Sewers, catacombs, castle. This is the manual's recommended order of tackling The Bard's Tale, and so the catacombs underneath the Temple of the Mad God comes next. The high priest shows us in after daring us to whisper the name of the Mad One, which had been revealed to us in the sewers, and I bring along P-Tux and Houdini to see if I can drill some usefulness into them.
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Unsurprisingly, there are a lot of undead monsters here, along with plenty of the usual mainstays. Wights inflict a withered status, crippling our attack and defense power until it is cured with an expensive temple visit. Ghouls hit accurately and hard, doing 20-30 damage per strike, and also inflict a withered status. Some tombs hold upwards of 60 skeletons, which are easily destroyed with a group-targeting spell, but not worth that much XP at this stage.
P-Tux is unfortunately pretty useless. There are traps here, but he can't do anything about them; only my conjurors and their Trap Zap spells help, and the only way to know where a trap is, is by walking into one and remembering the spot. A trap locate spell won't be available until we make the upgrade to sorcerer.
There are also some smoke gas traps, which blind the party and limit vision to a distance of one tile. These can't be Trap Zapped, and I haven't seen a cure except for going outside.
I eventually swap in Sunfall for a bit. The Fire Horn is pretty neat; using it inflicts around 40 damage to everyone in a group. Unfortunately it only works once. The Traveler's Tune is also now twice as effective as it used to be, and this seems to be determined by the location.
Clues:
- Fifteen doors east and thou art there
On souls they feast in the dark one's lair - The ancient witch king yet still lives...
The stairs down lead to more catacombs.
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Rows of tombs surround the entrance to this floor. Most contain random encounters, which mostly comprise familiar foes and a few new ones, mostly melee-focused ones who are low risk and medium reward. Not so low-risk are Blue Dragons, whose breath attacks can one-shot the mages in the back if I don't one-shot them first.
One tomb in the south opens up to the southern half of the map, where traps abound at regular intervals, and contrary to the manual, the levitate spell does not protect you. It's easy enough to reckon their placements, though.
The southmost row is quite dangerous. To the east, a series of one-way doors leads to an encounter with a very deadly Soul Sucker enemy, and the only way out is Scribe's Phase Door spell (or a teleport which I don't have yet). To the west, there's a "stasis chamber" that even Phase Door won't get you out of. At least it's labeled.
Another tomb in the initial rows conceals a treacherous, winding labyrinth of traps and darkness, and at the end of it, a priest's secret chamber.
He summons a Storm Giant, who takes out my party one member at a time while we utterly fail to land a scratch. Reload!
The way forward is hidden in one of the southern chambers.
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This floor, where teleportation and phase door don't work, has a lot of openness in the middle, a tedious and claustrophobic maze of doors in the north, and cascading rows of tombs in the south. To keep things interesting (not really!), a few tombs have mega-encounters of undead, up to 99 of them. One very close to the entrance is stuffed with 36 ghouls, which is all but certain to get somebody aged with their draining touch if not killed, but the encounter is worth 13,824XP for each member if everyone survives, and easily repeatable. Another, against 69 wights, pays nearly as much XP as the ghouls. Just have the quickest mage cast Shock Sphere and crank up the speed. Two spots also have wraiths, which inflict disabling (but easily cured) insanity. Regular encounters are just the same as in the level above, but the fixed combats are the best grinding spots yet, by far.
Only one clue is found here: Seek the Mad One's stoney self in Harkyn's domain.
Viila and Scribe very soon reach level 13, giving them access to their cool final spells in their respective classes; for Viila, a teleportation spell, for Scribe, an instant death spell, and for both, a group-healing spell. This also means I can class-change them as part of their Archmage path; both become Sorcerers, which gives them something important - Locate Trap. And a few levels after that, Second Sight, which supersedes it by detecting just about everything.
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In this case it's just a spinner. |
At the end of the maze, a teleporter zaps us to a walled-off region in the northeast; where a linear series of corridors of antimagic, darkness, and traps leads to an encounter.
The Witch King goes down in one round, but not before draining Kurisu of a level. Our reward for this is his eye, and a teleport back to the stairs.
Back in town, Kurisu is restored at the temple for over $10,000, now a pittance, but all of the XP he gained during the past session or two is effectively lost; he now has exactly 200,000XP, where Ahab has almost 250,000. Both will need 400,000 to reach the next level.
Scribe and Viila reach sorcerer level 9 and attain some new spells, including Disrupt Illusion, and Mangar's Mind Blade; the most powerful group-damaging spell in the game.