You'll probably want to level up a bit beforehand the Bugbear is a tough opponent. Inside the cairn the entranceway leads to a larger chamber with a save point. There are passages to the east and west, both will eventually lead to another chamber in the northern part of the loop. If you head east you can pick up a better sword in a chest in the side chamber in the southeast corner. As you go down the passages watch out for floor spikes, arrow traps, and dark spots on the walls that the bugbear will leap out from. Don't try to fight the bugbear when it leaps out, its not necessary. If necessary stop and wait to heal. Keep your eye out for other chests: the chest in the entrance chamber hold silver, the one in the northeast chamber holds silver and Adderstone, and the one in the southwest chamber hold silver and Adderstone. Once you reach the northern chamber, make sure you have a creature summoned, the heroine works well, and approach the chest in the center to initial the final battle with the bugbear. Get to the side of the room to avoid the traps the bugbear will set off and attack it while its distracted by you summons/dog. Once you've defeated the "bugbear" open the chest to obtain the silver inside and head out of the cairn, keep in mind the spike and arrow traps are still active. Once out head back to Darraud to claim your reward. ====================== *SQ3* Barrel Vandalism ====================== The barrel maker in Houton will give you silver for destroy other peoples barrels. Destroy 1-10 barrels earns you 5 silver when you report back to him. Destroying 11-25 or more earns you 50 silver. Destroying 26 or more barrels earn a reward of 500 silver. This can be done repeatedly up to the point where you commit to Chapter VI. Barrels respawn after you leave an area, so if you clean out a building and the step outside and in again, you'll be able to destroy the barrels again. There are 19 barrels the are reachable with melee attacks and 3 more that are reachable with arrows (thanks Declan Rowan) in the Drunken Rat providing an easy way to earn some extra coin, combined with the 4 in the shop (or just reenter the tavern a destroy some more barrels there) will give you enough barrels to earn the 500 silver reward. ================== *SQ4* Fox Brothers ================== You'll need to eventually be nice to the Fox brothers, who can be found in the Chateau Renard in East Dounby, for them to assign you a task in exchange for a summoning song. They want you to collect 50 silver that they say Donnan owes them. Donnan lives in the Broch on the north side of the northern east-west street a bit east of the jail. No matter whether you're snarky or nice he'll tell you that the brothers have lied to you and that it is they who owe him 500 silver. Return to the brothers. Again you'll eventually need to be nice to them and they'll send you on another task. This time they claim the Catair has take a Silver Frog from them. Catair live in the Broch on the north side of the southern east-west street, due south of the jail. Whether you're snarky or nice to her, you find out that you've been lied to again. Return to the brother a final time and you'll convince them to give you the Knocker song. Summon it so justice can be done and receive some extra experience. ========================== *SA1* Ruins of Dun Alfiene ========================== The ruins are to the northeast of Kirkwall on the world map. This place is filled with traps and tough monsters. Some parts has sparkles in the air that dismiss your summons. Wait until you are at a higher lever before tackling this area. I did this just prior to starting Chapter VI after acquired the Trap Finder. Use the Trap finder to takes out the first two traps and the traps behind the door to the left. The Mercenary and Crone make a good combination for the hall past this door. Use your bow to shoot at the zombies while the Mercenary attacks and the crone provides healing. There are more enemies beyond the door at the end of the hallway. Lure out a few at a time some you don't get overwhelm. The chest in the end room contains silver and adderstones. SECRET DOOR: After acquiring the Upgraded Trap Finder come back here and he'll find a secret to in this hall just to the west of the "Dead Bards" panel. It lead to a small room with a chest containing, Gnimb's Flute. WARNING: If you get this prior to being to Crazy Thorvald's in Stromness you'll be unable to get the Upgraded Brute. Return to the main hall. You're going to be on your own for the rest of this dungeon as the light particles in the air will dismiss your summons. There are some arrow traps on the way north from the entrance. Time you jumps during the breaks in the arrows. (Xbox Glitch: Save the game at the save point by the entrance and reload, the arrow traps will be disabled. NOTE: the traps will be reenabled if you power cycle.) Continue to the end of the hall. Lure out some enemies are shoot the with arrow. Repeat until you've cleared the room. The chest in the this room contains the Golden Spyglass token. Similar tactics work in the three chamber in the eastern hallway. To get to them you'll need to walk around the spike trap just past the second door. Lure the enemies out of the north and south chambers first before proceeding to the end chamber. The chest there contains Adderstone and silver. The room at the end of the second hall to the west is more of a problem as the wall crushers in the hall make the luring and retreat strategy unfeasible. Just run around the perimeter as you're faster than the zombies and take the occasional shot. The chest here contain Adderstone and silver as well. ====================== *SA2* Hunting Grounds ====================== To get to the Hunting Grounds head west from Houton. There's not much of interest in this side area. The stump in the northernmost point hold the Findruine Charm Token. The stump due east the entrance and the stump due west of the entrance both contain Adderstone and silver. Otherwise, there's just grouse to flush out if you interested in that. ===================== *SA3* Cairn of Ardagh ===================== You can enter the Cairn of Ardagh just to the north of Neversdale. There's a save point just north of the entrance. Make sure you have the Trap Finder summoned as there are several traps in this dungeon. There are a few groups of trow in the dungeon that you'll need to fight on occasion. The dead end to the northeast has a chest with silver. Heading northwest, there another silver laden chest in a dead end to the southwest. A third silver bearing chest in by the campfire in the northern chamber. SECRET DOOR: Come back after acquiring the Upgraded Trap Finder. There's a secret door to the east of the campfire that he'll point out. It opens into a large cavern with lots of trow. A chest in here contain the Amulet of Llyr token. ========================= *SA4* Cairn of Carrowmore ========================= Enter Carrowmore between the mountain tower and Dounby. A save point is down the hall to the north. SECRET DOOR: Use the Advanced Trap Finder to open the door that's part way to the save point of the east side of the hall. Two undead Vikings are inside guarding a chest with silver. You can go East, north, or west from the save point. Open the door to go west. The are some undead Vikings here. There's a trap past the door at the other end of the hall. The are several groups of Vikings in this area, including some invisible ones. The chest in the southern part of this area contains silver. There a magic dampening field in the northern end, so the bard will need to take potshots and run out to deal with the enemies there. The chest in the northern area contains adderstone in the chest. SECRET DOOR: Use the Advanced Trap Finder to open the door to the west of the entrance to this area. The chest contains a shield Dubgilla. Return to the save point and take the door to the east. Fight the undead in the hall and around the corner to the north. Open the door to the east and enter this chamber. There is silver in the chest here. SECRET DOOR: Use the Advanced Trap Finder to open the door south side of chamber, chest contains the Phial of Medb token. Go back to the hall and continue north turning to the west. You'll arrive at a junction with a metal mouth. Speak to it to get a clue. The key phrases are "far from right" and "trinity". Head north and your summons will be dismissed by the dampening field. Beware the trap on the other side of the door. There are a few undead Vikings here. On the north side are 3 doors. Take the left one (i.e. far from right) of the three (trinity) to find a chest with some silver. The other two door only contain arrow traps so avoid them. ========================== *SA5* Ruins of Emain Macha ========================== Enter the ruins to the northwest of Greenlands. Its dark in here so use the light fairy. A save point is north of the entrance. The room to the east is empty except for some traps and a zombie cow. Head west down the trapped hallway to a door. More traps and undead are in the hall here. The branch to the south has several undead and a chest with silver. Continue west from the junction and turn north. A room to the east has a lot of undead and a chest with silver. There's a zombie cow in this area. Continue north and turn east. The only this in the first room to the north is lots of undead. Continue east to the next room to the north where you find another horde of undead, traps, and a silver laden chest. Go east past more traps to where there are more undead in the north branch of a junction. Continuing east leads to a room to the south with a few more undead and a dampening field. The chest in the center of the room contain silver. Go back to the junction and head north. There are only undead in the room to west and the next room to the east. The hallway turns to the west through more undead. A room to the north has a few undead and a dampening field. There is silver in the chest in the rooms center. Continue west to the end chamber, where there are a lot of undead and traps. The White Book of Hergest is in a chest in the center of this room. =================== *SA6* Ruins of Tara =================== Enter Tara to the south of Greenlands. There's a save point north of the entrance. The room with the large blood pool through the door to the north has several zombie cattle and sheep. go east through 2 door to a room with several zombie chickens and traps. A chest here holds silver. SECRET DOOR: The small room to the north has a secret door on the north wall which can be opened by the advanced trap finder. It leads to a hallway going north. The chamber at the end of the hall contains zombie sheep. The chests in the southwest and northwest corners contain silver. There are several traps in the hallway leading west. Behind the door at the end is a room with a dampening field and a variety of zombie livestock (or should that be undeadstock?). There are several traps in this area. The chests in the northeast and southwest corners contain silver, while the one in the northwest corner contains the Cormac's Chalice. ====================== *SA7* Old City tunnels ====================== The Old City tunnels run be East Dounby north of the Chateau D'Renard to West Dounby east of the Aiken Drum. Entering from East Dounby, there's a save point just west of the entrance. There are skeletal horses to the south of the save point before the path turns west again. Head west into the dampening field where the are several skeletal horses in a chambers and 2 undead in the southwest corner. Paths leave the chamber to the south, west and north. The path to the south head to a chest with the Brute song, which is guarded by 5 skeletal horse. SECRET DOOR: You've left the dampening field so you can summon the Trap Finder to point out the secret door to the east. 2 undead guard a chest with silver. The west path lead to a chamber with some skeletal horse and undead in the hall to the north, with another hall branching off to the west. The hall to the west lead to 2 skeletal horses and out of the dampening field where the hall turn south through more skeletal horse. SECRET DOOR: Use the Advanced Trap Finder to open the door on the west side of the hall, leading to a chest with silver and adderstones. The chamber to the south has skeletal hosts and a chest with the Silver Harp. Return to the junction and continue north. Turn east to fight more undead. The next junction has path leading east, which goes back to where you started and north. head north to a chamber with a large number of skeletal horses. At the west of the chamber is a chest with the Upgraded Crone song. Head east out of the dampening field to a save point. The exit to the north leads to West Dounby. (You could have entered from this end and done the dungeon in reverse.) =========================== *SA8* Obligatory Lava Level =========================== There's nothing here except a Chosen contemplating a chest across a narrow bridge over lava. You need to decide whether to be Snarky or nice in this conversation as it effects the reward. Being snarky encourages the boy to go for the chest which ends badly for him, but get you the upgraded Behemoth song. Being nice stops him from going for the chest, sparing his life. He'll give you the Harp of Ages. Afterward the Trow Trio will sing the Bad Luck song again, the lyric will vary depending on the choice made. Return to the Finfolk Caverns. ****************************************************************************** 7. Merchants ****************************************************************************** The prices listed in this section have been normalized to the prices at 9-10 Charisma. You may see higher or lower prices depending on you charisma level. =================== Equipment Merchants =================== Blackhammer Smithy in Houton (Seamus) ------------------------------------- Leather Armor: 400 Studded Leather Armor: 800 Dirk: 600 Flail: 700 Claymore 800 Long Bow: 250 Treasure Map: 4000 (Unlocks Ruins of Dun Alfiene) The Velvet Hammer in Kirkwall (snobby shopkeeper) ------------------------------------------------- Leather Armor: 400 Studded Leather Armor: 800 Chainmail: 2,600 Buckler: 800 Dirk: 600 Flail: 700 Claymore: 800 Great Bow: 500 Harp: 750 O'Dells Arms and Armor in West Dounby (Dood) -------------------------------------------- Scale Mail: 4000 Silver Dirk: 2500 Granite Flail: 3500 Lockaher Axe: 4000 Elderwood Bow: 2000 Blackthorne Bow: 3000 Silkbeard's Headquarters in Finstown (Dirk) ------------------------------------------- Scale Mail 4200 White Bronze Chainmail 5500 White Bronze Targ Shield 5000 Silver Dirk 2500 Granite Flail 3500 Lockaber's Ax 4000 Elderwood Bow: 2000 Blackthorne Bow: 3000 Blackthorn's Bow: 4500 Crazy Thorvald's War Emporium in Stromness (Crazy Thorvald) ----------------------------------------------------------- White Bronze Scale Mail 8500 White Bronze Kite Shield 7000 Vipersteel Dirk 7000 Ravensteel Broadsword 8000 Onyx Flail 8000 Frecraid 9000 Bow of Bill Dathi 6500 Ancient Flute 4000 Wandering Trow on the world map -------------------------------- Ratty Old Map: 4000 (Unlocks Cairn of Ardagh) Ancient Parchment: 4000 (Unlocks Cairn of Carrowmore) Weather Stained Map: 4000 (Unlocks Ruins of Emain Macha) Blood Stained Map: 4000 (Unlocks Ruins of Tara) ========== Bartenders ========== Note: The effects of alcohol last for about 10 minutes. Drunken Rat Tavern in Houton (Mary) ------------------------- Widow's Wine: 10 Temporary Effect: Vit -2 Cha +4 Bodb's Black Ale: 10 Temporary Effect: Rhythm +2 Stromness Stout: 15 Temporary Effect: Str +2 Pigs Meade: 5 Temporary Effect: Str+1 Vit+1 Cha-4 The Fat Lute in Kirkwall (bartender) ------------------------------------- Bodb's Black Ale 10 Temporary Effect: Rhythm +2 Stromness Stout 15 Temporary Effect: Strength +2 Findley Brew 20 Temporary Effect: All Stats between -2 and +2 Bug Bears Light Brew 40 Temporary Effect: Strength-2 Vitality-2 Dexterity+2 Rhythm+2 The Tup in West Dounby (bartender) ---------------------------------- Widow's Wine: 10 Temporary Effect: Vitality -2 Charisma+4 Stromness Stout: 15 Temporary Effect: Strength +2 Silkbeard's Swill: 25 Temporary Effect: Strength +2 Vitality +2 Dexterity-2 Pig's Meade: 5 Temporary Effect: Strength+1 Vitality+1 Charisma-4 Aiken Drum in West Dounby (bartender) -------------------------------------- Bodb's Black Ale: 10 Rhythm +2 Findley's Brew: 20 Temporary Effect: All Stats between -2 and +2 Captain Fargo's Reserve: 125 All Attributes +2 Bug Bear's Light Brew: 40 Temporary Effect: Strength-2 Vitality-2 Dexterity+2 Rhythm+2 Trowle's Pub in Finstown (Gregor) --------------------------------- Stromness Stout: 15 Temporary Effect: Strength +2 Findley's Brew: 20 Temporary Effect: All Stats between -2 and +2 Silkbeard's Swill: 25 Temporary Effect: Strength +2 Vitality+2 Dexterity-2 Bug Bear's Light Brew: 40 Temporary Effect: Strength-2 Vitality-2 Dexterity+2 Rhythm+2 =============== Various Priests =============== Priests are found in the Kirk in Houton, the Fat Lute in Kirkwall, the Kirk in West Dounby, the prisoner stockade in Finstown, and occasional wandering the world map. All donations provide healing, large donations may unlock some of the main menu extras. Small Donation: 1 Medium Donation: 10 Large Donation: 100 ****************************************************************************** 8. Magical Songs ****************************************************************************** =============== 8.1 Summon List =============== The bard can learn sixteen magical songs to summon allies