The Bard's Tale IV GuideBook

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1

Skara Brae Above

Hard Times in Skara Brae


After the cutscene ends, walk forward and speak with Rabbie.

Follow the path through Skara Brae to the Adventurers’ Guild.

From here, you can decide to create your own character or keep Melody. You’ve
completed Hard Times in Skara Brae!

2
Skara Brae Below

3
A Home in the Dark
Follow the path, making sure to complete all combats and pick up the Cutthroat
Dragonsbile Bomb nearby to destroy the Burnable Boards that block the path.

NOTE: DO NOT ENGAGE IN COMBAT WITH THE PALADINS.


Sneak past the paladins, as your party will be too low level for a paladin combat.
Engage a paladin and YOU WILL DIE!

New Puzzle System: Push Blocks


* The first few push blocks simply block * Push blocks cannot be pushed through
your path and can be solved by pushing other walls or objects, or other push
them out of the way. blocks.
* Later, push blocks will require you to * Sometimes you will have to activate a se-
push the blocks on to pressure plates, or ries of pressure plates with push blocks to
form bridges with them to walk across. solve the puzzle - or move the blocks in
* To push a push block, you must stand position to form a bridge to walk across.
directly in front of any side to interact * Pushing a block over an empty space will
with it. cause it to fall.
* Push blocks can only be pushed on * Some blocks will be connected to other
spaces with paving stones. Sometimes a blocks, and will mirror each other’s
push block puzzle takes place in entire movements.
rooms and will not have paving stones * Push blocks can be stacked on one
under them. another.

At the end of the path, you will come to the Adventurers’ Guild’s green door.

Wait for Rabbie to teach you the Wildland Whistle, and then sing the song in front
of the door to enter the Old Adventurers’ Guild.

Finishing the conversation with Rabbie will complete A Home in the Dark.

4
Skara Brae Below

5
Skara Brae Above

6 6
Bad Reputation
Exit the Old Adventurers’ Guild and head towards Wellbottom to find Wringneck.

The Paladins in the Grand Plaza are no longer present.

NOTE: Avoid the Giant!

New Puzzle Systems: Gear Puzzles


* Mousing over a gear and pushing it will * Trap Gear: it is colored red. These gears
cause it to move along a track. It will will activate traps if it is turning. Dis-
stop if it hits the end of the track or connect them from turning gears or jam
along another gear. them to deactivate traps they control.
* The different types of gears are as * Connected Bar Gear: two normal gears
follows: connected by a bar. One end of these
* Activation Gear: has a fan-like rune on gears will be in a fixed position; the other
it. This gear turns and will cause other can be moved in a circle around the fixed
gears next to it to turn as well. end.
* Drive Gear: has an Ouroboros rune on * Gears can be jammed if they are put in
it. This gear will activate things when it the right configuration. This will cause
is running. affected gears to stop turning.
* Normal Gear: has a diamond/square * Sometimes you may find that a gear
rune on it. This gear doesn’t turn or puzzle is missing gears. Find them in the
activate anything on its own. world and place them in the puzzle to
fix it!

7
Bad Reputation
Gear Puzzle 1

Solving this opens the nearby door.

Gear Puzzle 2

Solving this opens the nearby door.

8
Bad Reputation
Continue forward. You’ll see Wringneck speaking to Cully. Speak with Wringneck.

Continue along the path. There are waypoints that will show you the way.

New Puzzle System: Grappling Hooks


* Interacting with a grapple hook
point with a grapppling hook in your
inventory will cause a rope to appear.
* Interacting with the bottom of this
rope will cause you to climb up the
top of the grapple hook point.
* Interacting with the top of the grap-
pling hook point will cause you to
rappel back towards the ground.

When you enter the abandoned house, Wringneck


will teach you to use the Hidey-Bide song!

Use the Hidey-Bide song on the Hidey-Bide


mark.
* Playing the song next to a mark will cause a spe-
cific object to turn into a lootable chest.
* The Hidey-Bide mark and object will only stay
active for a limited time.
* Once the timer expires, the Hidey-Bide mark and
chest will return to normal. You will have to sing
the Hidey-Bide song next to the mark to start the
timer over.
* Once the chest is looted, the Hidey-Bide mark
will disappear and the chest will stay as is.
Collect all items in the chest.

Walk forward and use the ladder to get to Skara Brae above. Walk up the stairs, for-
ward and to the left. Engage in the combat.

After the conversation with the Trow, pick up the Cultist Effects on the ground.

This will complete Bad Reputation!


9
Skara Brae Above

10
Paladin Tavish’s House

11
The Doppelganger
Burn the nearby burnable wall.

Use the key you picked up from the last combat to go through the locked gate.

Speak with Dalgliesh. After completing your conversation, walk up to the gate and
solve the gear puzzle.

Gear Puzzle 1
Solving this opens the nearby door.

Walk through the gate and straight up ahead.

Approaching the cracked stone wall will prompt Dalgliesh to teach you the song
Gaufain’s Hammer. Use the song on the wall.

Enter Paladin Tavish’s house after you complete the combat.

On entering, you will see “Dalgliesh” standing in the center of the room, hitting a
man. Walk forward to engage in the combat.

After the conversation with Paladin Tavish, you must find Dalgliesh’s Ledger.

Picking up the Ledger on the table will complete The Doppelganger.

12
Elven Wiles
On leaving Paladin Tavish’s house, follow the path and speak to the Green Lady.

NOTE: DO NOT ENGAGE IN COMBAT WITH PALADINS. They are meant to


block you. Engage the Paladins and YOU WILL DIE!

Sing the song Jarnel’s Eyes while near the NPCs to cause them to become aggressive.

Walk down the stairs to the gate, and solve the gear puzzle.

Gear Puzzle 2
Solving this opens the nearby door.

Walk forward to the combat area. Like the previous combat, the NPCs seem nor-
mal. Sing Jarnel’s Eyes to cause them to become aggressive toward you.

Continue to the end of the path. Enter the Green Lady’s house.

Defeat the combat.

Receive the mysterious map. You can also pick up the elf cage key, and use it to un-
lock the nearby cages to free the children.

Receiving the mysterious map and attempting to leave the Green Lady’s house or
freeing the children from the cages will complete Elven Wiles.

13
Skara Brae Below

The Hidden Hand


Use the trap door to go into Skara Brae below.

Follow the paths to get back to the Old Adventurers’ Guild.

Speak with Rabbie, and choose which party member to send away.

This will complete the Hidden Hand.

14
The Cellars of Kylearan’s Tower

15
The Cellars of Kylearan’s Tower

16
The Cellars of Kylearan’s Tower

17
The Cellars of Kylearan’s Tower

18
The Best of Us
Exit the Old Adventurers’ Guild and follow the path to go to the Cellars of Kylear-
an’s Tower.

Speak to Crux and have him join your party.

Appoach the missing bridge and Crux will teach you the song The Stone Remem-
bers.

Playing the song as you stand on the Stone Remembers glyph that is on the ground
will cause broken stone objects to rebuild themselves. Bridges, stairs, and even some
save totems may be broken and can be repaired by singing this song.

Moveable blocks can also be reset to their original positions by playing the song over
nearby glyphs.

19
The Best of Us
Sing the song to fix the bridge, and then cross it to enter the Cellars of Kylearan’s
Tower.

The main room contains three locked doors. The east and west doors are locked by
Offering 1. The door to the second floor is locked by Offering 2 and Offering 3.

The player starts at the top of the stairway on floor 4. They are on a balcony over-
looking a room with three large, locked doors. Offering 1 is in the center of the
balcony.

New Puzzle System: Offerings


* Players have to place an item, like a single gold * NOTE: Many, but not all, of the items used
piece, in order to solve the offering. for offering statues are quest items and can
* The number and types of objects placed are be found in the “quest item” tab of your
specific. For example, you may have to place inventory.
a single stack of water in an offering 3 times. * On solving Offering 1, the doors to the east
Simply placing a stack of 3 waters would not and west wings will open.
solve the offering. * The door to floor 2 will open when both
* In the case of Offering 1, place the arm from Offering 2 and 3 are solved.
the broken statue in the offering statue. * Offering 2 requires the silver square found in
* Offering statues offer clues to what is required the west wing.
to solve them when you hover over them. * Offering 3 requires the silver triangle found in
* In the case of Offering 1, the clue is “Lay down the east wing.
your arms and follow the path of peace”.

20
The Best of Us
West Wing
Defeat the combat to access the push block puzzle.
Solve the push block puzzle to gain access to the silver square, which is used to solve
Offering 2.

The button opens the secret door, Pushing a block onto the pressure
allowing players to push the second plate opens the nearby cage, allowing
block from within the secret passage. access to the silver square item.

East Wing
You may engage or avoid combat as you see fit.

The silver triangle can be found in the spike trap


room. Three levers must be activated while avoid-
ing the spikes in order to access the item, which is
used to solve Offering 3.

The trap door at the base of


the stairs is active, and will
drop the player immediately
upon stepping onto it. This
will drop the player to floor 2.

21
The Best of Us
* The room that players fall into has two locked * The pendulum trap activates when the
doors. The southern door can be unlocked player drops down from the second floor.
from the other side, or by providing an alter- The pendulum trap can be deactivated by
nate solution to the puzzle. Solving the block jamming the red gear in gear puzzle 1.
puzzle in the intended way opens the east * If you push both blocks together in front of
door, while the alternate solution opens the the door, a secret door opens to the south.
door to the south.

Players fall into the central room and encounter the push block 1 puzzle. Depending
on their solution, players can either exit to the east or south.

If players leave to the south:


To the east, a gear mechanism controls the pendulum trap and door leading to push
block 2. A wall can be broken with Gaufain’s Hammer directly across from gear
puzzle 1, allowing access to the treasure.

If players leave to the east:


They will have to navigate the pendulum traps to reach gear puzzle 1.

If the normal pressure plates are both activated, the nearby door opens. If the hidden
pressure plates are both activated, the secret door in the back of the room opens,
allowing players to avoid Pendulum Traps. Nothing happens if only one of either
pressure plate is activated.

22
The Best of Us

Gear Puzzle 1

To stop the red trap gear, it has to be jammed. This stops the pendulum trap in the
hallway. Activating the second gold gear opens the door leading to push blocks 2.

Push Blocks 2

If all four pressure plates are activated, the door at the top of the room opens and
the spike traps activate. Make sure you’re not standing on top of the spikes when you
23
The Best of Us
Push Blocks 3

In the push blocks 3 puzzle, players need to create a path through the blocks to access
the grappling point that leads to the northeast corner of floor 2. Use the grappling
hook to get back to floor 3.
Rune Blocks 1

New Puzzle System: Rune Blocks


* Rune blocks act as simple combination locks. * In the case of rune block 1, players must rotate
* Once the correct combination is set it will- the blocks on the column to match the rune
cause something to happen. block above the nearby door.

24
The Best of Us
Rune Blocks 2

Solve rune blocks 2 by setting the runes on each column to match the rune placed
above each respective column.

Rune Blocks 3

Once unlocked, follow the passageway to a single push block blocking the path. Push
the push block into the room and use it as a cover from the dart traps!

25
The Best of Us
Gear Puzzle

Solve gear puzzle 1 to open the door to the stone heart. Disengaging the red gear will
stop the dart traps!

The player is now free to enter the hallway and take the stone heart. Return to the
room with the rune block puzzles.
Rune Blocks 4

Once you unlock this door, you’ll gain access to the hallway that originally contained
the trap door that dropped you earlier. To avoid taking another trip down, use the
lever to disable the trap door.
26
The Best of Us
Bridge Blocks 1

* The object of this puzzle is to manipulate a * The blocks will move in the direction a lever
series of blocks to form bridges to reach keys, is pulled.
and to make it to the other side of the room. * Blocks cannot move through other blocks,
* All of the blocks in each puzzle move, at the into wooden platforms, or walls.
same time, via levers. * Players can walk on top of the blocks.

To solve bridge blocks 1, walk over and grab the key. You will need this to open the
door to bridge blocks 2.

The lever in this room can be pulled left or right. Pull the lever right 3 times. This
will cause only one block to move as the others will bounce against the wall, creating
a bridge you can cross.

Unlock the door and proceed to bridge blocks 2.

27
The Best of Us
Bridge Blocks 2

Here, there are two levers. One will move blocks up and down, and the other will
move them left and right.

Pull the lever back twice. This will cause the block on the right to move towards you.

Pull the other lever to the left 3 times.

This will allow you to grab the key and reach the other side of the room.

Proceed to the second half of bridge blocks 2.

NOTE: Using the Stone remembers will lock you into the next area with no way
back, so make sure you’re prepared!

28
The Best of Us
Flame Blocks

In this room, there are several blocks with fire traps connected to them.

There are also several wheels that connect to corresponding blocks. The wheels can
be rotated clockwise or counterclockwise to rotate their connected block in the same
direction.

Players must rotate the blocks to create a path through the fire and reach the gear
puzzle.

Rotate wheel 1 clockwise once. Rotate wheel 2 clockwise once. This gains access to
wheel 3.

29
The Best of Us
Gear Puzzle 2

This puzzle opens the nearby door blocking access to the stone head. You have to jam
the read gears at the bottom of the puzzle to turn off the fire traps.

Take the stone head.

To open the locked door at the end of the hallway, players must solve both Offering 1
and Offering 2. Place the stone heart in Offering 1, and the stone head in Offering 2.

30
The Best of Us

In the room with Offering 3, players will notice several fountains they can gather ink
from. Players must place the correct colors in Offering 3 to unlock the nearby door.
Place a red ink, blue ink, and yellow ink in Offering 3 to solve it.

In the next room, pick up and learn all of the ink color recipes. Using the crafting
menu, you can use the 3 primary colors to craft the necessary inks to solve Offering 4
and open the nearby door. Place a black ink, red ink, and purple ink in Offering 4 to
solve it.

Enter the elevator and descend to the bottom floor. Players arrive on the final floor in
the elevator.

After defeating the combat, continue down the hallways and approach the final
room. Defeat Mangar using the special skill only Alguin possesses. He must be pro-
tected until he finishes casting his spell.

After defeating Mangar, talk to Alguin and head back to the Old Adventurers’
Guild. Speak with Rabbie.

This will complete The Best of Us.

31
Duke Kingston’s Lair

32
Low Friends in Low Places
Make your way to Duke Kingston’s Lair from the Old Adventurers’ Guild. Defeat
the enemies, and enter the lair.

Make your way down and speak to Duke Kingston, and exit the tower. You will
meet Sybale.

Follow the waypoints to find the thieves. Find the nearby mining equipment, and
return to Duke Kingston. He will give you an item to get past Sinister Street. Keep it
in your inventory.

Head to Sinister Street, and use the sewer grate to enter the Baedish Lowlands.

This will complete Low Friends in Low Places.

33
The Baedish Lowlands

34
Keeper of the Old Ways
After entering the Baedish Lowlands, make your way up the mountain. You can
fight or avoid enemies as you see fit.

A man named Gerund is at the top of the mountain. You can aid or ignore him as
you see fit. Make your way down the mountain fighting or avoiding enemies.

NOTE: There are groups of paladins along the road. DO NOT FIGHT THEM! If
you engage them in combat, you will die!

Leave Fettercairn through the north exit and approach the house. Defeat the ene-
mies.

35
Keeper of the Old Ways
New Puzzle System: Wildland Fairies
* The object of Wildland Fairies is to get * The fairy will start traveling in the di-
the Fairy from its start point (mush- rection closest to the nearest cardinal
room spirals) to the end point fairy or primary intercardinal direction you
stones or fairy circles. were facing.
* Hitting a fairy stone will cause the fairy * If a fairy hits a wall or other obstacle,
to disappear, and the puzzle to com- it will explode. Don’t worry! A new
plete, generally opening nearby doors. fairy will appear at the mushroom
* After hitting a fairy stone, the mush- spiral.
room spiral will stop spawning fairies. * You can change the direction a fairy
* Hitting a fairy circle will not cause the will travel by “shooing” them directly
fairy to disappear, or complete the next to a fairy totem or mushroom.
puzzle. * Fairy totems can have up to two
* Fairy circles can be activated multiple columns with up to four faces on each
times, and may open things temporally side.
or permanently. * The fairy will change direction based
* These are sometimes necessary to on the face that it comes into contact
solve puzzles or may be used to access with.
optional side treasures. * Both faces on a two columned fairy
* NOTE: Since fairies stop spawning totem are used to determine which
when hitting a fairy stone, make sure to way a fairy will turn.
get the fairy circles first or you will lose * If a fairy approaches a two columned
out on the treasure they hide. fairy totem with two faces giving
* You can “shoo” the fairy in any cardinal opposite directions (right/left or
or primary intercardinal Direction. forward/back), the fairy will stop in
* Stand on the mushroom spiral, face the place. When this happens you can
direction you want the fairy to go, and “shoo” it again.
then interact. * Mushrooms must be activated to
cause a fairy to turn. Inactive mush-
rooms will cause no effects on a
passing fairy.

The different Fairy Totem Faces are as follows.


* Right/Left-facing Bird: this will cause the fairy to turn in the direc-
tion the totem is facing.
* Green Forward-facing Bird: causes the fairy to proceed towards the
totem.
* NOTE: This is only used in double-stacked totems.
* Red forward- facing Bird: causes the fairy to turn away from the totem.
* Mushrooms: act like the right-facing totem, but only for a short period.

36
Keeper of the Old Ways
Wildland Fairy 1

Wildland Fairy 2

37
Keeper of the Old Ways
Step onto the teleporter and you will be teleported into Fiona’s cave. Speak to her
and she will refuse to speak to you further. Play the Wildland Whistle.

She will speak to you and teach you the song What the River Takes. You can choose
whether or not you’d like to add her to your party. After speaking to the ghost in
Fiona’s hideout, the door will open and you can leave the cave.

This will complete Keeper of the Old Ways.

38
The Baedish Lowlands

39
The Forest of Inshriach

40
The Attian Tunnel

41
Into the Wood
Wildland Fairy 3

Sometimes totems can be misleading. Shoot the fairy diagonally to get to the goal.

42
Into the Wood
Wildland Fairy 4

Set the totem directly ahead of you to send


the fairy to the right. Both of the other to-
tems along the path should be set to send
the fairy directly away.

Wildland Fairy 5 Wildland Fairy 6

Remember: when a fairy is given


contradicTorry instructions, it can be
fired again.
43
Into the Wood
Wildland Fairy 7

44
Into the Wood
Wildland Fairy 8

Set the totem directly in front of the fairy to the red face, turning it away. Set the
other totem to send it to the left.

Once the fairy turns towards the locked portcullis, send the stationary fairy towards
the stone ring to allow the other fairy passage to the goal.

This will unlock a side area and a way forward. Open the portcullis and cross the
rock bridge to travel to the Attian Tunnel.

45
Into the Wood
Make your way to the Attian tunnel, which leads to the Forest of Inshriach.
Enter the tunnel.

There is a light puzzle in this room, and you must step on each crystal only once.
Once all crystals are lit, the door at the far end of the tunnel will be unlocked.

Defeat Gaufroi and speak to his ghost.

Enter the door to the Forest of Inshriach. Follow the waypoints to the Fichti village
of Torr Fion.

46
Into the Wood
Once you enter the forest, make your way up into the ruined fort. In order to leave
it, you’ll need a key, which is sitting on the northern overlook. Head up the stairs,
watch the cutscene, and collect the key to your left.

Head towards Torr Fion with the key. There are four critical puzzles on the path to
Torr Fion - 2 knot wheel puzzles and 2 wildland fairy puzzles. There are several chal-
lenges along the way, but these are purely optional and can be ignored if desired.

New Puzzle System: Knot Wheels


* Knot wheels can only be rotated
clockwise by clicking them.
* Knot wheels can be obstructed by
other knot wheels.
* When the green highlighted parts of
the knot wheels are brought together,
the puzzle will be solved.

Knot Wheel Puzzle 1


Will unlock a locked gate. Connect
the green knots.

47
Into the Wood
Puzzle 2 - opens a nearby door. You must find a key to open another nearby door.

When you approach the mushroom circle, set the first totem (to the left) to send the
fairy to the right. The second totem, by the wall, should be set to the left. The third
totem should send the fairy backwards. Return to the circle and send the dairy to
the left. Once the fairy has passed the second totem rotate it so that the blank face is
pointing forwards. The fairy should come back towards this totem, pass the second
totem and go into the goal. Grab the key and continue onwards.
48
Into the Wood
Puzzle 3

Upon entering the area, find the mushroom circle. From the circle proceed directly
ahead to the first totem. Ensure it is pointing to the left. Turn left and move to the
second totem and ensure it is set to the left. Turn to the left again and make sure that
the totems face in opposite directions. If you shoot the fair at a diagonal, it will open
the door near the mushroom circle. This is optional, but it contains treasure. (Alter-
natively, you can set both faces to the right and ignore the optional treasure)

Turn to the right and set the totem ahead of you to a green face and a bird facing to
the right. Move to the next double totem and make sure the red bird and left facing
bird are facing towards the door. Turn to the left and move to the final totem and set
it to send the fairy to the left. Return to the mushroom circle and shoot the fairy at
the first totem.

49
Into the Wood

Knot Wheel Puzzle 4


Solving this will unlock a nearby gate. Inside is a key that is
needed to enter Torr Fion. Connect the green knots.

Enter Torr Fion and speak to Mother Nain.

This will complete Into the Wood!

50
The Forest of Inshriach

51
THe Skyhenge

52
THe Skyhenge

53
The Sacred Grove
Speak with Lioslaith. She will join your party. Leave through the nothern gate,
using Grandfather Sky Sees All. Follow the waypoints to Skyhenge.

Puzzle 6

Starting from the mushroom circle. Set the totems to totems to the faces shown in
the pictures. (LEFT, RIGHT, LEFT and Green Bird & LEFT) Return to the mush-
room circle and shoot the fairy. Follow the waypoints to Skyhenge.

Puzzle 7 - Place the stones on their corresponding pressure plates.

54
The Sacred Grove

Puzzle 6 Diagrams

1 2

3 4

55
The Sacred Grove

Knot Wheel Puzzle 8


Solving this will lower the nearby draw-
bridge, allowing access to the Skyhenge

When the player enters Skyhenge, they are in a small room with a door on the right.
Go through this door, and enter the door to the left.

Enter the room at the back to find a key. Open the locked door.

Enter the area and go up the stairs to the second floor.

This is a puzzle like the bridge blocks in Kylearan’s Tower. Players must get the
geodes onto the monoliths. Any geode can activate a monolith, and all monoliths
must be active to open the door. If a monolith hits a pillar, another monolith, or the
boundaries of the puzzle, they will return to their previous position.

The solution to the lever puzzle is 14 lever moves: LEFT, DOWN, RIGHT,
DOWN, LEFT, DOWN, RIGHT, DOWN, LEFT, DOWN, RIGHT, RIGHT,
DOWN, UP

56
The Sacred Grove
Upon reaching the top of the Skyhenge, pick up the book of Skyhenge monoliths
and the silver Skyhenge key.

Kick down the nearby ladders and descend back into the forest. Continue making
your way east towards the door to the Glade of Mathan. Upon reaching the door,
take note of the gem encrusted geode.

Now that you have the monolith book you are able to see a constellation in the
geode. Interacting with the constellation geode will give you a sketch of that constel-
lation that you can later reference. Return to the top of Skyhenge, either by walking
or by using an uncorrupted monolith to teleport back. Once you are at the top of
the Skyhenge, input the constellation you found near the door to the Glade and step
into the teleporter.

You will be on the opposite side of the door, which is now open.

Input the bear constellation into the Geode.

57
The Sacred Grove
Step onto the teleporter that will take you to the Glades of Mathan.

Puzzle 9 - Place the stones on their corresponding pressure plates.

Solve the puzzle blocks using the diagrams on the next page to lower the bridge and
collect the key.

58
The Sacred Grove

1 2 3

4 5 6

7 8 9

10

59
The Sacred Grove
Scale the stairs to the Glade with the grappling hook, and talk to Priestess Ailse.

Speak with Nuna to receive the purification tears. Defeat each combat and purify the
totems by interacting with them.

Return to talk to Nuna after all 4 totems


are purified. Step into the cave with
Mathan to receive Mathan’s Blessing. You
may now cleanse corrupted totems in
Skyhenge.

Return to Mother Nain in Torr Fion.

This completes The Sacred Grove!

60
Iwon Rheg

61 61
Iwon Rheg

62
Iwon Rheg

63 63
Sulfur Springs

64 64
Sulfur Springs

65 65
Mangar’s Bones

NOTE: After purifying the Glade of Mathan, you will then be asked to
return to Mother Nain. However, either before or after doing this you can
begin purifying the rest of the forest.

You will need to purify all the totems and activate all of the monoliths
throughout the Forest in order to have full access to the Skyhenge Console in
order to use the various constellation sketches that you can discover throughout
your journey in the Forest of Inshriach.

Return to Skyhenge and cleanse all corrupted totems in the boar constellation.

Make your way back to the console at the top of Skyhenge. Input the boar constella-
tion to open the door to Sulfur Springs, and take the teleporter there.

Make your way through Sulfur Springs to Iwon Rheg.

66 66
Mangar’s Bones

New Puzzle System: Charn Vascular Puzzle


* Charn energy flows through a series of * The different types of junctions are:
vascular junctions, from a power source * Straight path
to an activaTorr. * L-Shape bend
* ActivaTorrs commonly open doors or * T-shaped splitting path
disable energy fields. * Cross-over straight paths
* You rotate the junctions in order to * Double L-shape bends
create a continuous path for the energy * A merging gate that requires two
to flow from the power source to the power sources
activaTorr. * A straight path that blocks itself if
* Power sources are: it is also powered from the side
* A blood pool maw that releases pow- * Charn activaTorrs come in two types.
er if filled with a stream of blood Either they take time to power up
* A wall mounted heart maw that and be fully charged, staying activated
releases power if interacted with. permanently, or will switch on and
off, depending if they receive power
or not.

67
Mangar’s Bones
Solve the puzzles to open nearby doors.

Puzzle 1

Puzzle 2

The main room houses Mangar’s Reliquary. You must solve puzzles 4, 5, and floor 3
puzzle 1 to access it.

68
Mangar’s Bones

Puzzle 3

Puzzle 4

69
Mangar’s Bones

Puzzle 5

Puzzle 5

70
Mangar’s Bones

Puzzle 5

The bone key must be found to access the final puzzle. You can find it on a small
balcony overlooking the main room, which can be accessed via grappling hook, or a
staircase from the third floor.

71
Mangar’s Bones

Once puzzles 3, 4, and 5 are complete, you can access Mangar’s Reliquary from the
cage. Speak to Tanbarin’s ghost. Be careful, you’ll have to fight your way out!

This completes Mangar’s Bones.

72
The Secret of Cialhmar

Leave Iwon Rheg and use the Reliquary on the suspicious rock to destroy the illu-
sion. Continue down the path to the elf portal teleporter.

Defeat Mangar, and talk to Queen Faenwyth. Mangar’s ghost will speak to you.

Return to Rabbie in the Old Adventurers’ Guild, and speak with him.

This will complete the Secret of Cialhmar.

73
Skara Brae Above

74
The Isle of Stronsea

75
The Seal and Selkie

76
The Boar Temple

77
The Boar Temple

78
Bones in the Fog

Return to Duke Kingston’s lair and speak with Duke Kingston. After your conversa-
tion, go to the docks in Skara Brae and speak with Hattie.

Use the ladder to get into the boat that will take you to the Isle of Stronsea.

Walk down the docks towards Stronsea’s beach and talk to Linnea.

Klara is added to your journal.

79
Bones in the Fog

Approach the large statue on the beach and climb into its hand to reach the top of
the cliffs, and follow the waypoints to Wyre village. Enter the Seal and Selkie and
speak with High Jarl Edovast.

After a separate conversation, Father Loagnar will give you a Vildsvin Shrine key.

Exit the tavern and follow the waypoints to the Boar Temple.

Unlock the gate and follow the path behind the Boar temple. Sing What the River
Takes and speak to Brakka’s ghost. You will be ambushed.

Use the key from the combat to enter the Boar Temple.

Make your way to the bottom of the Boar Temple and speak to Priestess Hessa.

80
The Isle of Stronsea

81
The Ominous Isle

Exit the Boar Temple and head back to the beach.

Speak to the two “fisherpeople” in their homes. The Selkie Sisters will appear behind
you. Accept their quest and find Horst. You can choose to give them gold or fight
them for the Selkie’s coats.

If you bought the coats, return to the Selkie Sisters. If you fought Horst, search
nearby for the coats.

The Selkie sisters will provide you with a mouthpiece.

Follow the waypoints back to the Wyre village and find the horn. Attach the mouth-
piece and interact with the horn to summon the Orkan Rookery.

This completes The Ominous Isle.

82
Orkan Rookery

83
Orkan Rookery

84
Orkan Rookery

85
Orkan Rookery

86
Orkan Nunnery

87
Orkan Nunnery

88
The Midden Maw

89
The Midden Maw

90
The Midden Maw

91
The Isle of Stronsea

92
The Lost Rookery

Walk across the bridge that appears and enter the Orkan Rookery.

A cultist will spot the player and run forward into the cave, screaming for help.

Use the Stone Remembers to rebuild the bridge and cross the water. Find the cave
key to open the door to the next area.

Take the stairs up into the next room. Make your way out of the caves and approach
the Nunnery. Enter the door into the Nunnery.

Once you enter the Nunnery, ring the bell next to the door to open it, and move to
the next room. There are 3 bells on the wall that must be rung in the correct order in
order to open the nearby door.

The bells must be rung in the correct


order to open nearby doors. The clue is
the sounds of a raven cawing and nearby
statues.

Ring the bells in the following order:


High, high, low, middle, middle, low.

Make your way to the Nunnery cellar.

Enter the portal to Midden Maw.

Solving each puzzle will light up a tendril keeping the cage around Zanta’s Reliquary
active. All 4 puzzles must be solved to take Zanta’s Reliquary.

93
The Lost Rookery

Solving this puzzle will open a nearby door.

South of puzzle 1 is puzzle 2.

Solving this puzzle will open a nearby door.

94
The Lost Rookery
Go through the door opened by solving the previous puzzle. Down the stairs is a
large rocky area. Enter the hollowed rock and pick up the key. This will activate a
trap. Don’t move and stay next to the pedestal that the key was on to avoid taking
damage.

Exit the room and puzzle 3 will be nearby. Solve it.

Head north from puzzle 3 and unlock the door before the stairs. Head straight for-
ward through the door and you will find another door locked by the key you picked
up earlier. Unlock the door and enter the area to access puzzle 4.

95
The Lost Rookery
Solve puzzle 4. If you have solved the other 3 puzzles, Zanta’s Reliquary will be un-
locked. Make your way to the third floor.

Pick up Zanta’s Reliquary. This will activate a gate behind you and open a nearby
door. Enter, and take the stairs back to the top of the dungeon.

Killing the boss ahead of you will unlock a nearby door and add the Ulstrom Woods
key to your inventory. Leave the Midden Maw and make your way back through the
Orkan Rookery to Wyre Village.

96
The Isle of Stronsea

97
Castle Langskaal Sewers

98
Castle Langskaal

99
Castle Langskaal

100
The Siege of Castle Langskaal
NOTE: Before leaving Wyre, make sure you have plenty of grappling hooks and a
couple of Dragon’s Bile bombs. You’ll be scaling walls and infiltrating a castle, after
all!

Once you’re ready to make your way to Castle Langskaal, head out of Wyre and
towards the boar temple. Once you pass the stairs up to the Temple of Vildsvin, keep
going forward and stay left at the intersection. You’ll come up on push block puzzle
1. Be careful to avoid the traps that have been set around the area.

Once you’re past the Bramble wall, follow the path around to the location of the
Steel Key. Pick it up and head towards the nearby portcullis. Flip the nearby lever
and make your way over to the mushroom circle. Use the steel key on the door and
complete Pushblock & Fairy golf 1.

101
The Siege of Castle Langskaal

Once complete the other nearby door will open, giving you access to the next area.
Defeat or avoid the enemies in the area and keep right, walking along the cliffside.
When you come to the crevasse, look out for a crate and a cog on the ground. Loot
the crate if you wish, but make sure to pick up the cog - you will need this later!

Return to the central area and push the wooden drawbridge down. Use the Ulstrom
Woods key on the portcullis and defeat the enemies on the other side of the gate.
Ahead of you is a Gearbox puzzle with two missing gears. You’ll return to this later.

102
The Siege of Castle Langskaal
Keep to the left and solve Push Block and Fairy Golf 2.

Once complete, the portcullis near the fairy stones will open. Make
sure you pick up the cog, otherwise you won’t be able to complete the
nearby Gearbox puzzle.

Return to the central area and approach the gearbox with missing gears. Add each
of the gears to a missing post and then solve the puzzle.

Go through the door and defeat the enemies. To the left is the entrance to the Nec-
romancer’s Spire. This is a very challenging area and not critical to the main quest.
Enter at your own risk! Keep to the left and approach the walled tower.

103
The Siege of Castle Langskaal
Solve Push Block Puzzle 2 and use the blocks to build a staircase up to the top of the
wall.

When you reach the top, look to the right and flip the lever. This will open the
portcullis.

Scale the tower and defeat the enemies you come across. Leave the tower and keep to
the right and approach the portcullis. To the right is a grappling hook point. Scale
the wall and look to the left. Flip the lever, return to the portcullis and go through
the doorway.

104
The Siege of Castle Langskaal
Turn to the left and make your way over to the next set of walls. The door is locked
and you must build a bridge using pushblocks. Follow the steps outlined in the
diagrams below.

1 2

3 4

5 6

105
The Siege of Castle Langskaal
When complete, climb the stairs, cross the bridge and flip the lever. Go through the
unlocked portcullis.

Your next goal is to get through the next set of towers. Keep left and follow the
cliffside. Turn right and enter the tower. Climb the stairs and at the top, to your left
will be a cracked wall. Use Gaufain’s Hammer to break this wall and go through to
the other tower. Finish ascending the stairs and make your way on to the wall. Flip
another lever and either return the way you came or go forward and use the grap-
pling hook to slide down the rope on the other side of the wall.

Follow the path and make a right. There is a group of push blocks standing in your
way. Use the diagrams and the completed puzzle image on the next page to navigate
this area.

106
The Siege of Castle Langskaal

1 2

3 4

To the left of the puzzle is a bram-


ble gate and behind it, a key. Pick
up the key near the chest. Flip the
lever behind you to open the gate
and proceed through the next
door. Proceed along the path until
you come to a single push block.
Push it out of the way to reveal a
gear puzzle. Solve it to progress.

107
The Siege of Castle Langskaal
Proceed along the path until you come up to Push Block Puzzle 5. Remember, you
will have to reset the puzzle halfway through to solve the puzzle.

1 4

108
The Siege of Castle Langskaal
Proceed across the bridge, through the door and into Langskaal courtyard. There
is a blocked gate with a ladder nearby. Climb the ladder and push the blocks out of
the way of the door.

Go through the gate and keep moving forward until you get to a small bridge, cross
it and then enter the ruined building.Go across the wooden bridges until you arrive
at a portcullis locked by a gear puzzle.

Once the puzzle is solved, continue along the path until you reach the entrance to
Langskaal sewers.

109
The Siege of Castle Langskaal

Enter the Sewers of Castle Langskaal. The sewers are filled with traps. You will have
to slow them down or turn them off to make it through.

NOTE: Any traps controlled by rune blocks cannot be turned off completely. You can
only control their speed and direction.

You’ll notice that a lot of the dart traps are much too fast to navigate. Use the near-
by rune blocks and slow down the traps, or reverse their direction.

The flame traps can be Solving the gear puzzle in


turned off via gear puzzle 1 this room will disable the
in the next hallway. fire traps.

Make your way to the center platform in the middle of the main room.

There are three sets of runeblocks. The set to the left control the dart traps you just
went through. You will need to brave these darts again to get to a room further up
the hallway.

The runeblocks to the front control the spike traps that run in front of the stairs.
The runeblocks to the right control the spike traps along the far side of the room.
Slow down the dart traps and get to the room further up the hallway.

110
The Siege of Castle Langskaal

Solving gear puzzle 3 will turn off the pendulums


in front of the stairs. Next, get to the opposite side
of the room and find a locked door. Enter the door
and solve gear puzzle 4.

The gear puzzle will turn off the fire traps in front
of the stairs. This should only leave the spikes on in
front of the stairs.

Offering Statue

Place the following items in it to solve it: 1 apple, 2 jars of honey, 3 bottles of wiskey,
and 4 water.

NOTE: Make sure to use the items from your quest items tab in your inventory!

Solving the offering will open a secret door. Pass through it, and go up the stairs to
Castle Langskaal.

111
The Siege of Castle Langskaal
Players will enter the courtyard from the Sewers. Approach the large front doors
and enter the castle foyer.

Walk up the stairs and enter the throne room. You’ll be dropped
down a trap door. Use Gaufain’s Hammer to break a wall in the
jail and escape, and make your way to the barracks to find the
guard key. Go back to the dungeon and follow the waypoints to
the torture chamber, where you will find Prince Suxulf.

Solve the cryptex on the back of the Iron Maiden.


The code is M, X, I, F.

Get the servant’s key from the corpse’s boot and make your way back up to the first
floor. Enter the servant’s quarters. Walk down the first hallway, take the first left,
and enter the room at the end of the hall.

Pick up the dining room key and follow the waypoints to the dining room.

In the dining room, you’ll see 5 statues. They must be set to the right height to solve
the puzzle.

The height from tallest to lowest is: KING, QUEEN, BOAR, BEAR, BULL.

112
The Siege of Castle Langskaal
Solving this will open a secret door in the dining room. Enter, and follow the path
to the end of the hall, and press the button on the wall. This will open another se-
cret door and reveal the king’s key. Make your way to the king’s room by following
the waypoints.

In the King’s Room you will find 5 bells. The order to ring the bells (with 1 being
the smallest and 5 being the largest) is 3, 1, 5, 4, 2, 1, 3, 5. A clue to this tune can be
found in the gallery near the king’s room in the form of a landscape with ravens
flying above.

This will open a nearby secret door. Press the button at the end of the hall and enter
the throne room.

Defeat Zanta and speak to his ghost. Return to the Seal and Selkie, where you will
speak to the High Jarl, and then return to the Old Adventurer’s Guild and speak to

113
The Forest of Inshriach

114
The Red Vault

115
The Hungering Blade
Return to the Forest of Inshriach.

Speak with Mother Nain in the Fort in Tor Fion. She’ll give you a crystal.

Insert the gem into the broken socket at Skyhenge to input the owl constellation
and make it to the burning village of Bren. Collect the keys to open a path to the
Red Vault after making your way through the burning village.

Take the path to the Red Vault, using the keys on the gates.

116
The Hungering Blade

Knot Wheel

After entering the Red Vault, walk down the hallway, around the pit, and approach
the broken staircase. Use The Stone Remembers to rebuild the staircase and access
the next area.

Follow the hallway straight to the end and solve puzzle 1.

Puzzle 1

This will open the nearby cage and give you access to the blood key. Take it, and
head to the next puzzle and unlock the door. Solve the puzzle to open the door at
the end of the room. Pick up the Hungering Blade and pick it up immediately. You
will not be able to defeat Tarjan without it!

117
The Hungering Blade

Puzzle 2 - floor

Puzzle 2 - wall

This will complete The Hungering Blade.

118
The Red Vault

119
Death to the Mad God
When you attempt to leave the Red Vault, Tarjan will attack.

After you defeat Tarjan, return to Rabbie and Hold Lord Halbren, and speak to
Priestess Clementia.

This will complete Death to the Mad God.

120
Skara Brae

121
Temple of the Blessed Lady

122
Skara Brae Sewers

123
Skara Brae Sewers

124
The Blessed Lady
Note: This is the point of no return. Buy what you need from the merchant.

Exit to Skara Brae above. Fight your way to the Temple of the Blessed Lady, using
the waypoints as guide.

Defeat Bishop Henred and go down the stairs to the sewers of Skara Brae.

Solve the puzzle. As an added complication, these blocks function as linked pairs, as
evidenced by the runes on them. Pushing one towards the center of the room will
cause the other to move towards the center as well.

This floor can be solved by only using the blocks labeled “1”. Follow the arrows for
blocks labeled with a “1” in the diagram. For this to work you must do the RED
blocks first or they will interfere with the BLUE blocks.

Solving the puzzle will cause rocks to fall and break the floor. Use the grappling
hook to get to the floor above.

125
The Blessed Lady

This floor requires you to go back and forth between the blocks labeled “1” and “2”
to solve it.

BLUE Blocks:
Start by pushing “Block 1” UP once.
Now push “Block 1” LEFT once.
Now go over to “Block 2” and push it UP twice.
Go back to “Block 1” and push it RIGHT three times.
Finally go to “Block 2” and push it UP twice.

RED Blocks: (NOTE: All directions are relative to the presented diagram.)
Start by pushing “Block 1” DOWN once.
Then push “Block 1” LEFT once.
Then push “Block 1” DOWN once.
Now move to “Block 2” and push it DOWN once.
Then push “Block 2” LEFT once.
Move back to “Block 1” and push it DOWN once.
Finally go to “Block 2” and push it LEFT once.

Solving the mirrored block puzzle will cause more rocks to fall and break that
floor as well. You may now use the newly revealed ladder to move to Barrow of the
Maiden.

126
Barrow of the Maiden

127
Barrow of the Maiden

128
Barrow of the Maiden

129
Barrow of the Maiden

130
Barrow of the Maiden

131
Barrow of the Maiden

132
The Song of the Maiden

The final chamber is kept floating via magical beams that are shooting from 5
obelisks in the dungeon. You must access these obelisks and bring the final chamber
back to the ground.

Solve the large gear puzzle by using the smaller gear puzzles in the room. Each of
the smaller gearboxes controls portion of the larger puzzle. Use the large gear puz-
zle to plan your moves and be wary of the flame traps in the ceiling. This will open
doors and allow you to go further into the dungeon.

133
The Song of the Maiden

Next players must solve a bridge block puzzle, a celtic


knot puzzle, and several light floor puzzle to unlock
their respective obelisks to lower the final chamber.

134
The Song of the Maiden

Once all four blocks have been aligned, use the lever to move the bridge (and
yourself) across the gap. Use the lever on the other side to return once the obelisk is
deactivated.

Floor Puzzle 1

135
The Song of the Maiden
Solve all three Light Floor puzzles and activate the obelisks to lower the Final
Chamber. Light floor puzzles consist of lighting all of the crystals on the floor
by stepping on each crystal only once. Follow the path diagrams to complete the
puzzles.

Floor Puzzle 2 Floor Puzzle 2


Cont.

Floor Puzzle 3

136
The Song of the Maiden
Solve the Gear Puzzles to turn on the light bridges and reach the smaller gear puz-
zles that control the large central gear puzzle.

137
The Song of the Maiden
Once all five obelisks are deactivated, descend down the central staircase into the
final room. On the left there is a staircase that will allow you up onto a wooden
platform. For each platform there is a gear puzzle that will activate a light bridge,
giving you access to the next platform. Once all 4 platforms are connected, you will
have access to the final set of 4 consoles. Like the puzzle earlier in the level, these
small gear boxes connect to the main gearbox on the floor.

Enter the Maiden’s chamber and defeat Yadis.

138
The Song of the Maiden

-End of Main Quest Line-

Thank you for playing!

139

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