Blood of Kings | The Bard's Tale 4 Main Quest Walkthrough The Bard's Tale 4 Guide and Walkthrough
Last update: 04 October 2018
The section contains a walkthrough of the main quest Blood of Kings in The Bard's Tale IV: Barrows Deep. This is a long and complex mission, concluded with a boss fight. This section of our guide allows you to quickly get through it.
Tips
This is quite long and demanding quest - our advice will let you save some time. For this mission, make sure to prepare:
- Food
- Alcohol for the bard
- Dragon's Bile Bomb
- Caltrops
- Potions
These will be useful during the entire mission and let you discover all kinds of chests and shortcuts. Update your character's equipment. You will have to fight multiple enemies, and the mission itself will end in a boss fight. Things will become more difficult if you will have to go back during the mission to replenish your equipment.
Find the way into the Langskaal castle
Here's how to reach the blue marker on the radar.
You will meet some undead on your path. One of them will be a Practitioner, who summons other skeletons. Use a few turns for lowering the HP of all enemies, so you're able to kill them all in a single.
After defeating the enemies, you will find a puzzle with stones to push in this location:
Make sure your characters have their HP full, since there's one trap which is unavoidable. You will encounter some more enemies, who can be easily defeated. Near the enemies, you will find a steel key.
Attention: in earlier versions of the game, it can be stuck underneath textures. The steel key will match this gate:
They're in the previous alley. There's another puzzle with the fairy and stones. Push the stones so as to allow the fairy to solve the puzzle. Place the tokens the same way as shown below:
The nearby door will open. Go straight ahead and push the bridge next to the save token.
You will find some vegetation to the left. Play the "Grandfather Sky" song. There's another puzzle with the fairy and stones. Push the stones so as to clear the way for the fairy and then set the tokens in the following manner:
Fight the enemies. The combat will have two waves; the first consists of three easy skeletons. The second is a boss, Giant Necromancer. He has 5-level armor and lots of HP. Despite absurdly high stats, the monster isn't the most difficult opponent. In order to open the door, you will have to use two gears on the mechanism. You must have encountered some hears already. Set the mechanism like this.
Go to the left and you will find a puzzle with stones to push. Place them so as to create a path:
Once you get up, turn right and you will find a lever that opens the door downstairs. Sneak around the enemies and take the stairs up. Use the Dragon's bile Bomb on the gate in front. You will encounter some enemies - bandits. After defeating more bandits attach the pike pole.
On the wall on the left, you will find another lever that opens the next door.
There's another puzzle with stones. Push them to open the way. The first stone should be pushed this way.
Remember that you will need the tall stones - push the small ones aside. Place the second one in the middle, and leave the spot on the left for the end.
Take the stairs up and pull another lever.
- The door will open downstairs. You will find a gate. Throw a Dragon's Bile Bomb at it. Use the grappling hook on the platform.
You will find a chest. Go behind the building and take the stairs up. You will find a saving token. Behind, you will find a meagre wall that can be broken with a warrior's song.
Further down the road, there's a lever for the locked door. There's a difficult enemy before you. Use the rogue's ability to disappear and go to the right. Push the stones to clear the path. There will be creepers on the left.
You will find a key for the gate, a chest and a lever.
Keep going. You will find some enemies - easier than the recent boss.
They have high health, but are harmless to armored opponents. Remember to upgrade the equipment. Then, push the stone to expose another gear. Set the mechanism like this to solve the puzzle.
Keep going forward. You will find some stones to push. Push the middle one, then the one on the left.
You will find a chest. Note: don't push the stone onto the pedestal. This will activate a trap. Set the stones back to their original positions (next to the chest, you will find Crux' sign) and proceed forward.
A few steps separate you from the castle. There will be a few simple enemies in front of the entrance.
Behind the door, there are some more of them. Defeat them. Take the ladder up and push the stones to unblock the door.
Sneak around the enemies. Go straight ahead, you will encounter another gear. Set the mechanism like this.
Cross the bridge and enter the courtyard. You will find a saving token. Watch out. There are some very powerful enemies there - impossible to defeat.
Try to sneak around using the rogue's abilities. The location is there:
Enter the sewers under the castle. There will be some traps. You can't turn them off with a token; you can only control their speed and direction. This setting seems to allow you to avoid the greatest number of these.
Fire traps can be turned off by setting the gear in the following manner:
Behind the door, you will find enemies - two fachans and goblins. You will find a key that opens the door to the left of the traps. In order to stop the traps, set the gears like that:
There are some enemies there.
Although the priest has the most HP, he deals low damage.
There will be some tokens controlling the traps further on. For me, the best setting of the tokens was as follows:
Left of the tokens, there's a puzzle with gears, which navigates the traps. Position the tokens like this:
Remember about the key, which is right behind the gear. Quickly go up the stairs and straight ahead. The traps deal low damage. Behind the door, there will be some enemies - goblins.
Collect items from the two nearby rooms and go towards the door on the left. You will find a shrine there.
Place the following items in this exact order: an apple, two jars of honey, three bottles of whiskey and four bottles of water.
The way into the Langskaal castle will be opened. Kill the goblins. Focus on those with daggers. Open the door.
Find Lagoth Zanta
Take the stairs up. You will find there some enemies, who are rather weak, but mind you that cultists are able to heal their allies. Zanta is on the door ahead. Goblin next to it will open a trap, in which you will fall. Behind you, there will be a wall to destroy by playing a song.
You will find the exit. Sneak around the enemy. The stairs up are in this location.
You will find some more enemies next. Behind them, there's a key. Go back to the dungeons. In this location, you will find some difficult enemies, but you will be able to defeat them.
Remember that if you kill the goblin with the bomb while it's focused, it will deal damage to nearby enemies. The key matches the door in this location.
Remember about healing your characters. There are more enemies behind the door. After defeating them, you will have to solve the iron maiden puzzle. Set the runes like this.
Inside, there will be a body with a key. The key matches the door on the left side of the courtyard.
Inside is another key. After defeating enemies check out the rooms; you will find the key to the dining room. The dining room is above the courtyard, on the left. There's a puzzle with statues. You can regulate the height of the statues with the mechanisms in front of them. Set them from the lowest to the highest. The right order is king, queen, boar, bear, and bull.
A secret passage will open, leading downstairs. At the end of the passage is the key that opens the next door, and there - the King Langskaal's Key.
Enter the hall - there are some enemies on the left. Bells that open a secret passage are also there.
In order to open the door, you should also ring the bells in the following order: 3, 1, 5, 4, 2, 1, 5, 3 (1 is the smallest and 5 the biggest bell). There's a hint for this riddle - you can see it on the picture with a landscape and crows. Take a look. The passage will open.
Proceed. There's a button on the wall. After exiting the chamber, you will be in for a fight with Zanta.
Try to kill Zanta himself first, and only then his skeletons. Protect Crux, who deals mental damage. His attacks bypass the boss' armor. Remember about the skills of the warriors that allow destroying the armor. Brew some potions and make sure you're able to use them in combat (by placing them in the spots of the gems in the equipment). They will come in handy. Bard's negative effects will also be useful. Note: Zantha can poison; remember about the bard's healing ability. Behind the enemy, there will be a chest - open it. Go back to Jarl.
You will run into Giant Necromancer. In this location, you can find a door that leads to a shortcut to the village.
There are some bandits there; defeating them isn't difficult, but note that you're outnumbered. After talking to Jarl, go back to Rabbi, to the Old Adventurers' Guild. Remember that you can use the teleports. The conversation with him will end the quest.