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.

3 comments:

  1. Two comments on the Crystal Guardian:

    1. I believe that your party only needs to have the Crystal Sword somewhere in inventory, and that it is possible to damage the guardian with other weapons.

    2. I don't actually know what happens if you don't have the Crystal Sword at all. Is the guardian invincible? Can you kill it but then it reforms and blocks your path forward? I would love to know the answer to this, but getting through Kylearan's is annoying enough that I've never figured it out for myself.

    ReplyDelete
    Replies
    1. You are correct. Possessing the crystal sword is enough, and you can kill the golem in any manner you like as long as somebody has it. If you don't have it, then you get a reward for killing it, but it just reassembles itself. Thankfully you have the option to just turn around and leave instead of fighting it again... except the only way to leave Kylearan's tower is through the crystal golem, so you're still screwed.

      Delete
  2. "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."

    This sounds like almost the entirety of my experience with The Bard's Tale II so far (starter dungeon aside). At least this is only applicable to the middle-to-end of the first title.

    I take it from one of your earlier posts that AC can go below -10 in the Apple II version (despite only displaying "LO" for anything better than -9); I think I remember reading that the C64 version capped it, but I know the remasters don't (even with Legacy Mode options on). Based on the stat readouts in the remastered version, AC can get high enough where many enemies literally cannot hit you; I don't think enemies can roll a "natural 20" on you and get a hit regardless of their stats.

    ReplyDelete

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