Bard’s Tale 1 Guide

Bard's Tale 1 Guide

This Bard’s Tale 1 Guide takes us through the perils of Skara Brae and strives to give you the info you need to explore and solve the game in conjunction with real-time mapping. Refer often to the Data page to get key details about Weapons, Foes, Spells during your play. Refer also to the Maps page for mapping tools and tips.

A few high dexterity spell casters will end most fights nearly as fast as a run.

Mad Grinder

Creating your Party

If you want guidance on creating a party, take a look at our Party Creation page.

Encounters

A random encounter occurs when taking steps or when standing idle. Random encounters will include random enemies fit for the map that you are in.

Fixed-Location encounters can retrigger on the same tile predictably each time the floor is reset by changing floors or exiting the dungeon. The location is fixed but in most cases the foe you will face is random still. Check out the Foes data to understand who may appear on the Map you are in.

Some fixed-location encounters also have a fixed-foe.. these Fixed Encounters are ideal candidates for Grinding Experience because knowing is half the battle. Find a fixed encounter containing a large group(s) of foes that you can kill easily and that are in close proximity to Spell Point Recharge. A good grind will be very close to a level Reset, like Stairs. I note such encounters below.

When I find a good fixed grind spot, i’ll tap it for a time, so I can just run from the randoms while exploring. You can also grind while you explore and deal with the randoms. Either way works, it’s a matter of style.

Traps

Traps are everywhere. All traps are easily solved with Trap Zap but sometimes magic use is blocked, thus you need to know how to deal with them. The traps densely set in all the dungeons are the true test for any adventuring party. Multiple traps can be set at the same location such as Darkness and a Magical Spinner, a devious combination sure to confound. You must learn to deal with traps if you are to survive.

Triggered Traps

These may trigger when you step on the tile and if they are triggered, they do not rearm unless you reset the floor by using Stairs or Up/Down Portals.

Triggered Trap Mitigations
Active Levitate gives a 75% chance to avoid triggering the trap. Repeated steps on tile will retest 75% each time. A failed check will trigger the trap.

Persistent Traps

These traps are always active and so it becomes necessary to have a strategy for dealing with them during your adventure.

Persistent Trap Mitigations
-- Darkness --
Problem: Dispels light spells and torches. Bardic Light will stop working while in darkness but will not dispel.
Solution: Kiel’s Magic Compass is ideal to keep track of your direction as you traverse the darkness. Sorcerer Sight will reveal traps in the darkness.
-- Smoke Screen --
Problem: Obscures vision.
Solution: Leave the area.
-- Magical Spinner --
Problem: Spinner tiles will rotate the party and randomize facing direction. Attempting to turn left, right, or to back will cause Spinner to activate again. If you don’t realize you are spinning, it will trigger eraser use when mapping.
Solution: Kiel’s Magic Compass is ideal, but without that at least Scry Site will reveal direction facing. Knowing the direction you are facing while ON a spinner tile allows you to tap right or left and then move Forward ONLY when you are facing the direction you want.
-- One-Way Door (or Wall) --
Problem: You can get stuck unable to backtrack.
Solution: Phase Door works to backtrack if the spell is not cursed. Good mapping can help next time around.
-- Hidden Teleport --
Problem: All of a sudden you are somewhere else and you have lost your bearings. You may not even notice, which is quite confusing.
Solution: Cast Scry Site immediately after being teleported and write down the tile you came from and the tile you landed on for next time. Keeping track of teleports is key to finding your way.
-- Spell Drain Aura --
Problem: Steady loss of SP.
Solution: Definitely get off the title asap!
- Hit Point Drain Aura --
Problem: Steady loss of HP.
Solution: Get off the title!
-- Silence Aura --
Problem: Ends Bard songs.
Solution: Get off the tile and restart your song. Bard’s have limited Songs until they need drink. You can carry wineskins full of liquor to replenish on adventure. Also there are various weapons that provided “unlimited bard songs”. The Bardsong is the first and drops start to appear in Catacombs Level 1.
-- Anti-Magic Aura --
Problem: You lose all your buffs and your light.
Solution: Recast the spells. Find a Spell Points Recharge point to compensate.

Progression

I am providing multiple levels of assistance to suit your play style. Use what you want and ignore the rest. Firstly, by reviewing the Title of each ‘expanding area’ you will see the optimal Order that you should explore each of the areas. This is the first level of assistance. If you want more, expand the details for the area and see the following, where applicable.

  • Key Points: coordinates of the places you might want to visit or avoid.
  • Grind Notes calling out optimal loops to grind experience.
  • Travel Notes is the lore posted in the dungeons, for easy review.
  • Riddle Info posts the question and the reward but not the answer.
  • Walkthrough details the steps required to complete the level including Riddle Answers.

Skara Brae

Map it out, explore, and get some experience.

Key Points:
N15 E24	Adventurers Guild
N18 E26 Garth's Shoppe
N21 E12 Roscoe's Energy Emporium
N20 E23 The Review Board
N25 E14 Bank
N6 E13 Casino
N5 E28 Inn
N16 E18 Temple
N24 E4 Harkyn's Castle
N27 E27 Kylearan's Tower
N2 E2 Mangar's Tower
Walkthrough:
Early on, stay close to the Temples for easy free healing. Roscoe's tower is where you restore all your Spell Points at once, it is not free. The Adventurers Guild is where you start out, returning there will reset to Daytime, helpful because most locations are closed at night. Garth's Shoppe is where you Buy, Sell and Identify armor and weapons, go there First to gear up.
You will be attacked by just walking around so keep a Temple close at hand as you explore. Most of the Temples are in the central square but some are scattered around near to dungeon entrances and generally 2 steps farther than you want. Continue heal, level, and gear up until you explore and map all of Skara Brae.

Wine Cellar

Map it out, explore, and get some experience. Enemies here are similar in power to the ones you face in Skara Brae.

Key Points:
N0  E0  Stairs Up (out)
N16 E16 It's a Trap!
N18 E7 Stairs Down
Travel Notes:
N1  E1  This is the wine cellar of the Scarlet Bard. The air is musty with old wine.
N10 E18 Rare wines - 50 years and older. Keep Out!
N12 E17 Fine wines - 10 years and older. For regular customers only!
Walkthrough:
To find the entrance to the Wine Cellar, you will need to defeat the Samurai statue and enter the Inn at (N5,E28) then Order a Wine.

Once in the Wine Cellar find the stairs down to the Sewers at N18 E7. Level 6 at least to go down.

Sewers – Level 1

Map it out, explore, and get some experience. Look for clues.

Grind Notes:
Location: N13 E0
Foe: Black Widow
Rewards: 3x1024xp
Reset: 12 steps away at N18 E7
Key Points:
N18 E7  Stairs Up
N8 E9 It's a Trap!
N3 E15 It's a Trap!
N13 E18 It's a Trap!
N14 E17 Stairs Down
Travel Notes:
N0  E14	There is a great deal of slime on the walls here.
N7 E17 Golems are made of stone.
N9 E13 The sewer water seems very warm here...
N9 E0 There is something strange going on...
N21 E9 Pass the light at night...
Walkthrough:
Door to North at N11 E19
Darkness: WWNN
Down to the Level 2 at N14 E17

Sewers – Level 2

Map it out, explore, and get some experience. Look for clues. Some Mithril gear drops here.

Grind Notes:
Location: N13 E20
Foe: Black Widows
Reward: 7x1024xp
Reset: 12 steps away at N14 E17
Key Points:
N14 E17 Stairs Up
N20 E1 It's a Trap!
N19 E9 It's a Trap!
N7 E9 It's a Trap!
N4 E12 It's a Trap!
N11 E21 Stairs Down
Travel Notes:
N1  E12 Thor is the greatest son of Odin.
N0 E6 There are tracks here, leading east.
N10 E18 Heed not what is beyond understanding.
N14 E2 Something smells...
N4 E5 Know this, that a man called Tarjan, though to many to be insane, had through wizardly powers, proclaimed himself a god in Skara Brae a hundred years ago. His image is locked in stone until made whole again...
Walkthrough:
Door to South at N12 E0
First W then N
Down to Level 3 at N11 E21

Sewers – Level 3

Map it out, explore, and get some experience. Look for clues.

Grind Notes:
Location: N6 E1
Foe: Spinner
Rewards: 3x1792xp
Reset: 13 steps away at N21 E5
Key Points:
N10 E12 It's a Trap!
N6 E3 It's a Trap!
N16 E17 Stairs Up (out)
N11 E17 Portal Up
N21 E5 Portal Up
Travel Notes:
N0  E5  Seek the Snare from behind the scenes.
N13 E7 The hand of time writes and cannot erase.
Walkthrough:
Exploring the Sewers was about finding the key word to enter the Catacombs. Psst the password is TARJAN. When you are ready, let's go to the Catacombs.

Catacombs – Level 1

Better gear drops than you have seen thus far. Mithril Helm, Mithril Gloves, Shield Ring, Mithril Bracers, Bardsword. The best grind spot in the game is here on Level 1. You can max out all your spell casters to 7 in all 4 schools in just a few hours, if you’re into that sorta thing.

Grind Notes:
Location: N10 E21
Foe: Zombie
Rewards: 45x512xp
Reset: 15 steps away at N1 E1
Key Points:
N0  E0  Stairs Up (out)
N6 E5 It's a Trap!
N12 E21 It's a Trap!
N15 E1 It's a Trap!
N18 E18 It's a Trap!
N20 E17 It's a Trap!
N4 E11 Smoke
N18 E10 Smoke
N11 E0 Magical Spinner
N15 E16 Stairs Down
Travel Notes:
N0  E18	Fifteen doors east, and thou art there.  On souls they feast in the dark one's lair.
N10 E18 You have entered the burial preparation chamber. Few but the priests of the Mad God have seen this and lived.
N16 E21 The ancient witch king yet lives...
Walkthrough:
To find the entrance to the Catacombs, you will need to enter one of the 4 Temples on the EAST side of the Plaza.  "Speak to the Priests" and say "TARJAN"

Once inside the Catacombs,
Down to Level 2 at N15 E16

Catacombs – Level 2

Map it out, explore, and get some experience. Look for clues. The grindable here is too far from Magic Recharge so I did not use it personally, but its included for completeness.

Grind Notes:
Location: N11 E6
Foe: Wight
Rewards: 49x1024xp
Reset: 14 steps at N8 E11 (w/PHDO)
Key Points:
N15 E16 Stairs Up
N1 E4 It's a Trap!
N1 E8 It's a Trap!
N1 E12 It's a Trap!
N1 E17 It's a Trap!
N5 E0 It's a Trap!
N5 E4 It's a Trap!
N5 E12 It's a Trap!
N5 E17 It's a Trap!
N18 E9 It's a Trap!
N17 E9 It's a Trap!
N16 E9 It's a Trap!
N18 E10 It's a Trap!
N17 E10 It's a Trap!
N16 E10 It's a Trap!
N17 E11 It's a Trap!
N16 E11 It's a Trap!
N19 E11 Anti-Magic Aura
N5 E8 Magical Spinner
N18 E2 Magical Spinner
N8 E11 Stairs Down
Travel Notes:
N11 E11	To the tower fly, A mad on die, Once lost the eye
N18 E11 You have entered the chambers of Bashar Kavilor, High Priest.
Walkthrough:
Door to West at N12 E14
Door to South at N10 E12
Door to North at N5 E10
Down to Level 3 at N8 E11

Catacombs – Level 3

Map it out, explore, and get some experience. Look for clues.

Key Points:
N8  E11  Stairs Up
N10 E4 It's a Trap!
N12 E2 It's a Trap!
N5 E3 It's a Trap!
N6 E6 It's a Trap!
N4 E6 It's a Trap!
N9 E16 It's a Trap!
N10 E12 It's a Trap!
N11 E15 It's a Trap!
N14 E14 It's a Trap!
N18 E17 Anti-Magic Aura
N14 E18 Anti-Magic Aura
N14 E18 Anti-Magic Aura
N14 E19 Anti-Magic Aura
N14 E18 Anti-Magic Aura
N13 E19 Anti-Magic Aura
N13 E19 Anti-Magic Aura
N13 E20 Anti-Magic Aura
N9 E9 Magical Spinner
N12 E13 Magical Spinner
N18 E6 Magical Spinner
N21 E15 Teleport -TO- N13 E17
N20 E19 Teleport -TO- N8 E11
N16 E21 Teleport -TO- N14 E21
N0 E21 Teleport -TO- N10 E7
N19 E20 Defeat 1x Specter
Loot: Glowing Jeweled Eye
Travel Notes:
N20 E16 Seek the Mad One's stoney self in Harkyn's domain.
Walkthrough:
Door to South at N12 E20
Door to East at N0 E20
Teleport from N0 E21 -TO- N10 E7
Door to East at N12 E7
Door to North at N13 E8
Follow hallway avoiding doors
Teleport from N21 E15 -TO- N13 E17
Door to North at N16 E20
Door to North at N18 E20
Defeat Spectre(1) at N19 E20
Loot: Glowing Jeweled Eye

Harkyn’s Castle – Level 1

Map it out, explore, and get some experience. Look for clues. If you get stuck in Royal Jail Cell, PHDO out to West.

Key Points:
N0  E0  Stairs Down (out)
N11 E9 It's a Trap!
N9 E10 It's a Trap!
N11 E19 It's a Trap!
N11 E20 It's a Trap!
N11 E21 It's a Trap!
N10 E19 It's a Trap!
N10 E20 It's a Trap!
N10 E21 It's a Trap!
N9 E19 It's a Trap!
N9 E20 It's a Trap!
N9 E21 It's a Trap!
N8 E19 It's a Trap!
N8 E20 It's a Trap!
N8 E21 It's a Trap!
N16 E1 It's a Trap!
N17 E9 It's a Trap!
N7 E17 Anti-Magic Aura
N6 E17 Anti-Magic Aura
N3 E11 Magical Spinner
N3 E12 Magical Spinner
N2 E12 Magical Spinner
N1 E12 Magical Spinner
N21 E16 Smoke
N21 E17 Smoke
N21 E18 Smoke
N20 E16 Smoke
N20 E17 Smoke
N7 E14 Teleport -TO- N0 E11
N1 E20 Teleport -TO- N0 E11
N11 E15 Magic Point Recharge
N0 E19 Crystal Sword
N6 E16 Bright Green Robes
Travel Notes:
N0  E9  A wide corridor leads into Baron Harkyn's castle. Fabulous tapestries adorn the walls. The flickering torchlight casts strange shadows.
N13 E9 Three marble steps lead to the Baron's throne.
N14 E9 We found Baron's throne.
N15 E14 You are in the royal bedroom.
N8 E16 Guard Room - Members only
N1 E19 To Jail Cell.
Walkthrough:
Shortcut 1: PHDO West from entry Stairs
Find the Crystal Sword at N0 E19

Bright Green Robes: Finding these robes is optional but having them will avoid 1 large combat on Level 3. That said, the large combat, is worth great XP. To find the robes, head East from the entry stairs into the throne room area.
Door to East at N8 E13
Defeat 3x 3x Berserker
Loot: Bright Green Robes

Shortcut 2: PHDO South from entry Stairs
Find the Stairs up to Level 2

Harkyn’s Castle – Level 2

Map it out, explore, and get some experience. Look for clues.

Key Points:
N19 E0  Stairs Down
N14 E2 It's a Trap!
N18 E14 It's a Trap!
N5 E14 It's a Trap!
N2 E10 Anti-Magic Aura
N8 E8 Smoke
N5 E18 Teleport -TO- N16 E4
N5 E11 Teleport -TO- N3 E10
N17 E12 Teleport -TO- N3 E6
N19 E19 Portal Up
Riddle Info:
N0  E19 Past warscapes fought by men long dead, and treasures lost on bloodied fields, the One God lifts his thorn-crowned head, and lays a strength on friendly...
Answer: ???
Reward: Allowed Passage
Travel Notes:
N4  E13	Slave Quarters
N6 E10 The air nearby has a foul reek to it.
N20 E18 Something is not quite right here.
Walkthrough:
Door to East at N6 E11
1-Way Door to West at N9 E13
1-Way Door to West at N8 E9
Answer "Shields" at N0 E19
Teleport from N9 E10 -TO-N0 E1
Collect Silver Square at N0 E0
Door to North at N18 E20
Portal Up N19 E19

Harkyn’s Castle – Level 3

Map it out, explore, and get some experience. Look for clues. Some new gear starts dropping here, look for Elf Cloak, Shield Staff, Archshield, and Adamant gear drops.

Key Points:
N19 E19 Portal Down
N2 E0 It's a Trap!
N0 E2 It's a Trap!
N1 E0 It's a Trap!
N1 E6 It's a Trap!
N2 E4 It's a Trap!
N2 E6 It's a Trap!
N1 E14 Anti-Magic Aura
N0 E18 Magical Spinner
N0 E19 Magical Spinner
N0 E20 Magical Spinner
N1 E18 Magical Spinner
N1 E19 Magical Spinner
N3 E19 Magical Spinner
N5 E3 Teleport -TO- N6 E3
N4 E6 Teleport -TO- N0 E0
N19 E10 Teleport -TO- N16 E0
N21 E11 Teleport -TO- N16 E0
N20 E9 Teleport -TO- N16 E0
Riddle Info:
N5  E3	What tavern lies off Night Archer street?
Answer: ???
Reward: Allow Passage
Travel Notes:
N5  E11 The Barracks - Official robes are required.
N2 E3 The Crystal Sword will leave the crystal guardian in many pieces.
Walkthrough:
Door to North at N14 E13
Answer "Skull Tavern" at N5 E3
Door to West at N13 E4
Door to East at N12 E1
Teleport from N6 E0 -TO- N20 E10
Teleport from N21 E10 -TO- N12 E20
Door to East at N5 E12
IF Bright Green Robes, no combat
Otherwise Encounter 396 Berserkers
Doable with High AGI AOE
for (1,013,760xp)
not repeatable.
Defeat Mad God at N1 E21
Teleported to Kylearan's Tower

Kylearan’s Tower

No Temple, no Roscoe. If you leave the tower you will have to go through Harkyn’s Castle again – that is the only way to get here for now. Map it out, explore, and get some experience. Look for clues.

Key Points:
N0  E0  Stairs Down (out)
N19 E20 Anti-Magic Aura
N17 E13 Anti-Magic Aura
N16 E13 Anti-Magic Aura
N21 E4 Anti-Magic Aura
Riddle Info:
N10 E13	Name the one of cold, foretold twofold!
Answer: ???
N2 E12 Name the endless byway and your path shall be guaranteed.
Answer: ???
Travel Notes:
N10 E9	As a guardian, he must walk... The first part of his name means rock.
N14 E13 Made of earth, yet without soul. As a living statue, he is whole.
N4 E5 Beware the sting at the tail (south) of the serpent-way
Walkthrough:
Teleport from N1 E19 -TO- N21 E21
Door to West at N21 E21
Darkness: WSES
Teleport from N19 E19 -TO- N12 E11
Door to East at N11 E13
Answer "Stone Golem" at N10 E13
which Teleports to N8 E9
Door to South at N7 E8
Darkness: E5S4W1
Answer "Sinister" at N2 E12
Door to East at N2 E12
Darkness: SW5S6
Door to South at N16 E6
Defeat 6x Green Dragons
Hidden Door to West at N14 E6
Darkness: NWS3WN3WN5
Collect Silver Triangle at N20 E2
Door to South at N20 E2
Darkness: S4ESWS3E3S3WNWNW2S5
Door to East at N2 E3
Defeat Crystal Golem at N1 E4
Door to South at N0 E4
Follow serpent-way
Door to West at N2 E21
Beware of Spinner at N19 E16
Door to South at N18 E16
Door to West at N16 E15
Teleport from N18 E14 -TO- N1 E14
Obtain Onyx Key at N13 E17
Teleport from N14 E17 -TO- N0 E0

Mangar’s Tower – Level 1

Map it out, explore, and get some experience. Look for clues. Liberal use of Phase Door is helpful here.

Key Points:
N0  E0  Stairs Down (out)
Travel Notes:
N12 E11 Ahead lies the deathfield!
N13 E14 Ahead lies the exit, of faithful ones!
N4 E4 Beyond the lie, Before the slip. A passage north, will take a trip. And upward go, To evil's grip. Yet not an inch, Will seem to dip.
Walkthrough:
Access to Mangar's Tower via Sewers Level 3, use the Stairs Up at N16 E17 when you have the Onyx Key.

Once inside Level 1,
Teleport from N6 E7 -TO- N20 E7
Phase Door N19 E0 -TO- N19 E21
Teleport from N13 E20 -TO- L2:N13 E20

Mangar’s Tower – Level 2

Map it out, explore, and get some experience. Look for clues. Phase Door works here so it is pretty easy to get around. Spell Point Recharge is here and you will find Diamond gear drops.

Key Points:
N11 E15 Spell Point Recharge
N17 E21 Portal Down
N2 E11 Stairs Up
Riddle Info:
N15 E4	Two shapes yours, one's around; Speak the shape and final found.
Answer: ???
Reward: Silver Circle
Travel Notes:
N13 E14 Ahead lies the exit, of faithful ones!
N10 E15 The Spectre Snare can catch a foe and bind him lest his spirit go...
Walkthrough:
Enter Darkness at N21 E13
Darkness: WS3
Defeat 97x Hobbits
Hidden Door to South at N19 E4
Darkness: W3S6E3NW2N4E4S2WNW2SE
Answer "Circle" at N15 E4
Collect Silver Circle at N15 E4
Backtrack to N21 E10
Phase Door North 3x
Up to Level 3 at N2 E11

Mangar’s Tower – Level 3

Map it out, explore, and get some experience. Look for clues. There are a lot of traps, dark areas and anti-magic on this level. If you need a Magic recharge, go back down to Level 2.

Key Points:
N2  E11 Stairs Down in Darkness
N12 E19 The Keymaster
Pay: 50,000g
Reward: Master Key
Equip,
ignore Spinners
and open Iron Gates
Riddle Info:
N4  E10	Speak the seven of the One God, in sequence, and seek the lost stairs.
Answer: ???
Reward: Stairs Up Revealed at N9 E3
Travel Notes:
N7  E9  Do not scry, the first is lie.
N8 E13 The One God's second is surely with.
N15 E21 As the One God has said, the third is passion if you have love and life.
N9 E19 In all the land, the fourth is and.
N12 E11 We speak of One God, eternal is he, his fifth is almost certainly be.
N19 E1 On the many levels, several are ancient but the sixth is forever.
N21 E0 The One has said that the first man is blessed and the last is damned.
Walkthrough:
The 7 Riddle clues are in the travel notes.
Doorway in Darkness to South at N7 E10
Go to N4 E10 and answer 1 word at a time:
Answer1: Lie
Answer2: with
Answer3: passion
Answer4: and
Answer5: be
Answer6: forever
Answer7: damned
Doorway in Darkness to West at N7 E4
Up to Next Level at N9 E3

Mangar’s Tower – Level 4

Map it out, explore, and get some experience. Look for clues.

Key Points:
N9  E3  Stairs Down
Riddle Info:
N9  E20 Name the greatest son of Odin and win his aid.
Answer: ???
Reward: ??? Figurine
Travel Notes:
N8  E4  Welcome to Mangar's crypt.
N11 E17 The shape of a skull is etched on the floor.
N3 E18 A gust of wind blows through here...
N8 E21 Your music cause two sleeping dragons to continue slumbering.
Walkthrough:
Door to North at N10 E10
Teleport from N10 E17 -TO- N3 E15
Teleport from N10 E21 -TO- N18 E20
Hidden Door to South at N19 E13
Door to West at N17 E13
Teleport from N16 E11 -TO- N20 E2
Step on N20 E3 (alters the dungeon)
Teleport from N20 E1 -TO- N14 E12
Door to West at N15 E11
Door to North at N20 E8
Door to North at N21 E8
Door to West at N4 E3
Door to South at N3 E2
Up to Next Level at N0 E0

Manger’s Tower – Level 5

This is it.

Key Points:
N0  E0  Portal Down
Riddle Info:
N21 E10	What can bind the mightiest foes?
Answer: ???
Travel Notes:
N1  E10 Death to those who would attack the mighty one!
Walkthrough:
Teleport from N0 E2 -TO- N0 E10
Door to East at N0 E13
Darkness: E5NE
Party member possessed at N1 E20
Cast Disposess to aid
Teleport from N2 E21 -TO- N16 E0
Secret Door to East at N7 E4
Door to North at N8 E20
Teleport from N10 E21 -TO- N6 E10
Use Silver Shapes at N15 E10
Darkness: NE2NEN3W3
Answer "Spectre Snare" at N21 E10
South 1 to Mangar

Mangar Combat Tips:
My melee was level 24
My mages were maxed at 7 for all 4 schools
Demons First
Vampires Second
Disrupt Illusion - This will end the annoying procession of new Summons every turn so that you can Advance on Mangar.. plus he will waste his turns trying to summon.
Advance to Melee
One time him.. Critical style.

Adventures Guild

Nice work! Now on to Volume 2: The Destiny Knight!

Attribution

How to obtain a copy of this game

GOG link – Digital PC Bundle (Remastered Trilogy) (includes games 1-3)
GOG link – Digital PC Bundle (Action RPG Version 2004) (includes Original Trilogy 1-3)