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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter B » Bard's Tale, The - Strategy Guide (Page 02)

Bard's Tale, The - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Bard's Tale, The - Strategy Guide (Page 02).

Once you complete the side quest, go south, then west into West Dounby. The 
new tune is pretty good in helping defeat the druids. There is a save point 
near the entrance of West Dounby. The first building is the kirk, where you
can make a donation.

The next building is the bar. Talk to the erler to enter the talent show. You
receive the Boots of Quickening Token for wininng. After leaving the bar, you
will be attacked by another group of enemies. Head north, then west, where 
another group awaits you. Keep going west, until you reach a save point. You
can buy new weapons and armor from the store right next to the save point.

Now, head east and take the junction to the north till you reach a save point.
Enter The Aiken Drum and speak to Dugan. He'll instruct you to find MacRath, 
caretaker of the Shadow Axe, which you'll need to get to the next tower. 
Greenlands will now be unlocked on the World Map. You will also receive some
Adderstones and experience.

While you're in the pub, you can summon the rat and approach one of the ladies.
She'll give you some silver and experience points for getting rid of the rat. 
Also, you can jam with the drunks to gain some experience.

After you exit the pub, if you head all the way to the east, you will enter
the Old City. There's a save point to the south of the entrance. You will not
be able to use your summons here, so be careful. There is a chest to the west,
where you will get the Upgraded Crone tune, some treasure and some Adderstones.

Take the south junction, then the east junction. The path will turn to the 
south soon. Head south all the way. You will reach a chamber with a few 
skeletal horses. There's a chest here containing the Brute Tune. Summon the
Trap Finder here, and he will find a hidden door on the right hand side of
the chamber. There's a chest here containing treasure and some Adderstones.

Now head north and then west. Follow the path till you come to a west junction.
Summon the trap finder when you are out of the anti-magic zone, and he will
find a secret path to the west containing Adderstones and treasure. Continue
down the path, and you will find a chest at the end containing a Silver Harp.

You can exit the Old City now, as you have found all the chests.


 --------------------
|Chapter 9: Finstown |
 --------------------

You can go to Finstown from Chapter 3 onwards, but it is best to level up 
quite a bit before entering Finstown. Finstown is located to the west of
Kirkwall.

Watch the cutscene, and you'll soon find that it's a trap. You need to fight a
large group of archers. You can summon the third level of Herne to take most of
them out. There is a save point to the west.

Head to the north, taking out groups of archers as you go along. The Heroine
is a good summons to have. When you reach the large area, head towards the 
east, there is a save point there.

You will meet two Vikings, and they will instruct you to go and meet their 
leader, Silkbeard.

When you enter Finstown, the pub is just to the north of the entrance. Summon
the rat, and you'll find that one of the Vikings is scared of rats! He'll 
reward you with the Mantle of Ossian token and some Experience Points.

Talk to Gregor at the bar, and he'll accuse you of freeing a dragon and 
allowing the Vikings to come in and run the town. Now, head towards Silkbeard's
headquarters on the north east side of the map.

When you enter his headquarters, he'll thank you for freeing the dragon, and
the Vikings will sing you a song. You can buy armor and weapons from Dirk,
who is standing on the right hand side of the room.

Now, exit the room, and head for the south east part of the map. Here you'll
find the Finstown Armory, which is guarded by two large Vikings. When you try
and enter, you'll be attacked by the Vikings. Defeat them, then try to enter
the armory again.

After you enter the armory, you'll have to defeat another two Viking. There's
a lot of loot in the room to the south, including Scalbach's mail, a Granite 
Flail, and Broonie's Cloak token.

Exit the armory, and head to the east. Talk to The Village Elder. Be nice, 
and they will offer to help you defeat the Vikings. Talk to the kid in the
cell, and be nice, and you'll gain some experience. Next, speak to the refugee
and she'll give you a new instrument: Finn's Lute.

Now, it will be much easier to defeat the Vikings that are roaming around.
Head to the north, killing them as you go along. You will meet Silkbeard and
some of his men, and enter into battle with them. You may need to summon a 
Level 3 Herne to finish of his bodyguards.

After defeating them, go back to Silkbeard's headquarters. To the north west
of the room, open the chests to get a two new tunes; Rogue, and Health Stealer.
Exit the town, and head to the world map through the forest.



 ---------------------
|Chapter 9: Greenlands|
 ---------------------

Watch the cut scene as you leave the West Dounby. Greenlands is to the west of
the town.

When you enter Greenalands, you will meet a group of Druids and Stromnes will 
be unlocked on the world map. They will summon a large bird that will kill your
dog (if you had recruited it earlier).

You now have to defeat the giant bird. Use your 3rd Level Caleigh, so that you
are invincible to attacks. When the bird comes down to the ground, attack it
with your sword. The Knocker is helpful in this battle.

Once you've defeated it, go to the south west corner. There is a tree stump
here containing Adderstones and silver. Enter Greenlands, the Northern Plains,
through the west exit.

There is a save point near the entrance. Head to the south, there's a tree 
stump with silver there. Head towards the yellow dot, and you'll meet a man,
who cannot speak clearly at all! A beast called the Nuckalewee will attack
you. It can drain your mana, so it might be difficult to summon. Use your
bow and attack the beast, it shouldn't be too hard to defeat it.

You need to head back to Dounby after defeating it, to find Dugan, who can
translate the guy's unintelligible talk. The Southern Plains are now
filled with different types of enemies. Luckily, these enemies also fight
amongst themselves, so you don't have to do too much.

Enter West Dounby and head for the Aiken Drum.

===============================================================================
[SID] Side Quests
===============================================================================

 ----------------------
|SID1 - Bug Bear Quest |
 ----------------------

Mission : Investigate the Bugbear cairn.

Go to Darraud's broch in Houton, he will give you a quest to kill the Bugbear. 
The Bugbear Cairn is also in Houton, but make sure you level up first, as the 
Bugbear is not an easy foe. Once you enter the cairn, keep your eyes peeled for
treasure chests. The Bugbear will jump out from holes in the walls now and 
then, but don't waste your time trying to kill it now.


Follow the passage until you come to a junction. The right junction brings you
to a chest which contains a better sword. When you reach the large chamber, 
summon the Heroine (I find that she's better compared to the others). Try and
distract the Bugbear while the Heroine shoots from afar.

After you defeat the Bugbear, take the treasure from the chest, and return
to Houton (use the other junction so that you can look for more treasure).
Go to Darraud's broch for a reward.


 ------------------------
|SID2 - Ogan's Mum Quest |
 ------------------------

Mission: Tell Ogan his mum says hello

You get this side quest when you visit Ogan's Mum's broch in Houton. She'll
ask you to tell Ogan she loves him. You'll only meet Ogan in Chapter 2, just
as he's about to be shot by trolls. Loot his body, and watch the great cut 
scene between the 3 singing creatures. When you return to Houton, go and
talk to his Mum. If you're nice, she will give you a new token; the Rabbit's
Foot.


 --------------------------
|SID3 - Barrel Maker Quest |
 --------------------------

Mission: Break lots of barrels!

More information to come!


 ------------------------
|SID4 - Jean and Jacques |
 ------------------------

Mission: Find Donnan, get the money he owes Jean and Jacques.

Be nice to Jean and Jacques at East Dounby and then they will ask you to find 
Donnan and get the money he owes them. After that, they promise to give you a
new tune. Go north then east, and search for his broch (the one with the 
yellow dot). Talk to him, and he will tell you that Jean and Jacques are the 
ones that owe him money. You now have to go back and talk to them.

Go back and talk to the brothers. Be nice to them, and they will ask you to
find Caltir before they will give you the song. You will also gain some 
experience points. Go east from the save point to find Caltir's broch. Talk 
to her, and you'll find out that you've been fooled once again.

Return and talk to Jean and Jacques. They will eventually give you the Knocker
tune and some experience. Summon the Knocker while in the chateau, and you 
will get more experience.



===============================================================================
[ART] Artifacts
===============================================================================

You receive several artifacts during the game, each artifact has different 
abilities. When you use the artifact, you will use Adderstones (can be found
at different points in the game)


Caleigh
--------

Found at: From old man in Houton

1 Adderstone: Heals whole party
2 Adderstones: Heals whole party, Bard takes 50% less damage
3 Adderstones: Heals whole party, Bard becomes invulnerable


Herne
------

Found at: After defeating Herne at Forest Tower

1 Adderstone: Enemies get entangled in roots
2 Adderstones: Enemies get entangled in roots, and others are poisoned
3 Adderstones: Enemies are killed, further enemies are poisoned



Lugh
------

Found at: After defeating Lugh at Mountain Tower

1 Adderstone: Whirling blades around bard (like when fighting against Lugh)
2 Adderstones: Whirling blades and arrows
3 Adderstones: Whirling blades, arrows, and others


===============================================================================
[TUN] Tune List
===============================================================================


 ----------
|Mercenary |
 ----------

The Mercenary. Typical of his sort: crude, rude and very handy to have aorund 
in a fight.


 -------
|Knight |
 -------

A valiant Kinght, honest, brave, noble, nearly invincible in battle.


 --------
|Heroine |
 --------

The Heroine was deadly accurate with a crossbow and quite nimble in battle. 
The equal of most any man in combat.


 ----------
|Elemental |
 ----------

The Fire Elemental. A seething inferno of liquid fire, very effective at
burning things up and not much else.


 ---------------
|Thunder Spider |
 ---------------

Although fragile, the Thunder Spider could destroy most foes with a steady 
stream of lightning long before they were able to retaliate.


 --------
|Knocker |
 --------

Knockers are well known for their ingenuity in crafting fabulous devices
and this one was no exception. His lightning Rods could change the tide of
battle in an instant.


 ------
|Crone |
 ------

A study in contasts, although a seemingly vile old witch she was an expert 
in providing aid to those wounded in battle.


 ----------
|Bodyguard |
 ----------

The bodyguard was sworn to defend his charges from any and all manner of 
ranged attack.


 ------------
|Trap Finder |
 ------------

Once a daring finder of lost treasures, the explorer was still adept at 
finding secrets and uncovering traps, getting out of the way of them, 
however was a different matter


 ------------
|Light Fairy |
 ------------

The light fairy. A curious creature attracted by myusic, always happy to 
light the way when darkness closes in.


 ----
|Rat |
 ----

A common rat.


===============================================================================
[TOK] Tokens
===============================================================================

 -------------------
|Badger Hide Gloves |
 -------------------

Ability     : Strength + 1

Description : Heavy gloves made from the hide of a badger that imparted some of
              the animals strength and ferocity into the wearer.

Found at    : South of Ketill Swart's hideout at Neversdale Forest


 --------------
|Rabbit's Foot |
 --------------

Ability     : Luck + 1

Description : A common rabbits foot. Often thought to bring good luck.

Found at    : After completing Ogan's Mum's Quest (be nice)


 -----------------
|Silver Horseshoe |
 -----------------

Ability     : Luck + 2

Description : Horsehoes are repoted to provide protection from bad luck, 
	      sorceries, and the evil eye.

Found at    : Mountain Tower Level 3 


 ------------------
|Badge of the Wind |
 ------------------

Ability     : Dexterity + 1

Description : This small token was once worn by the legendary hero 
	      Fionnaoch. It was said to give its wearer added grace and
	      agility.

Found at    : End of Mountain Pass Chapter (be nice to Gower)


 --------------------
|Boots of Quickening |
 --------------------

Ability     : Dexterity + 2

Description : These boots once worn by the great highland warrior Duncan
	      MacClaidh were one pair in a set made for the mighty hero.
	      The rest have been lost to time and there is no doubt that
  	      there can be only one pair surviving to this day.

Found at    : Win Talent Show in West Dounby


 ------------
|Silver Tore |
 ------------

Ability     : Charisma + 1

Description : A finely wrought tore of silver, this magnificent piece is 
              certain to enhance the appearance of anyone who wears it.

Found at    : Forest Tower Level 3 (east of entry point)


 -------------
|Gold Coronet |
 -------------

Ability     : Charisma + 2

Description : A symbol of power and leadership, the wearer of this crown
	      found it easy to garner the respect of others.

Found at    : Mountain Pass


 ------------
|Eagle Charm |
 ------------

Ability     : Rhythm + 1

Description : This Charm was enchanted by the Trow Fnarf to aid him with his  
              poor musicianship.

Found at    : Chest in Ketill Swart's hideout


 ---------
|Falstone |
 ---------

Ability     : + 10% Experience

Description : A chip from the Lia Fail or 'stone of destiny' which is reputed 
              to foretell the coming of a King by roaring when he sets foot 
              upon it.

Found at    : One of the store rooms in Kirkwell


===============================================================================
[STO] Stores
===============================================================================

 -------
|Houton |
 -------

The Blackhammer Smithy 
----------------------

Leather Armor		
Studded Armor		
Dirk
Flail
Claymore 
Long Bow
Map

 -------
|Kirkwell|
 -------

Velvet Hammer Store
--------------------

Harp	


 ------------
|West Dounby |
 ------------

Dood's Store
-------------

Scalemail
Silver Dirk
Granite Flail
Lochaber Axe
Elderwood Bow
Blackthorn Bow


 ---------
|Finstown |
 ---------

Scalemail
White Bronze Chain Mail
White Bronze Targ Shield
Silver Dirk
Granite Flail
Lochaber Axe
Blackthorn great bow

===============================================================================
[DON] Donations
===============================================================================

During the game, in certain cities, you will be able to make donations to the
priests. You have a choice between small, medium and large donations. All of
the donations will heal 

Introduction - Movie
Song Unlocked - Beer Beer Beer
?
Art Unlocked - Art Gallery
Art Unlocked - Art Gallery 2

===============================================================================
[CRE] Credits & Others
===============================================================================



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