Bonus Item Locations:
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Several bonus items require a special code to be redeemed on your save file,
which are only available with certain editions of the game. You can find any
codes available to you inside the „Extras” folder in the games install directory.
Kaels Axe, the Fire Horn, and the Bardic Brian Booty bonus items are all available
in the Adventurers Guild shorty after the start of the game. For the Red Boots,
search the Grand Plaz area in Skara Brae Underground you will find them on a
charred corpse in a hanging cage.
The Lute of Compulsory Cavorting is a special crowdfunded unlock that is in the
game for everyone, no codes or unlocks required. The lute is available via vendors,
victory drops, and in a crate across from the Adventurers Guild in Skara Brae
Underground (but requires solving a puzzle to get to).
Likewise, the Bardic Brian Skin is available to all players. To use it, create a
custom character and select Bard as your archetype. Youll have Brian as one of
the Bard portrait options.
How does the save system work in this game?:
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The Bards Tale IV uses both save checkpoints, and also saves when you exit the
game from the Pause Menu.
If you use a Luck Stone, you will regain all your partys health back, and the game
will be saved. You cannot re-save at the same Luck Stone repeatedly. Exiting from
the Pause Menu will save the game, but will not restore your health.
The World:
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In mist-shrouded Skara Brae, in the darkest hours of the night, sometimes can be
heard a voice on the wind. The Song of the Maiden the locals call it a song sung
since before the standing stones grew moss, a song of ill fortune that lures those
who hear it to their doom and drives the melancholy to madness, a song, they say,
that must never end, for if it does, the world ends with it.
The Bards Tale IV: Barrows Deep takes place in Caith, a land of rolling hills and
ancient standing stones, of deep woods and living gods, and of windswept islands
and dark secrets. You start your adventure in Skara Brae, a bustling seaport, and
from there travel to the Baedish lowlands, the Forest of Inshriach, and the Stennish
Isles. There will be villains to fight, companions to meet, traps to avoid, puzzles
to solve, songs to sing, lore to learn, weapons of great power to discover, and of
course, a story to be told.
Dark days have returned to Skara Brae. The Temple of the Swordfather threatens the
Adventurers Guild, blaming it for the malevolent magics and monsters that terrorize
the populace. If you ever want to live in peace again, you, as an adventurer in
good standing, must discover the true culprits behind these attacks, and learn why
your beloved city is once again the center of a maelstrom of evil.