Thursday, July 24, 2025

The Bard's Tale: Mangar's Tower, part one

 

At last, Mangar's Tower! We have to go through the Scarlet Bard's wine cellar and sewers to get here, but that's okay, teleportation makes the trip quick.

A Stairs down
B Message
C Combat
D Mercenaries
E Teleport
F Trap
G Dwarves
H Maze Masters
I Magic Mouth
J Spinner
K Evil Eyes
L Master
Magicians
M Ghosts
N Samurai
Dwarves 80
Mercenaries 220
Samurai 1024
Seekers 2304
Dwarf Kings 2304
Samurai Lords 2304
Magicians 2304-2560
Conjurors 2304-2560
Wizards 2304-2560
Sorcerers 2304-2560
Lurkers 2560
Fire Giants 2560
Berserkers 2560
Azure Monks 2560
Hydras 2560
Green Dragons 2560
Wraiths 2560
Shadows 2560
Ivory Monks 2560
Weretigers 2560
White Dragons 2560
Ice Giants 2816
Phantoms 2816
Ogre Lords 2816
Eye Spies 2816
Xorns 2816
Body Snatchers 2816
Fred 2816
Lesser Demons 2816
Ghouls 2816
Evil Eyes 3072
Ghosts 3072
Master Magicians 3328
Maze Masters 3584
 

Teleport / phase door works here. I might not be able to magic myself everywhere in the tower, but I can always leave.

We also get our first taste of demons - lesser demons, who inflict aging on hit and are heavily damaged by the Wizard class's demon-targeting magic. Repel Undead doesn't work on all of the monsters that you might expect; Phantoms and Body Snatchers seem to be immune, even though the latter look like zombies. But overall, the random monsters are easy, and so are the fixed encounters. At first.

The only threat these guys pose is that I might die of old age without using turbo!

A clue in the southwest quadrant

  
A moderately annoying plain of darkness, dotted with lava, antimagic, and traps

 
These minibosses are not to be taken lightly.

Doors, spinners, and antimagic. Fun!

Surprise! 34 spellcasters. We are so dead.

 

On a reload, the Evil Eyes are beaten with a song of Lucklaran playing beforehand. Honestly, this is probably a better exploring song than Traveller's Tune at this point. And with over 17,000XP/character awarded, this is a pretty decent grinding spot, though ghouls in the catacombs are less risky.

The Magic Mouth marks the way up to the next floor

Overall, this is a mostly pointless floor. There's good experience in the spinner room, but apart from that you lose nothing by just teleporting past it.

 

Floor 2: 

A Stairs down
B Message
C Combat
D Trap
E Basilisks
F Spinner
G Hobbits
H Silver Circle
I Mind Shadow
J SP recharge spot
K Smoke
L Soul Sucker
M Bandersnatches
N Samurai
O Stasis field
P Ghouls
Q Stairs up
Hobbits 60
Samurai 1024
Lurkers 2560
Fire Giants 2560
Berserkers 2560
Azure Monks 2560
Hydras 2560
Green Dragons 2560
Wraiths 2560
Shadows 2560
Ivory Monks 2560
Weretigers 2560
White Dragons 2560
Magicians 2560-2816
Conjurors 2560-2816
Wizards 2560-2816
Sorcerers 2560-2816
Ice Giants 2816
Phantoms 2816
Ogre Lords 2816
Eye Spies 2816
Xorns 2816
Body Snatchers 2816
Fred 2816
Lesser Demons 2816
Ghouls 2816
Evil Eyes 3072
Ghosts 3072
Mimics 3072
Golems 3072
Vampires 3072
Basilisks 3072
Grey Dragons 3072
Master Ninjas 3072
Bone Crushers 3072
Demons 3072
Warrior Elites 3072
War Giants 3072
Mind Shadow 3328
Bandersnatches 3328
Soul Sucker 3584

Teleport and phase door still work.

A basilisk in the dark kills my summoned demon instead of stoning us!

Ahab picked up a very cool breath weapon!

It's an Interplay reference, but not a tough fight.
 
Another TPK, at the tendrils of a Soul Sucker

Surprise! Stasis field! But you can teleport out of this one.

Some notes:

  • Demons are the nastiest creature you can encounter randomly here. They attack in groups and roast your party with group-hitting spells. Getting hit by multiple casts on round 1 is a likely kill or two, and there's nothing you can do to stop this from happening, though a Lucklaran beforehand reduces the odds of this.
  • Vampires are less deadly, but a hit from them drains levels. When this happens I don't bother trying to salvage the party; I just keep exploring the map unto death and then reload. 
  • Scribe and Viila can summon regular demons now, and they're great. They don't always use their magic spell, but when they do, it outclasses the damage of even Mind Blade. And when they don't, their melee damage is fantastic.
  • One clue is found in the northern side of he map: The Spectre Snare can catch a foe and bind him lest his spirit go...
  • A Silver Circle is found within a set of dark, concentric rings in the northwest quadrant.
  • The southern side of the map is a grid of maze blocks, with regular old stairs going up hidden in one of them. Lava spots and spinners make life interesting/annoying.

 

Some of the loot included useful magic items:

  • Speedboots. I think these make running away succeed more often - needs some testing to be sure. But these could possibly be the best item I've found yet.
  • Kiel's Compass is usable for unlimited free Locate spells, and it even works in antimagic zones.
  • Frost Horn does heavy group-targeting damage, and is reusable, but only by the bard. Unlike the Fire Horn, this is multi-use.
  • Dragon Shield also does heavy group-targeting damage.
  • The Lorehelm is a helm spellcasters can wear and offers free casts of Sorcerer Sight. Which is modest, but helps save some SP!
  • Arc's Hammer does good damage and casts Lesser Revelation, which provides light and reveals secret doors. Again, useful for saving some SP, especially considering how often your light gets extinguished.

 

To be continued! 

Tuesday, July 22, 2025

The Bard's Tale: Kylearan's Dark Tower

 

Next part of the tale - Kylearan's Tower, by way Harkyn's Castle. I swap out Ahab for Magic Mike and put Sunfall in the front row; Ahab's hitting power will be missed, but some extra spellpower will be more than a good tradeoff, and Sunfall's holy shield, magic ring and flute, and beer belly will offer just as much protection to the back row as Ahab's full mithril plate.

 

A Entrance
B Message
C Combat
D Trap
E Teleport
F Spinner
G Riddle
H Green Dragons
I Silver triangle
J Crystal Golem
K Stasis chamber
L Kylearan
Seekers 2304
Dwarf Kings 2304
Wizards 2304
Sorcerers 2304
Samurai Lords 2304
Magicians 2304-2560
Conjurors 2304-2560
Lurkers 2560
Fire Giants 2560
Berserkers 2560
Azure Monks 2560
Hydras 2560
Green Dragons 2560
Wraiths 2560
Shadows 2560
Ivory Monks 2560
Weretigers 2560
White Dragons 2560
Ice Giants 2816
Phantoms 2816
Ogre lords 2816
Eye Spies 2816
Xorns 2816
Body Snatchers 2816
Fred 2816
Lesser Demons 3072
Crystal Golem 3584
 

Ugh, what a pain to navigate. From the start, the only way into the central area (which I've transposed to the top of the map) is by way of one-way teleporter relays, and there's no teleport spells or phase doors allowed here, so you're stuck! The only way out is through, or a reboot.

And very soon, I am forced to reboot. A magic mouth offers a riddle I can't solve, and not only can I not advance without solving, I can't retreat either.

Mangar? No, no, that's not right.

Another reload wipes out all of my gold and Tarjan's eye. Which is annoying, but not game-ruining; I can just go back to the dungeon and re-fight the Spectre to earn it again, and I have little use for gold now except recharging spellpoints, which is free with turbo emulation.

At least the monsters aren't very difficult. There's a new assortment of them, but the melee-based ones can't touch my front row, the spellcasters die quickly to Mind Blade, and even dragons or unusually lucky mages who live long enough to do damage are quickly killed in retaliation and our wounds healed with Scribe's restoration magic. But all this XP and treasure earned is a waste; I can't leave and bank it until I explore enough to find the way out. And with magic and song being limited resources, this takes a few tries.

Elsewhere in the central area, a diagonally-symmetric complex of doors, I find two poetic clues:

  • Made of earth
    Yet without soul
    As living statue
    He is whole

  • As a guardian
    He must walk...
    The First part of his name
    means rock

Now the answer is obvious. This teleports us to a big, dark rectangular region. Thankfully not a maze, but I explore every square just to be sure, and there is, in fact, a riddle hidden inside.

The included map shows the answer to this one.

I don't realize this yet, but solving the riddle opens up a door in the next area. In a subsequent try I will learn this the hard way; solving it blindly and running into a dead end where there used to be a door.

That next area is a dark maze. Big fun. Three things are hidden within; the exit, a silver triangle (I see where this is going), and a clue: Beware the sting at the tail (south) of the serpent-way.

The exit leads to the Crystal Golem.


It takes a few rounds - Kurisu is the only one wielding the crystal sword capable of killing it, and we suffer a few crystal-studded slaps to the face, but eventually Kurisu lands a lethal blow and we move forward.

 

Two doors - going forward leads to unexplored territory. Going right leads back to the entrance. I go right; we've earned a rest, and a few levels.

On return, I try out my newly acquired spell; Lesser Summoning, which brings a minor demon into this world (it's safe, really!). It's difficult to say if this is better than the best Sorcerer summons or not (Wind Giant and Wind Dragon), but it's cheaper, and the Wizard's summons only get better. Furthermore, these summons, unlike some of the junior class ones, can be cast outside of combat, which I hadn't realized until now.

"Something special" is an inescapable stasis chamber, which the clue in the dark maze vaguely warned of.

A spinner in a 1x1 room with four door exits makes life miserable for a little while.

After re-fighting the golem, going through a long, long twisty corridor, some rooms with spinners, and finding the right alcove to the teleporter forward, Kylearan awaits at the end of one last windy passage.


The prize is an onyx key, and a teleporter back to the entrance.

Sunday, July 20, 2025

The Bard's Tale: Loose ends

 

Before attempting Kylearan's Tower, I wanted to try try some earlier, optional challenges, and to do this, I assembled a new power team meant for flexibility and single-fight endurance. Magic Mike and Houdini stay home; they're too low-level. Grub the hunter lacks in armor class. P-Tux the rogue just hasn't been useful at all in this game.


Challenge 1 - The Master Sorcerer

Conrad breaks him in half before he can finish his summon!

Behind him, a clue room is accessible through a secret door.


More secret doors in his antechamber lead to corridors of more doors, an encounter of 49 perfectly harmless wights, and his treasure chamber, guarded by a dragon.

It's just a single grey dragon. We can take it.
 

Our prize is $180, some singed beard hairs, and the satisfaction of completing another map.

A Stairs up
B Message
C Combat
D Trap
E Soul Sucker
F Stasis chamber
G Spinner
H Master Sorcerer
I Stairs down
J Wights
K Grey Dragon




Monster XP
Orcs 100
Skeletons 110
Wolves 256
Jade Monks 256
Half-Orcs 256
Zombies 512
Swordsmen 512
Magicians 512-1536
Conjurors 512-1536
Sorcerers 768-1536
Wizards 768-1536
Werewolves 1024
Black Widows 1024
Assassins 1024
Samurai 1024
Statues 1024
Ogres 1024
Wights 1024
Bladesmen 1280
Goblin Lords 1280
Master Thieves 1280
Ninjas 1536
Stone Giants 1792
Dopplegangers 1792
Spinners 1792
Scarlet Monks 1792
Stone Elementals 2048
Jackalweres 2048
Ogre Magi 2048
Blue Dragons 2048
Grey Dragon 3072
Master Sorcerer 3328
Soul Sucker 3584
 

Challenge 2 - The Jabberwock

I had defeated Harkyn's Jabberwock before with luck, but lost a rematch without it. Could my power party best it this time?

Yep.

I might have just been lucky that it didn't breathe, but I'll take it. And another crystal sword.


Challenge 3 - Mandar Guards

The slave quarters on Harkyn's confusing second floor is guarded by eight powerful guards. With Scribe's magic, my frontline's collective AC is as low as it can register.

 

This one takes several rounds, and even with this AC we suffer a few mighty blows, but eventually fell them all. Viila's Mind Fist and Scribe's Deathstrike do most of the killing; I am convinced that damage to monsters is an all-or-nothing affair in The Bard's Tale and that non-lethal blows don't actually do anything, and most of our physical strikes miss anyway.

There is absolutely nothing in the room they were guarding.

Challenge 4 - The 400 Berserkers

They look disrobed to me.
 

It's 396 berserkers, to be precise. Last time, having this many of them just wasn't survivable, but how does my party fare now?

My first try was a partial failure. Viila and Scribe would kill 66% of them in the first round with dual Mind Blast spells, but not before they landed enough hits to kill Ahab.

But then I tried it again with music. And surprise - that old AC-lowering mainstay Traveller's Tune really helps here! Our AC might not look like it can get any lower, but it can.

Turbo mode helps too.

The reward here is a handsome 59,733XP per character and a chunk of gold that I don't care about. But to be honest, I actually expected a lot more. There might be some experience capping going on here. Fighting the undead megastacks in the catacombs is probably more efficient.

 

The experience is worth a few levels; Conrad reaches level 14; Viila and Scribe reach sorcerer level 13, giving them access to the Wind Giant summon spell, and I put them on the Wizard path, where they immediately gain the powerful Repel Dead spell. This is a daunting path; though; a wizard needs 20,000XP just to reach level 2! So we go down to the catacombs again, along with the underleveled Magic Mike and Houdini, to use our newfound magic and do exactly that.

Friday, July 18, 2025

The Bard's Tale: Harkyn's Castle


So, there's a downside to multiclassing your mages. I'm sure it's worth it in the end, when they have access to all of the magic, maxed out stats, and HP/SP from all those levels gained, but in the short run, resetting their character levels means less resistance to magic and breath.

I tried bringing along the bard for some extra protection, too. It didn't help. The dragon spits fire quicker than Sunfall can spit bars, and I'm not even sure if music offers any protection here anyway. You beat the dragon guarding Harkyn's Castle relatively unscathed if it decides to claw at a heavily armored fighter in the front, and you lose your mages if it decides to breathe on them.

We train a bit in the catacombs. Viila & Scribe reach level 10. Magic Mike reaches level 13, so I let him multiclass and then swap him out for Sunfall.


The ground floor of Harkyn's castle isn't quite as maze-like as the underground dungeons, having a lot of open, rectangular areas connected by doors and corridors. Monsters, apart from some special encounters, are nothing we haven't seen before.

A Stairs down
B Message
C Combat
D Trap
E Golem
F Teleport
G Jabberwock
H Baron's Throne
I Berserkers
J Spinner
K Crystal sword
L Smoke
M Master Ninja
N Stairs Up
Monster XP
Wolves 256
Jade Monks 256
Half-Orcs 256
Zombies 512
Swordsmen 512
Magicians 512-1536
Conjurors 512-1536
Sorcerers 768-1536
Wizards 768-1536
Werewolves 1024
Black Widows 1024
Assassins 1024
Samurai 1024
Statues 1024
Ogres 1024
Wights 1024
Bladesmen 1280
Goblin Lords 1280
Master Thieves 1280
Ninjas 1536
Stone Giants 1792
Dopplegangers 1792
Spinners 1792
Scarlet Monks 1792
Stone Elementals 2048
Jackalweres 2048
Ogre Magi 2048
Blue Dragons 2048
Berserkers 2560
Golem 3072
Master Ninja 3072
Jabberwock 3072
 

One corridor, tucked to the side of an anti-magic zone west of the grand hall, leads to a teleporter to a damaging hall of hot coals.

In the southeast, a powerful, lightning-breathing Jabberwock monster lurks in darkness. Weapons seem ineffective, but Scribe's Deathstrike spell does what the name promises. It guards a crystal sword, which seems to be marginally better than the weapons currently used by my fighters, but it's hard to be sure.

A subsequent fight shows that my first one was lucky; its breath attack is instantly lethal to half of my party.

On the north wall of the grand hall sits the Baron's throne, which opens up a secret passage to the rest of the level when Sunfall sits on it. Anyone else gets zapped. I have to ask, is there a clue somewhere that hints at this, or are you just supposed to find this by trial and error? I could have also gotten through by using Phase Door.

A lone Master Ninja blocks the junction to the rest of the level, and immediately kills a friendly samurai who had just joined us with a critical hit. Sunfall's double-song ensures he doesn't land one on the rest of us, and Scribe's magic takes him out.

Stairs in the northwest lead upwards.

A Stairs down
B Message
C Combat
D Trap
E Chute up
F Teleport
G Smoke
H Riddle
I Silver square
J Mandar Guards
Bladesmen 1280
Goblin Lords 1280
Master Thieves 1280
Conjurors 1280-2304
Magicians 1280-2304
Ninjas 1536
Stone Giants 1792
Dopplegangers 1792
Spinners 1792
Scarlet Monks 1792
Stone Elementals 2048
Jackalweres 2048
Ogre Magi 2048
Blue Dragons 2048
Copper Dragons 2048
Sorcerers 2304-2560
Wizards 2304-2560
Seekers 2304
Dwarf Kings 2304
Samurai Lords 2304
Ghouls 2304
Weretigers 2560
Fire Giants 2560
Hydras 2560
Azure Monks 2560
Hydras 2560
Lurkers 2560
Green Dragons 2560
Wraiths 2560
Mandar Guards ?
 

Extensive wrap-around gives this floor a confusing, non-Euclidean quality! I've done my best to demystify the map somewhat by tweaking the points of origin, but there's only so much that can be done here. Orange lines represent edges of the original 21x21 map which may be crossed. 

The monsters on this floor are stronger, too, but the only bad ones here are green dragons. Thankfully, even they aren't as bad as the grey dragon outside. Unfortunately, they appear in groups. I bring along Houdini and Magic Mike for some training opportunity (the grey dragon lethal to them doesn't respawn; we just kill it without them and come back with them), but we run from the dragons inside when we can. 

Teleport and phase door don't work here! And surviving each trip isn't a guarantee, but I don't worry about it too much; when someone dies, I keep going and continue mapping until everyone is dead and then reboot/reload. Whenever we survive long enough for magic to start running low, I teleport to the castle entrance (this is allowed) and go home to recharge, save, and check inventory/levels.

 
There's flavor text, but this room is empty.

An easy riddle. Solve it for a chance to find a plot token.

Cranford tests your theology.

One fixed encounter remains unbeaten; a company of "Mandar Guards" stationed just inside the slave quarters have no magic abilities, but attack with armor-piercing hits and shrug off our own magic like cheap parlor tricks. I will have to come back for them later.

In another room, an alcove in the ceiling continues upward.

A Stairs down
B Message
C Combat
D Trap
E Riddle
F Teleport
G Berserkers
H Spinner
I Mad God
Bladesmen 1280
Goblin Lords 1280
Master Thieves 1280
Ninjas 1536
Conjurors 1536-2304
Magicians 1536-2304
Stone Giants 1792
Dopplegangers 1792
Spinners 1792
Scarlet Monks 1792
Stone Elementals 2048
Jackalweres 2048
Ogre Magi 2048
Blue Dragons 2048
Copper Dragons 2048
Sorcerers 2304-2560
Wizards 2304-2560
Seekers 2304
Dwarf Kings 2304
Samurai Lords 2304
Ghouls 2304
Weretigers 2560
Fire Giants 2560
Hydras 2560
Azure Monks 2560
Hydras 2560
Lurkers 2560
Green Dragons 2560
Wraiths 2560
Mad God 3584
 

There are a lot of one-way doors on this floor, which aren't straightforward to mark in Excel, but that's okay, Phase Door and teleportation do work on this floor. Which means you can get here directly from the entrance and skip the first two floors entirely.

If anything, this floor is pretty tame. Monsters are the same as before, combat spots are fewer, and they even seem to appear in smaller numbers, though this is hard to confirm. The worst part is a nasty maze of darkness in the southwest; the sole reward for exploring it being a message on one of its walls: The Crystal Sword will leave the crystal guardian in many pieces.

A surprise urban geography quiz forces us on a pub crawl.

Another challenge on this floor is the barracks, where 396 berserkers attack. Individually they'd be no threat to us, but the sheer numbers mean they land enough lucky hits to kill the entire front row. Reload!

Thankfully, as mentioned, Phase Door works here, and I can just go through the wall instead of the door, bypassing this fight. The Mad God waits in an antechamber, past an annoying array of spinners.


It's an anticlimactic fight, as all he does is cast poison spells at the party. In a few rounds, he goes down to my concentrated attacks and Mind Fist spells.

We are teleported outdoors.


Now, in the previously inaccessible northeast corner of Skara Brae, Kylearan's Tower is seen right in the middle, but we're too depleted right now to start doing another dungeon. At least we've still got Tarjan's eye and can get here again without too much trouble.

The map of Skara Brae is now complete. 

A Guild of Adventurers
B Credits
C Garth's Equipment
D Temple
E Review Board
F Tavern
G Iron gate
H City gates
I Ogre Lord
J Stone Giant
K Golem
L Teleport
M Samurai
N Scarlet Bard
O Temple of the Mad
God
P Roscoe's Energy
Emporium
Q Sewers
R Mangar's Tower
S Grey Dragon
T Harkyn's Castle
U Kylearan's Tower
Monster XP
Kobolds 60
Hobbits 70
Gnomes 80
Dwarves 80
Hobgoblins 90
Magicians 100
Conjurors 100
Orcs 100
Thieves 110
Skeletons 110
Nomads 120
Spiders 150
Mad Dogs 180
Barbarians 200
Mercenaries 220
Wolves 256
Samurai 1024
Stone Giant 1792
Ogre Lord 2816
Golem 3072
Grey Dragon 3072

 

Throughout this crawl, the most exciting character development was seeing my spellcasters build their way through the Sorcerer rank. Scribe and Viila are nearly done, now each at level 12 and with about 60,000 XP left before they reach level 13 and can pursue Wizardry. They've learned the useless-seeming Mind Warp spell, and the very possibly useful Wind Dragon spell, and will learn Wind Giant at the next level. I really should try using summons more, but there's so many to choose from and I have no idea which ones are actually good.

Most popular posts