646 lines
40 KiB
Plaintext
646 lines
40 KiB
Plaintext
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THE BARD'S TALE II
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====================
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INTRODUCTION
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--------------
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Every game that sells well deserves a sequel, and here it is -- THE BARD'S
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TALE II: THE DESTINY KNIGHT. Might is not always right, but in this game it
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sure doesn't hurt to have some on your side. It seems that lawless mercenaries
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(with a bit of help from the evil Archmage known as Lagoth Zanta) have taken
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the Destiny Wand. The Destiny Wand has maintained peace and prosperity in the
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Realm for 700 years (impressive, isn't it?). You and the characters you create
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must find and reforge the Destiny Wand! You must then use the wand to destroy
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Lagoth Zanta.
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The wand has been separated into seven pieces. Each piece is located in a
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dungeon protected by a snare. Before you can begin your quest to find the Wand,
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you need characters to hunt for it. You can select from seven races (Human,
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Elf, Dwarf, Hobbit, Half-Elf, Half-Orc, and Gnome) and ten classes (Warrior,
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Paladin, Rogue, Bard, Hunter, Monk, Conjurer, Magician, Sorcerer, Wizard, and
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Archmage). Some classes are not available to beginning characters.
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You can port characters over from the last BARD'S TALE or use your ULTIMA or
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WIZARDRY characters. Special characters can also be introduced into your party
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(illusions and monsters count as special characters). Your magic users have a
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total of 79 spells at their disposal, and your bard has a total of seven songs
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that can cause strange things to happen.
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With this arsenal of characters and magic you will venture out into the realm
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of The Destiny Knight to discover cities, special buildings, casinos, banks,
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taverns, temples, and the ever popular dungeon! So, buy your bard a drink, cast
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a Batchspell and prepare to destroy Lagoth Zanta before he destroys you! Oh,
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yes: Don't forget your Archmage!
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STARTER DUNGEON
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-----------------
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Well, are you ready to find all the segments of the Destiny Wand and destroy
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Lagoth Zanta? I will try and keep this as short as possible. If you are just
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starting, you will be located in the city of Tangramayne. If your party is very
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weak, you will want an easy dungeon to build up its strength. Thankfully, there
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is a very easy dungeon located in the city.
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The dungeon is located on Claymore Street. (Make sure you have an empty slot
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so monsters can join your party.) Just go to the far east side of the city and
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check the buildings to the east. In a building located in the centre of the row
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you will find a magician. He informs you of a noble quest that he has for you
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to undertake and commences to explain the details. Within his description you
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will notice the words "additional experience." This should be cause enough to
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want to find the princess. If your party is fairly strong, I would advise you
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to go for the harder dungeons. This one will be a waste of time.
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The first level of The Dark Domain has nothing of value. Proceed to the exit.
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It is located at 21N 15E. If you get in a room adjacent to the one with the
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stairs, try a Phase Door. Head on down to the second level. (As I said before,
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I never found anything valuable on level 1.) There are quite a few monsters on
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level 2, so look out! On this level if you happen to be in the room filled with
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darkness try not to go to the centre. A monster is located there. I can't
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remember what it was. I think quite a few experience points will be bestowed
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upon the fortunate adventurer who kills it.
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The next location to visit is 5N 12E. There you will find a winged monster
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that is necessary for you to rescue the princess. "Sure join the party!" Take
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the monster with you. There may be other ways down, but I can't see them on my
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map. There is a portal in the northeast corner of the dungeon (21N 21E, for you
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laypeople). Don't forget to cast a levitation spell.
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Now you should be on the 3rd level. If you can't find a way out, just look
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around. You should stumble into a teleport (21N 20E) if my maps are correct.
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The teleport should send you to 10N 10E. Watch out for traps in this next room.
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I think the trap zap spell will disarm them. Make sure you move to the east. I
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think that walls will appear behind you blocking your retreat. There are a few
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wrap-around features in this dungeon: Check your location! I don't know if this
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is necessary to the quest, but there is a magic mouth at 3N 14E. The answer to
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the riddle it poses is "Mangar." Now, proceed to the stairs located at 6N 21E.
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There is a magic mouth here, too. The answer is "Pass." If stairs don't appear,
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then it may be necessary to answer the first riddle. (My maps and notes are
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old, so forgive me.)
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Once the stairs appear, go down to level 4. There are plenty traps on this
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level: Be careful! There is plenty darkness, too, but never fear: This is the
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last level! Go to the northeast corner once again (21N 21E). There you will
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find a teleport that will take you to 3N 11E. Now go north. Keep going north
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through the doors. Ah! A hole, pit, chasm -- whatever you want to call
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it -- will block your way unless you have the winged monster with you. Keep
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going north until you reach the double doors. I think your bard will have to
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play a tune -- the Watchwood Melody, if I remember correctly -- before the
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doors will open. Now, go through the doors. "Argh," or some other sound is now
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appropriate because you have found the Dark Lord in this room! After
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(hopefully) defeating him, you will find the princess in another room located
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here (21N 11E, I believe). You have the princess! Proceed east and a teleport
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should put you near the stairs. I leave it up to you to get out!
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THE TOMBS AND FANSKAR'S CASTLE
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--------------------------------
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Are you ready for some real fun? You might want to call this a "challenge." I
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have arranged these dungeons in the order in which the segments of the Wand
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will be found. So, it is now time to go after the first segment. At this point
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you can go to the Sage and spend some money on some clues, or you can come with
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me and get the clues for free. The first segment is located in the Tombs. The
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entrance to the Tombs is located in the centre of the city of Ephesus.
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When you find the entrance, enter! There may be other ways of getting through
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this level, but this is the only one I came across. I first found a teleporter
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at 12N 12E. This should put you at 13N 0E. From here go north through the door,
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then head to the east. Keep going east until you reach a dark room. This room
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is full of traps.
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Try this: Head east until you hit the east wall; turn south and proceed until
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you make it to the next wall; turn west and keep going until you hit that wall.
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Now turn south and go through the door. I will leave it up to you to make your
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way through this stuff.
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The next place to go is 2N 11E. There is another teleport here that will take
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you to 18N 16E. From here you go to 20N 19E. Ah, no stairs...what is this? A
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teleport perhaps? Correct! You are now on level two at 21N 0E. At least, I
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think that's where you are -- this jelly stain on my map doesn't help.
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Hopefully, this is the right place. From here, you need to go north to 16N 0E.
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Now I know where we are. Keep going north, and go through the door at the
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end. From here turn east and follow the hall until you get to the Keymaster.
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Buy the key from him, go back to 11N 2E, and face north. The stairs are to the
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north at 16N 10E.
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Now you should be on the last level of the Tombs at 16N 10E. Head north and
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enter the maze. From 18N 10E follow these directions: West, north four times,
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east twice, south, east, and north twice. There should be a magician here
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playing with some fireballs. The answer to his question is "Old." Go to the
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door in the northeast corner and enter this room. You will now find your party
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at 3N 14E. From here you need to travel west to 3N 0E. The only way you can go
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is west and north, so you should be able to find it.
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From the looks of this map, there is a secret door here. The door is on the
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west wall. Go through it and keep heading west through two more doors. Now go
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north using the door at 3N 16E. Follow the hallway to the end. The teleport at
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the end of this hall will put you at 10N 3E.
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Congratulations! You are in the first Snare. This is an easy one. Head east
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until you get to 9N 9E. There is a spinner in the centre of this room. (A
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Nospen ring will be handy here.) Avoid the spinner. (They always confuse me.)
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Go to the small alcove located in the north of the room (11N 10E). Here you
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will find an old man who will want to join your party. Let him join and lead
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the party.
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Now head for the alcove in the east wall (9N 12E). Have each member of your
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party drink from the water. Don't heal anyone. Head for the alcove in the south
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wall (7N 10E). Kill the toxic giant. Now, heal your party members, if
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necessary.
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Look through the equipment your characters are carrying. There should be a
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torch there; give it to the old man. Now go back to where you came in (10N 3E).
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The first segment of the Destiny Wand can be found at 10N 8E. This segment has
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the ability to cast the Wizard Wall spell. Well, so much for the first segment:
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Prepare for the next! (Oh, you can leave the dungeon now.)
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Fanskar's Castle is a really nice place. It isn't too hard, and it only has
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one level; so, it should be fun (easy). You do not need to go to the Sage
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unless you really want to meet him. Fanskar's Castle is located in the
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wilderness.
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I never noticed this until I started writing this walkthru but the SCSI spell
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works fine in the wilderness. Look at the map that came with the game, and you
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can see Fanskar's Castle in the centre of the map (25N 17E). You might want to
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make a map of the wilderness so you won't have to bungle around like I did.
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From the entry stairs go north until you get to 14N 0E. Go east and enter the
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door you see at 14N 4E. Follow the hall to the end and go through the door.
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Now, go west through the door and take the second door you find (20N 3E). Go
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north through both of these rooms and head east through the last door. Go to
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the end of this L-shaped room, and a teleport will take you to 17N 7E. Leave
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this room and start heading east.
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The exit is in the northeast corner of the room. Look down this long hall
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(south). Go down the hall until you get to the door on the east side (the only
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door on this end of the hall). Go east until you get to 16N 13E. (Do not take
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the next door!) Then, go to the hall on the right side (starting at 15N 15E).
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Follow this hall to the end and go through the door at 15N 19E that heads east.
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Once in this room, head north through the door at 16N 21E. Now take the door
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to your left, head up the hall, and enter the door that heads east (21N 19E).
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It's Fanskar -- kill him! (STTO will probably work the best.) After he's dead,
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continue going east. There is a teleport in the next room that will take you to
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9N 11E.
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Look to the east. You will see three doors. Take the one to your left. This
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takes you to 5N 13E. Go west and you will discover the second segment of the
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Wand. This segment will lower the armour class of whoever equips it. Wasn't that
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fun? Ok, so it was simple; however, wait till you see what's next!
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DARGOTH'S TOWER
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Time to find the next segment, which is located in Dargoth's Tower: Five
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levels -- this should be great! The first thing is to tell you where Dargoth's
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Tower is: It's located in Philippi. Philippi should be on the map that came
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with your game.
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A nice spell to have access to is the Dream Spell. In the game you won't find
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the code for the spell until you go after the last segment. I will give you the
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code now: ZZGO. The spell allows your party -- under normal conditions -- to
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teleport to every dungeon. When you cast the spell you will see the numbers 1
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through 7. Each number stands for a segment of the Wand. For instance, if you
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hit the "1," you will be in the dungeon where segment one is. This is why my
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knowledge of the outside world is rather vague. I used this spell all of the
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time. It also has nice benefits in combat. Try it.
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After locating Dargoth's Tower and entering it, you will find teleport traps
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all about. This dungeon is fairly easy to find your way around in, though. The
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first place to go is 13N 16E. To get there you need to go north from the entry
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stairs until you get to 8N 0E. From here turn east. Keep going east until you
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reach 8N 12E. If magic points are not a problem, you might be able to teleport
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around and save some time. Anyway, you will see a door to the north. Go in this
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room; I think it's one of those places of darkness.
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In the northeast corner of this room (13N 16E) there is a magic mouth. The
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answer to its question is "Burn." (I think the answer to this is necessary for
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the stairs to appear.) From here find the stairs leading up. They are located
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at 4N 12E, just across the hall from your present location. There is a hidden
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door at 8N 16E on the south wall that lets you enter the room. Here are some
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quick instructions on how to get there:
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From the entry (7N 16E) go south through the door, then go through the door
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that leads west. From this room take the door located on the north wall and
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enter the next room. Now, you should see a door on the west wall. Go through
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this door and through the door on the south wall. The stairs should be right in
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front of you.
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Level 2 is rather crazy. I hope I can guide you through this! From the entry
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head west until you hit a wall. This should put you at 18N 15E. Now, go south
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until you hit the next wall, which should be close by -- a single step away, I
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think. Now you should be at 17N 15E. Go west (watch for spinners; make sure
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you're going west, and don't get turned around!) until you reach 17N 3E. This
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is 12 steps to the west from where you were. Now go south for 5 steps and you
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should be at 12N 3E. Go east one step. Well, you can light up now. You should
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be located at 12N 4E. Do not move from here! Whether you have guessed this or
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not, you are now situated in a very nice maze. From the entry at 12N 4E follow
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these steps closely:
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North, east twice, north twice, west, north, east three times, and south four
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times (you should be at 12N 8E). Now go west, south, east three times, south,
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east, south twice, and east (8N 12E); north three times, east twice, north
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three times, west, south, and west.
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You should find yourself in a room with seven statues. Examine the statues,
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kill them all, then exit the room. Upon exiting the room, you should be at
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13N 13E. The steps to take from here are as follows:
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North, east, south three times, west twice, and south three times (8N 12E
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again); south, east, south twice, east, north, east twice, and south. You are
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now out of the maze. From here (1N 14E) head west through all four doors until
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you get to 1N 7E. This will teleport you to 18N 7E. From here go east through
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the two doors. Once you are in the room (18N 9E), head for the door on the east
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wall, and go through it. From this room keep going straight east to the next
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door (19N 13E). Go through the door on the north wall, then go west where you
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will find the stairs! I can truly say I am glad this is finished, but there are
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more levels ahead.
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There is nothing of importance on level 3, so it should go by quickly. From
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the stairs head through the door on the south wall, then go west until you
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reach 18N 4E. Turn south, go down to the door on the east wall, and go through
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it. Turn south, and go down the hall that leads westward. Follow the hall until
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you get to 10N 1E. From here go south until you reach the intersection (5N 1E).
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Turn east, go forward, and take the first door on your left (5N 4E). Your
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party should be at 6N 4E. Head west through the wall. You will now be met by
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another magic mouth. The answers are: "Earth," "Compassed," and "Fountain." By
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answering this you have gained access to the next level. Go back through the
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wall, and go to the upper northwest corner of the room (7N 2E). Go through the
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north wall. There will be a portal leading upward ahead of you at 9N 2E. Take
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it to level 4.
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Once you enter this level, head west. The hall will turn north, and then
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east. Follow it until you find the northern opening. Once through this go back
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west to the end. When you go north, you will enter some maze-like passages.
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Walls will tend to form behind you. Make your way east until you find the dark
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area and the exit. By the way, there is a secret door at 14N 11E that will help
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you. The stairs are at 19N 18E (you may be able to teleport and save time).
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Time for the final level. Make sure each member of your party has room for
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new items. You should be in an area of darkness. The exit is on the south wall
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at 17N 20E. Teleport and phase door spells will not work on this level. You
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need to find 12N 9E which will teleport you to 5N 20E. You will (if memory
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serves me correctly) have to answer a riddle. The answers are water, lie,
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slave, gold, hate, rooster, large, early, bard, and women. Enter the answers in
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this order.
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Go through the door at 6N 21E that leads to the east. Go to the end of the
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hall, then go back out the door. Do this a total of five times, and you should
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get this message: "Turn right at the joke, then right, then ahead, then left
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twice, ahead twice, right, and left. Drop all your items, or you are lost. Cry
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Havok, and let slip the dogs of war. Kill off your spell casters, and you'll be
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saved."
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Make sure you go to the end of the hall each time. I don't know if this is
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required to finish the level. After you receive the message, go to 3N 0E. You
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can get there by going through the door at 5N 20E and then going through the
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door at 3N 21E. This is where the message's directions start. Follow them
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(except for the part about killing your spell casters). The directions should
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lead your party to 0N 1E. You will find a statue that will come to life. Answer
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it with "Havok!" The statue will give everyone a dagger.
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Now, take the door north, and you will be teleported to 5N 21E. See the door
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at 6N 20E that leads west? Go through it. Go to the southwest corner of the
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room, and you will get the message: "Look at the wall!" There should be a door
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there on the west part of the wall. Head through this door, and you will find
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the next segment of the Wand. This segment casts the spell, Wizard War.
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MAZE OF DREAD
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---------------
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The Maze of Dread is located in Thessalonica. Once on level one proceed to
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1N 21E. Here is an elevator that will take you to the next levels. Press "2."
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On level 2 there is a riddle located at 15N 10E. When answered correctly, you
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will be given the Sword of Zar. The answer is "Der." I don't know if this is
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necessary to complete the snare. The sword is nice to have, though: It doesn't
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have to be equipped, and you can throw it at your enemies, doing some nice
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damage. Head back to the elevator located at 1N 21E and press "3."
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You are now on the final level. There isn't much to do here except to go to
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the snare and get the Wand segment. There is a teleport located at 8N 17E that
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will let you enter the snare. It will teleport you to 16N 4E (this will be real
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fun!). Go to the door at 21N 4E.
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Follow the corridor until you reach the end. (You will get something the
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first time through.) Go back, go through the door at 20N 6E, and from here find
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17N 7E, where you will receive another message. Retrace your steps back to the
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end of the corridor where you received the vial. Do this a total of ten times
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(go back and forth), then go to the small room located at 19N 2E. (I don't know
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if this part is necessary, since I will be giving you the answer.) Go back to
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17N 7E and answer "endurable."
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Finally enter the little room at 19N 7E (right across from the last room),
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and that's it! You should now get another segment of the Wand. This segment can
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cast the Wind Mage spell.
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OSCON'S FORTRESS
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------------------
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Before you go looking for this place, you must find Kazdek. He has something
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you need. He is located in the wilderness between Thessalonica and Colosse. The
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fortress is located in Corinth.
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No need to do much of anything on the first level. Just go north through the
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door (from the entry stairs), and keep going until you get to 7N 0E. Turn east
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and PHDO through this wall. Go forward, and enter the room you see at 7N 4E.
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Answer "Fire," "Krill," and "Silence." Exit the room, turn west, go to the
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wall; then, turn north, and go forward until you reach 8N 1E. This will
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teleport you to 18N 1E.
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From this location head south until you get to 13N 1E; turn east, and go
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through the door that you will come across after about three steps east. After
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going through this door, turn north, go one step, then go through the door
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located to the west. Head north, and go through this door.
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From here (16N 4E) head east until you get to the wall; then, go south until
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you reach 12N, turn east, and go forward. There are stairs at 12N 10E leading
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down to the next level.
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On level 2 go north through the door at the end of the hall. You will find
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yourself in a room filled with doors. Take the door to the north (2N 11E). At
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3N 11E go north, east twice, and north. Turn east, and find the east wall.
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Follow the east wall north to the door at 11N 14E. Go through this door, then
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through the door on the north wall (12N 14E). Go through the door on the west
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wall, head north through this door, then east through the next door.
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Whew! You should be at 16N 13E. Go through the door on the north wall, then
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through the (secret?) door on the west wall located at 19N 13E. After going
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through this door, go north, then start going east. Keep going east until you
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go through the door at 21N 18E. There is a secret door on the east wall at
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20N 19E. Go through this door, and enter the small room at 20N 21E. The answer
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to the riddle is "Dervak."
|
|
Retrace your steps all the way back to 11N 14E. Some fun, huh? Now, head
|
|
west. There are spinners and traps all around here. The stairs down are located
|
|
at 21N 0E (yes, another level).
|
|
This one is easy. From the entry go south. Keep going until you get down to
|
|
0N 0E. Now go east to 0N 10E, then go north to 2N 10E. Turn east, go through
|
|
the door, turn south, and go through the door. Follow the hall to the end, and
|
|
go through the door on the east wall at 3N 13E. Go south until you reach
|
|
0N 14E, then turn east. Keep going east until you reach 0N 21E, then start
|
|
heading north until you get to 10N 21E. Go through the secret door located on
|
|
the west wall. After going through the door, go west all the way to 10N 1E.
|
|
Move north to 12N, turn east, and enter the room at 12N 2E. The answer is
|
|
"Still." Exit the room, find 13N 12E, and go through the door that leads north.
|
|
The stairs down are to the west. Just keep going west; you'll find them at
|
|
14N 1E. You may find some secret doors on the walls.
|
|
On this last level, go through the door leading west. Once in the hall (I
|
|
don't know if it is necessary to kill Oscon), turn south, and follow the
|
|
hallway to its end (2N 0E). Enter the north door. There is a series of secret
|
|
doors which will lead you to Oscon (5N 20E). From your present location, Oscon
|
|
is located to the east. Just find the secret doors in each room and head east.
|
|
After Oscon is destroyed (I'm sure you will kill him!), go back to 14N 21E.
|
|
>From here go north, and follow the hallway to its end (18N 20E).
|
|
You will find several spinners as you travel down this corridor. A nospen
|
|
ring will come in handy! After you reach the end, enter the door on the south
|
|
wall, and head south until you reach the wall. From here (7N 20E) head west
|
|
until you hit the west wall, then head north to 8N 14E. Go west through this
|
|
door and the next. Keep going west to 8N 6E, then turn north, and go through
|
|
this door. Go to the end of the hall (10N 10E). You are in the snare. (Is this
|
|
a walkthru or what? On most of this you don't even have to make a map!) Oh,
|
|
back to business....
|
|
Go straight south, and enter the alcove. From the alcove (14N 11E) go south
|
|
through the door, and enter the alcove in front of you. The answer to the
|
|
question is "Rock." Exit the alcove, turn east, and keep going until you get to
|
|
the alcove at 14N 14E.
|
|
Enter this alcove, answer "Scissor," exit, and start north. Don't enter the
|
|
next alcove (17N 11E); keep going until you reach the one at 14N 8E. Enter this
|
|
one and answer "Paper." Arrange you party so that Rock is first, then Paper,
|
|
then Scissor. Go back to the alcove at 17N 11E and enter it. The answer to this
|
|
riddle is Rock; so, head back to the place where you found the Rock statue, and
|
|
there should be a door located there. In the room beyond you will find another
|
|
segment of the Wand. This one can cast Batchspell.
|
|
|
|
|
|
|
|
|
|
|
|
THE GREY CRYPT
|
|
----------------
|
|
|
|
The Grey Crypt is located between Tangramayne and Ephesus. I am afraid that
|
|
magic will not work here. Only the SCSI spell will function. As soon as you
|
|
enter level one, start exploring. The only way out of the current section is
|
|
3N 20E. I think there is only one secret door in this area. This entire level
|
|
is broken down into three big rooms that wrap around, and three sections that
|
|
have maze-like qualities. After you find 3N 20E, leave the area by going
|
|
through the door on the north wall. Find your way to 5N 3E. This will teleport
|
|
you to 13N 3E. From here go to 14N 11E and take the door north.
|
|
Now you must find a second teleport located at 15N 21E. (Notice that I am not
|
|
leading you through the maze as I was earlier. You should map a bit, you know.)
|
|
Anyway, once you find the teleport, it will take you to 11N 21E. Follow the
|
|
hall until you get to the door at 10N 0E. Once you go through this door, you
|
|
will find a series of doors. Go through the door, and keep heading east until
|
|
you reach the wall at 10N 21E. Go through the door leading south, then go west
|
|
until you reach 9N 4E. Turn south and go through the secret door. Turn east and
|
|
keep going until you reach 8N 12E. Turn south and go through this secret door.
|
|
>From here (7N 12E) go west all the way to 7N 2E.
|
|
You should run into the Sphinx here. The answer is "Wize One." After
|
|
answering the riddle, go back west, and keep going until you hit the wall. Turn
|
|
south, and go through the door. I thought I would help you through this part
|
|
because I remembered how difficult is was to map. From this point (6N 14E) find
|
|
the teleport at 5N 3E. Once you have been teleported, go back to the door at
|
|
14N 11E and go through it. The stairs down are located to the west at 18N 0E.
|
|
You should be on level two at 18N 0E. This is the last level of the Grey
|
|
Crypt. (Since you can't use any magic, it's a good thing, too!) Should I guide
|
|
you through this or let you map? Okay, I'll guide you through. It's not too
|
|
difficult. From the entry turn west and go through the secret door at 19N 21E,
|
|
and keep going west. There is another secret door at 19N 19E; go through this
|
|
one as well. Keep on going west until you hit the wall, then turn south and go
|
|
through the secret door at 17N 17E. Turn west and go through this secret door,
|
|
then turn south again and head through this door also. You should be at
|
|
16N 16E.
|
|
Go west to 16N 12E then north until you hit the wall at 21N 12E. Turn west
|
|
and go to 8E. Now turn north and go up to 2N. There will be a secret door on
|
|
the west wall; go through it. Now you can get to the teleport that will lead
|
|
you to the snare at 6N 0E. Just keep heading north and west from where you are,
|
|
and you will find it. There are several secret doors leading to the teleport,
|
|
so kick the walls. Oh, and watch out for the Vampire Dragon. (He's a wimp
|
|
anyway.) You should be in the area of the snare (8N 11E).
|
|
The first thing to do that will make life easier in the snare is to disarm
|
|
the spinner in the centre of the snare. The trigger to disarm it is located at
|
|
0N 13E (south of where you are now). Let me try and explain this snare. I had
|
|
more trouble with this one than any other. There are two small rooms located on
|
|
the east and west walls. Each of these rooms contains a mage. There are four
|
|
rooms in the centre of the snare. Each one is 3x3. What happens is when you go
|
|
into each of the small rooms, a different set of doors opens to the 3x3 rooms
|
|
in the snare. The object of the snare is to open the door to one of the 3x3
|
|
rooms, go to the centre of the room, and head back to one of the small rooms to
|
|
trigger the door to the next 3x3 room. Understand? Well, it took me awhile to
|
|
get this one, too, so let's try it.
|
|
First head to the room located at 4N 21E. This room contains the Grey mage.
|
|
Go in the room to make sure the doors are open to the first 3x3 room you need
|
|
to visit. Now it is time to start the cycle: Blue Mage (4N 11E); Grey Mage
|
|
(4N 21E). Go to the first room. The entry is at 4N 14E, and the door should be
|
|
on the south wall. Enter the room and go to the centre of the room. You will
|
|
get a message that confirms what you are doing. Now visit the Blue Mage. Go to
|
|
the second room. The door is at 6N 16E on the west wall. Go to the centre of
|
|
this room where you will receive another message. Go back to the Grey Mage.
|
|
It's time to visit the third room now. The door is at 2N 16E on the east
|
|
wall. Go to the centre of the room, then go visit the Blue Mage. Go to the
|
|
fourth room. The door is at 4N 18E on the north wall. Go to the centre of the
|
|
room. Visit the Grey Mage, and start all over again with the first room. Do
|
|
this a total of three times; when you get to the fourth room on the third
|
|
cycle, you should get the next Wand segment.
|
|
|
|
|
|
|
|
|
|
|
|
THE DESTINY STONE
|
|
-------------------
|
|
|
|
Could it be? The last segment? Yes! It's time to go get the last one. Ready?
|
|
Of course you are! The Destiny Stone is located in Colosse.
|
|
The first thing you need to find is location 20N 6E. It is north of the
|
|
entrance. Just head north. There are no secret doors, so it should not be hard
|
|
to find. After finding this location, you will be teleported to 20N 10E. Go
|
|
south until you reach a solid wall, then go west until you hit a wall (17N 8E).
|
|
Now, just follow the corridor north. Walls will close in behind you as you
|
|
start down the hall heading east. The corridor will take you to 16N 8E. Here
|
|
you will have to answer a question. The answer is "Near." After answering the
|
|
question, you will be teleported to 13N 8E. This is a large room. The exit to
|
|
the next level is at 3N 17E.
|
|
Level two is very easy. You should find yourself in a small room at 3N 17E.
|
|
Go to the northeast corner of the room (4N 18E), and kill the statue. Go to the
|
|
smaller room at 3N 18E. This will teleport you to the next level.
|
|
This is it: The last level! The first place you need to find is 17N 18E.
|
|
There is a secret door on the south wall. Go through it and turn east. Go
|
|
through this secret door, too. Location 16N 19E will teleport you inside the
|
|
snare (4N 9E). Since it will be very hard to navigate, you should map this
|
|
area!
|
|
From 4N 9E turn west, go to the west wall, then go north until you hit the
|
|
wall. From this point (9N 8E) go north one space, then start heading northwest
|
|
to 13N 1E. Here you will be posed with a riddle. Don't worry about answering it
|
|
just yet. Just answer with anything, and you will be teleported to 12N 9E. From
|
|
12N 9E go south two steps, then turn west and go through the door. The answer
|
|
is "Zen Master." Let him lead the party. Go straight east to 10N 13E, which
|
|
should teleport you to 10N 14E.
|
|
To exit this room go south, then go to 12N 18E, which is in the northeast
|
|
corner. The answer is "Gale." Give what you receive to the Zen Master, go down
|
|
to 8N 18E, and zip through the secret door to the south. You should be at
|
|
7N 18E.
|
|
Have you ever wondered what those arrows in back of your BARD'S TALE II
|
|
manual were for? Well, you're about to find out. Follow the first set of
|
|
arrows, and they should put you before a door to the north. Go through the
|
|
door, and you will be teleported back to 4N 9E (this is where you entered the
|
|
snare). Now find 13N 1E (the riddle I told you to answer wrong) and give the
|
|
answer "Storm Fists." This will teleport you to 8N 14E. From here go back to
|
|
the start of the maze at 7N 18E.
|
|
(Note: I think you start using the arrows at 7N 18E, but it may be at 8N 18E.
|
|
If it doesn't work the first time, this is the case.) Now, use the second set
|
|
of arrows, and answer the riddle again (same answer). Keep going through the
|
|
maze until you've used all the sets of the arrows. After the last set is used,
|
|
you will be teleported to 11N 16E. Go north, then take the door leading west
|
|
at 13N 16E. The answer is "Arkast." Go north one. You get a message telling you
|
|
where Lagoth Zanta is. You should also get the last Wand segment. This segment
|
|
casts the Brothers Kringle spell.
|
|
After you leave the dungeon, head for the Temple of Narn. It's the building
|
|
to the east of Corinth and the Sage. When you get here, give your Archmage all
|
|
the segments, then forge the Wand. Now kill Lagoth Zanta! Your party is now
|
|
strong enough to rise to the challenge set forth in the final confrontation:
|
|
THE BARD'S TALE III: THE THIEF OF FATE!
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
|
|
|
|
|
|
|
|
THE BARD'S TALE II
|
|
====================
|
|
|
|
|
|
MONSTER REFERENCE
|
|
--------------------
|
|
|
|
This monster reference will try to help you identify most of the monsters you
|
|
will encounter. This reference tries to show all the monsters you will
|
|
encounter in the realm. The first number will tell you how dangerous the
|
|
monster is. The second number warns you about the monsters special powers, so
|
|
always refer to this chart.
|
|
|
|
|
|
1st Number 2nd Number
|
|
|
|
1 = Easy 0 = Regular Attack 5 = Drain Level
|
|
2 = Medium 1 = Cast Spells 6 = Cause Nut/ins.
|
|
3 = Hard 2 = Breath Fire/frost 7 = Possessed
|
|
4 = Very Hard 3 = Phaze Spell Point 8 = Critical Hit
|
|
5 = Dangerous 4 = Poison 9 = Turn To Stone
|
|
|
|
|
|
|
|
Words Of Wisdom
|
|
|
|
Near Earth
|
|
Endurable Compassed
|
|
Death Sword Fountain
|
|
Kazdek Mangar
|
|
Dervak Pass
|
|
Wise One Wise
|
|
Fred Staff of War
|
|
Havoc Zen Master
|
|
Still Staff of Old
|
|
Arkast Gale
|
|
Storm Fist Aram
|
|
Freeze Please
|
|
|
|
|
|
MONSTER REFERENCE
|
|
|
|
ABYSSIANS.....3 0 DRAGON MALAR...5 23 GUARDS...........3 0
|
|
ARAGADOOM.....3 4 DRAGON MAZE....5 2 HAWKINS..........3 0
|
|
ARCHERS.......3 0 DRAGON TOY.....5 2 HAZER............3 3
|
|
ARN WRAITH....5 15 DRAGON VOOR....5 2 HEAD BANGER......3 0
|
|
ASSAIANS......2 0 DRAGON VREN....5 2 HOUND SPRITES....4 1
|
|
ASTRAL GUARDS.2 0 DRAGON WEB.....5 24 HOWLER...........3 0
|
|
AXEMEN........2 0 DRAGON ZONE....5 2 HUNTER...........3 8
|
|
BANDER........3 1 DREADNOUGHTS...3 2 ICEHOLES.........3 1
|
|
BARBARIAN.....2 0 DRENS..........2 0 ICHORS FIENDS....4 1
|
|
BASALICK......5 9 DUST SOLDIERS..3 0 INGROID..........4 4
|
|
BATTLE LORD...2 0 DUST SAMURAI...3 0 JACK OF DIAMOND..4 1
|
|
BE FAR WIZARD.2 0 DUST WIZARD....3 1 JACK OF HEARTS...4 1
|
|
BERSERKER.....2 0 ENFORCER.......3 0 JACK OF SPADES...4 1
|
|
BLACK SKULL...3 4 EVIL DOERS.....3 1 JACK OF SPADES...4 1
|
|
BLOOD SUCKER..5 15 FAR ARCHERS....3 0 KINSTRALS........3 1
|
|
BLOOD WRAITH..5 15 FAZERS.........3 1 KNIFEMAN.........3 0
|
|
BLOODMEN......5 5 FIRE GUARDS....3 2 KNIFEMEN.........3 0
|
|
BLUE GHOST....5 5 FIRE MASTER....3 2 KOBOLDS..........3 0
|
|
BOGSTER.......4 6 FLAME GUARD....3 2 KWI CHANG........3 0
|
|
BONEMEN.......3 1 FLAME MAGE.....3 2 LARRY............3 0
|
|
BRAGART.......2 0 FLAME MASTER...3 2 LEAPER...........3 0
|
|
BROCKTER......2 0 FLAME SCION....3 2 LICHES...........4 14
|
|
BRUTES........3 0 FLAME SPRITES..3 2 LIVING DEAD......3 0
|
|
BUGGER........2 0 FLAYER.........2 0 LIZARD MEN.......3 0
|
|
CANNIBALS.....2 0 FLESH EATER....2 0 MAD MAGES........4 1
|
|
CARBONITE.....4 9 FRACTER........3 9 MADCO MAGE.......3 1
|
|
CENTRON.......2 0 FRED...........3 0 MAGE OF ALK......4 1
|
|
CHAMPION......2 0 FRIGHTS........3 0 MAJOR DOMOS......3 0
|
|
CLOUDMEN......2 0 GARSLAYER......3 8 MAKER............3 1
|
|
COOL DUDES....2 0 GHAST..........5 5 MAKRONS..........3 0
|
|
CORPES........3 0 GHOST FORCE....5 5 MAN MASHER.......4 0
|
|
CRAMBOS.......2 0 GHOST GORE.....5 15 MANTISE..........3 4
|
|
CRYPT KILLER..3 0 GHOST MAUL.....5 15 MANWALL..........4 15
|
|
CRYPT KNIGHT..3 0 GHOUL MAUL.....5 15 MASTER MAGE......3 1
|
|
CRYSLAR.......3 0 GIANT BLACK....3 0 MASTER SWORD.....3 0
|
|
CYCLONE.......3 0 GIANT BOSCO....4 9 MATT DOP.........3 0
|
|
DARK ACOLUTE..3 1 GIANT DEATH....4 0 MAZE LIZARD......3 0
|
|
DARK MAGES....3 0 GIANT FAR......4 0 MEDARRCH.........3 12
|
|
DARK VAMPIRE..5 15 GIANT JAG......4 4 MEDUSA...........5 9
|
|
DAZZLER.......3 0 GIANT MIST.....3 0 MICRO MAGE.......4 1
|
|
DEAD KING.....4 15 GIANT POISON...4 1 MIND MIMICS......3 0
|
|
DEATH DEALER..3 1 FIANT POWER....4 0 MINZU DIALS......4 4
|
|
DEATH GHOUL...3 1 GIANT PUMEL....3 4 MONGREL..........3 0
|
|
DEATH REAPER..3 0 GIANT ROCK.....4 9 MONK MELEE.......3 0
|
|
DEATH SWORD...3 0 GIANT WAR......3 0 MONK MENZO.......3 0
|
|
DENIZEN POIS..4 4 GIANT ZADO.....4 4 MUTI MAGE........3 1
|
|
DESICATOR.....3 14 GIANT ZAG......4 4 NINJA GREY.......3 8
|
|
DEVIL DOGS....2 0 GIANT ZONE.....4 0 NINJA............3 8
|
|
DEVOURERS.....2 0 GIANTS CAVE....2 0 NITE DWELLER.....3 0
|
|
DIMOND DOGS...2 0 GIANTS.........4 1 OFFICER..........3 0
|
|
DOPPLEGANGER..4 7 GNOLLS.........3 1 OGRE HERO........3 1
|
|
DRAGON BLUE...5 2 GOLEM MIKE.....5 9 OGRE.............3 1
|
|
DRAGON BRASS..5 12 GOLEM RACK.....4 9 ORC WARRIORS.....3 0
|
|
DRAGON DEATH..5 28 GOLEM STONE....4 9 ORCS.............3 0
|
|
DRAGON DRAIN..5 25 GOZEM..........3 0 PHAZ-MONSTER.....3 3
|
|
DRAGON GARD...5 4 GREKLIN........3 1 PICKPOCKET.......3 0
|
|
DRAGON GRIN...5 2 GREY ACOLYTES..4 1 PIT SKRULL.......4 2
|
|
DRAGON GRIND..5 2 GROPER.........4 5 POGO MEN.........3 4
|
|
DRAGON KEEL...5 2 GUARDIANS......4 9 POLTERGEIST......3 0
|
|
DRAGON KRAE...5 2 GUARDS MEN.....4 0 PYROS............3 1
|
|
RACKNID MEN...3 4 SLARGGOTH......3 0 TITAN AIR........3 0
|
|
RAK MONGER....3 1 SLAYER LORD....3 8 TITAN LAND.......3 0
|
|
RANGER........2 0 SLAYER.........3 8 TOMB GUARDS......3 0
|
|
ROCK BLOCK....3 0 SLIMER.........3 0 TRANSLYAN........5 5
|
|
SAHARA GUARDS.3 1 SORCERER.......3 1 TROGLODYTES......3 4
|
|
SAMURAI.......3 0 SORON..........3 1 TROLL MASTER.....3 1
|
|
SANCRILAR.....3 12 SOUL SUCKER....3 1 TROLL............3 1
|
|
SARGON........3 1 SPECTERES......3 1 TROY DOP.........3 1
|
|
SCARBLADER....5 12 SPELL CASTER...3 1 UNDEAD FRED......3 1
|
|
SHADOW LORD...3 1 STALKER........3 0 VAMPIRE LORD.....5 15
|
|
SHADOW........3 1 STATUE.........3 0 VAMPIRE..........5 5
|
|
SINISTERS.....3 1 STEELFIST......3 0 VIKINGS..........3 0
|
|
SINSTRIKE.....3 1 STONE ELEMENTAL3 49 VOIDE SHADE......3 0
|
|
SKELEMEN......3 1 SUNNONER.......3 1 WARLOCK..........3 1
|
|
SKULL WARDEN..3 0 SWORDMEN.......3 0 WIGHT............3 4
|
|
SLAGOTHS......3 1 TANDERCLAW.....3 46 WILLO WISP.......4 1
|
|
THRASHER.......3 0 ZOMBIE KING......3 14
|
|
_______________________________________________________________________________
|