DROD RPG: Tendry's Tale

DROD RPG: Tendry's Tale

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Achievement Guide | DROD RPG: Tendry's Tale
By alphabetsoup
   
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Introduction
I'm only going to briefly describe how to unlock each achievement in this game, and how to avoid missing some of the trickier ones. I won't go into detail on how to optimise each score checkpoint or any levels in general, as that's extremely difficult/detailed and not needed for the achievements.

As a general rule, you want to reveal as many rooms as possible on first visit to a level, then restore your save file to the beginning of the level and plan your steps accordingly. Discovered rooms will stay discovered permanently even after restoring to an earlier save.
Find the path of least resistance to the level's new items/power ups and defeat the level boss. You can come back later when you're much stronger to clean up any keys/potions left behind.
Rule 1: Bravado
Notice
Do not cross the force arrows in 2S2E, use the platform instead so you have a way to backtrack through the rule later on in the game. This is required for Back to the Beginning.
Rule 2: Courage
There are no achievements directly related to this level, but I thought it'd be weird not to have a heading for only this level.
Rule 3: Valor
Defeated the Gray Man
In "Rule 3: Valor", before advancing to Rule 4
Enter 4N3E from 4N2E to spawn the Gray Man.
You can completely bypass him by going around the level and entering 4N3E from the other side, but going through him is required for the achievement. As the description says, proceeding to the next level permanently voids you of this achievement and you'll need to restore to an earlier save to unlock it.
Rule 4: Honor
Defeated the Goblin King
In "Rule 4: Honor"
The Goblin King is on 5E, blocking the exit to the next level - making him a required boss character. It's highly recommended you pick up the Goblin-Biter on 1N4E.
Rule 5: Bravery
Defeated the Red Guard
In "Rule 5: Bravery"
The Red Guard stands at 1N7E. While you can simply walk past him (tanking the single hit) and proceed to Rule 6, defeating him is required for this achievement. As with all the boss achievements, proceeding to the next level will lock you out of this achievement.

Note: It's highly recommended you preserve your health potions and only collect the bare minimum required for survival. Starting next level, there are obstacles that damage you as percentage of your HP.
Rule 6: Boldness
  • Losing the Pocket Roach on 3N1E is the start of a sidequest of sorts that eventually leads to the Secret Rule 8. Don't waste any of the items.
  • After losing the roach, go to 1N4E to get the Invisibility Potion.
  • Use the Invisibility Potion on 1N1E to get past Seeps and pick up Wall Walking.

Defeated the Pirate
In "Rule 6: Boldness"
Defeating the pirate on 4N5E is required in order to proceed to the next level.
Rule 7: Might
Escaped the Beneath
In "Rule 7: Might"
Defeat the Rock giant on 5N2W for this achievement. If you are going for all the achievements, don't proceed up the stairs beyond him as that starts part 2 of the game. Instead, read below on how to unlock Secret Rule 8.

  • After clearing most of Rule 7 (except the Rock giant) and having as high attack as possible, backtrack to Rule 5: 1S4E and use Wall Walking you picked up earlier to bypass the red door, defeat the Rattlesnake and pick up the Hand Bomb in 1S4E.
  • Use the Hand Bomb to defeat the Gel Mother in Rule 7: 2N2E and take the Gappling Hook.

Back to the Beginning
Find a secret potion on the way home
With the Gappling Hook in hand, backtrack all the way to Rule 1: Entrance (I hope you used the platform like I mentioned) and use it to cross the gap and go east. Pick up the potion here for a score checkpoint and the achievement.

  • Still with the Grappling Hook, traverse Rule 7: 6N1W and grab the Flippers.
  • The Flippers will let you swim south from Rule 7: Entrance which leads to a house and eventually the Hook weapon in Rule 6: 2N6E.
  • Use the Hook to defeat the Wubba in Rule 6: 5N1W and pick up the Pickaxe.
  • Use the Pickaxe to destroy the wall surrounding the Portable Orb in Rule 6: 3N4E.
  • Finally, use the Portable Orb to open the red door in Rule 7: 2S (return through Rule 6: 2N6E) and get the Wyrm Smiter.
  • The Wyrm Smiter finally lets you defeat the Adder in Rule 7: 5N3W giving you access to Rule 8!
Secret Rule 8: Flair
Notice
Clear everything in Rules 1-7 before starting Rule 8. There's no backtracking to these rules after starting Rule 8 and if you get stuck you are forced to begin part 2 of the game. You should have the Wyrm Smiter/Knight Shield and 342 attack so nothing will even damage you anymore. Ideally you want to have as much HP as possible and ~3500 greckles.

  • Take the Flippers with you when you begin Rule 8 and leave them in 3N.
  • Go west first and travel through as smoothly as possible until you are back in 3N.
  • Use the Flippers to get both the Wyrm Smiter and Oremite Shield - making the rest of the Rule much easier.

Defeated the Secret Slayer
In "Rule 8: Flair"
The secret final boss of part 1.
Just getting to him will require you to unlock two doors costing 4000 greckles each. If you are short on greckles, defeat the Gel Babies on 4N6W with the Lucky Sword. Watch your HP though, the final boss will do 1980 damage minimum.
When you're ready drink both speed and invisibility potions on 4N (leave one on the inventory slot so you can drink both) and finish part one!

Homeland
Find Buried Treasure
Find a secret treasure chest by a DAA floor seal
Located in 16N4E is 30 greckle gates requiring 300 greckles to pass. Beyond the gates is a secret area containing a treasure chest that rewards 330 greckles, a score checkpoint, and this achievement.
If you want this secret area on stored on your save file, you must open the chest before fighting Nether. If you are only interested in the score checkpoint or achievement, you can come back at any time provided you have a spare blue key.

Beat the 'Neather
Completed "Homeland"
Neather is the boss on 15N4E. Fighting him is required to proceed to the next level.
The Goblin Tribe
Defeated the Goblin Tribe
Completed "The Goblin Tribe"
Defeat the Goblin King who resides in 6S. He is a required boss to proceed to the next level.
No-man's Land
Find the "Elusive Potion"
Get a potion behind a field of bombs
On 4E is the lone potion behind a field of bombs. To pick it up, you need to remove your sword on an empty Weapon Slot - either one in your inventory, or in one of the levels. Picking up the potion will award the achievement and score checkpoint.
Pirate Lair
Cleared the Vaults
Completed "Pirate Lair"
Opening the red door (killing the enemies in the way) on 7S2W will reward the achievement. You'll definitely come through here as part of the story. The Pirate Captain himself is really weak, so it doesn't count as the boss.
Preservation of Tueno
Preserved Tueno
Completed "Preservation of Tueno"
Defeat the Rock Giant on 2S4E.
If you've been playing frugally up until this point, spend all your remaining greckles on the machine in 3S on boosting ATK and this shouldn't be a problem.
Endgame
Defeated the Slayer
Completed "No-man's Land"
The Slayer is the boss of No-man's Land located on 1S4E.

Complete "Tendry's Tale"
View the "End game" screen
Defeating the Slayer will award three blue keys and allowing you to go south on 1S3E. Going south again on 3S3E will unlock the regular ending and this acheivement.

Defeated the Archivist
Defeat the hidden Archivist boss
The secret boss of part 2 is located east of 2S3E. If you didn't play efficiently enough you can use the Hand Bomb to kill him easily, otherwise it's possible to use the Hand Bomb on the Adder in Pirate Lair and still have enough attack to defeat him.