Walkthrough for The Destiny Knight
INTRODUCTION
Every game
that sells well deserves a sequel, and here it is -- THE BARD'S
TALE II: THE DESTINY KNIGHT. Might is not always right, but in this
game it sure doesn't hurt to have some on your side. It seems that
lawless mercenaries (with a bit of help from the evil Archmage known
as Lagoth Zanta) have taken the Destiny Wand. The Destiny Wand has
maintained peace and prosperity in the Realm for 700 years (impressive,
isn't it?). You and the characters you create must find and reforge
the Destiny Wand! You must then use the wand to destroy Lagoth Zanta.
The wand has
been separated into seven pieces. Each piece is located in a dungeon
protected by a snare. Before you can begin your quest to find the
Wand, you need characters to hunt for it. You can select from seven
races (Human, Elf, Dwarf, Hobbit, Half-Elf, Half-Orc, and Gnome)
and ten classes (Warrior, Paladin, Rogue, Bard, Hunter, Monk, Conjurer,
Magician, Sorcerer, Wizard, and Archmage). Some classes are not
available to beginning characters.
You can port
characters over from the last BARD'S TALE or use your ULTIMA or
WIZARDRY characters. Special characters can also be introduced into
your party (illusions and monsters count as special characters).
Your magic users have a total of 79 spells at their disposal, and
your bard has a total of seven songs that can cause strange things
to happen.
With this arsenal
of characters and magic you will venture out into the realm of The
Destiny Knight to discover cities, special buildings, casinos, banks,
taverns, temples, and the ever popular dungeon! So, buy your bard
a drink, cast a Batchspell and prepare to destroy Lagoth Zanta before
he destroys you! Oh, yes: Don't forget your Archmage!
STARTER DUNGEON
Well, are you
ready to find all the segments of the Destiny Wand and destroy Lagoth
Zanta? I will try and keep this as short as possible. If you are
just starting, you will be located in the city of Tangramayne. If
your party is very weak, you will want an easy dungeon to build
up its strength. Thankfully, there is a very easy dungeon located
in the city.
The dungeon
is located on Claymore Street. (Make sure you have an empty slot
so monsters can join your party.) Just go to the far east side of
the city and check the buildings to the east. In a building located
in the centre of the row you will find a magician. He informs you
of a noble quest that he has for you to undertake and commences
to explain the details. Within his description you will notice the
words "additional experience." This should be cause enough
to want to find the princess. If your party is fairly strong, I
would advise you to go for the harder dungeons. This one will be
a waste of time.
The first level
of The Dark Domain has nothing of value. Proceed to the exit. It
is located at 21N 15E. If you get in a room adjacent to the one
with the stairs, try a Phase Door. Head on down to the second level.
(As I said before, I never found anything valuable on level 1.)
There are quite a few monsters on level 2, so look out! On this
level if you happen to be in the room filled with darkness try not
to go to the centre. A monster is located there. I can't remember
what it was. I think quite a few experience points will be bestowed
upon the fortunate adventurer who kills it.
The next location
to visit is 5N 12E. There you will find a winged monster that is
necessary for you to rescue the princess. "Sure join the party!"
Take the monster with you. There may be other ways down, but I can't
see them on my map. There is a portal in the northeast corner of
the dungeon (21N 21E, for you laypeople). Don't forget to cast a
levitation spell.
Now you should
be on the 3rd level. If you can't find a way out, just look around.
You should stumble into a teleport (21N 20E) if my maps are correct.
The teleport should send you to 10N 10E. Watch out for traps in
this next room. I think the trap zap spell will disarm them. Make
sure you move to the east. I think that walls will appear behind
you blocking your retreat. There are a few wrap-around features
in this dungeon: Check your location! I don't know if this is necessary
to the quest, but there is a magic mouth at 3N 14E. The answer to
the riddle it poses is "Mangar." Now, proceed to the stairs
located at 6N 21E. There is a magic mouth here, too. The answer
is "Pass." If stairs don't appear, then it may be necessary
to answer the first riddle. (My maps and notes are old, so forgive
me.)
Once the stairs
appear, go down to level 4. There are plenty traps on this level:
Be careful! There is plenty darkness, too, but never fear: This
is the last level! Go to the northeast corner once again (21N 21E).
There you will find a teleport that will take you to 3N 11E. Now
go north. Keep going north through the doors. Ah! A hole, pit, chasm
-- whatever you want to call it -- will block your way unless you
have the winged monster with you. Keep going north until you reach
the double doors. I think your bard will have to play a tune --
the Watchwood Melody, if I remember correctly -- before the doors
will open. Now, go through the doors. "Argh," or some
other sound is now appropriate because you have found the Dark Lord
in this room! After (hopefully) defeating him, you will find the
princess in another room located here (21N 11E, I believe). You
have the princess! Proceed east and a teleport should put you near
the stairs. I leave it up to you to get out!
THE TOMBS
AND FANSKAR'S CASTLE
Are you ready
for some real fun? You might want to call this a "challenge."
I have arranged these dungeons in the order in which the segments
of the Wand will be found. So, it is now time to go after the first
segment. At this point you can go to the Sage and spend some money
on some clues, or you can come with me and get the clues for free.
The first segment is located in the Tombs. The entrance to the Tombs
is located in the centre of the city of Ephesus.
When you find
the entrance, enter! There may be other ways of getting through
this level, but this is the only one I came across. I first found
a teleporter at 12N 12E. This should put you at 13N 0E. From here
go north through the door, then head to the east. Keep going east
until you reach a dark room. This room is full of traps.
Try this: Head
east until you hit the east wall; turn south and proceed until you
make it to the next wall; turn west and keep going until you hit
that wall. Now turn south and go through the door. I will leave
it up to you to make your way through this stuff.
The next place
to go is 2N 11E. There is another teleport here that will take you
to 18N 16E. From here you go to 20N 19E. Ah, no stairs...what is
this? A teleport perhaps? Correct! You are now on level two at 21N
0E. At least, I think that's where you are -- this jelly stain on
my map doesn't help. Hopefully, this is the right place. From here,
you need to go north to 16N 0E.
Now I know
where we are. Keep going north, and go through the door at the end.
From here turn east and follow the hall until you get to the Keymaster.
Buy the key from him, go back to 11N 2E, and face north. The stairs
are to the north at 16N 10E.
Now you should
be on the last level of the Tombs at 16N 10E. Head north and enter
the maze. From 18N 10E follow these directions: West, north four
times, east twice, south, east, and north twice. There should be
a magician here playing with some fireballs. The answer to his question
is "Old." Go to the door in the northeast corner and enter
this room. You will now find your party at 3N 14E. From here you
need to travel west to 3N 0E. The only way you can go is west and
north, so you should be able to find it.
From the looks
of this map, there is a secret door here. The door is on the west
wall. Go through it and keep heading west through two more doors.
Now go north using the door at 3N 16E. Follow the hallway to the
end. The teleport at the end of this hall will put you at 10N 3E.
Congratulations!
You are in the first Snare. This is an easy one. Head east until
you get to 9N 9E. There is a spinner in the centre of this room.
(A Nospen ring will be handy here.) Avoid the spinner. (They always
confuse me.) Go to the small alcove located in the north of the
room (11N 10E). Here you will find an old man who will want to join
your party. Let him join and lead the party.
Now head for
the alcove in the east wall (9N 12E). Have each member of your party
drink from the water. Don't heal anyone. Head for the alcove in
the south wall (7N 10E). Kill the toxic giant. Now, heal your party
members, if necessary.
Look through
the equipment your characters are carrying. There should be a torch
there; give it to the old man. Now go back to where you came in
(10N 3E). The first segment of the Destiny Wand can be found at
10N 8E. This segment has the ability to cast the Wizard Wall spell.
Well, so much for the first segment: Prepare for the next! (Oh,
you can leave the dungeon now.)
Fanskar's Castle
is a really nice place. It isn't too hard, and it only has one level;
so, it should be fun (easy). You do not need to go to the Sage unless
you really want to meet him. Fanskar's Castle is located in the
wilderness.
I never noticed
this until I started writing this walkthru but the SCSI spell works
fine in the wilderness. Look at the map that came with the game,
and you can see Fanskar's Castle in the centre of the map (25N 17E).
You might want to make a map of the wilderness so you won't have
to bungle around like I did.
From the entry
stairs go north until you get to 14N 0E. Go east and enter the door
you see at 14N 4E. Follow the hall to the end and go through the
door. Now, go west through the door and take the second door you
find (20N 3E). Go north through both of these rooms and head east
through the last door. Go to the end of this L-shaped room, and
a teleport will take you to 17N 7E. Leave this room and start heading
east.
The exit is
in the northeast corner of the room. Look down this long hall (south).
Go down the hall until you get to the door on the east side (the
only door on this end of the hall). Go east until you get to 16N
13E. (Do not take the next door!) Then, go to the hall on the right
side (starting at 15N 15E). Follow this hall to the end and go through
the door at 15N 19E that heads east.
Once in this
room, head north through the door at 16N 21E. Now take the door
to your left, head up the hall, and enter the door that heads east
(21N 19E). It's Fanskar -- kill him! (STTO will probably work the
best.) After he's dead, continue going east. There is a teleport
in the next room that will take you to 9N 11E.
Look to the
east. You will see three doors. Take the one to your left. This
takes you to 5N 13E. Go west and you will discover the second segment
of the Wand. This segment will lower the armour class of whoever
equips it. Wasn't that fun? Ok, so it was simple; however, wait
till you see what's next!
DARGOTH'S
TOWER
Time to find
the next segment, which is located in Dargoth's Tower: Five levels
-- this should be great! The first thing is to tell you where Dargoth's
Tower is: It's located in Philippi. Philippi should be on the map
that came with your game.
A nice spell
to have access to is the Dream Spell. In the game you won't find
the code for the spell until you go after the last segment. I will
give you the code now: ZZGO. The spell allows your party -- under
normal conditions -- to teleport to every dungeon. When you cast
the spell you will see the numbers 1 through 7. Each number stands
for a segment of the Wand. For instance, if you hit the "1,"
you will be in the dungeon where segment one is. This is why my
knowledge of the outside world is rather vague. I used this spell
all of the time. It also has nice benefits in combat. Try it.
After locating
Dargoth's Tower and entering it, you will find teleport traps all
about. This dungeon is fairly easy to find your way around in, though.
The first place to go is 13N 16E. To get there you need to go north
from the entry stairs until you get to 8N 0E. From here turn east.
Keep going east until you reach 8N 12E. If magic points are not
a problem, you might be able to teleport around and save some time.
Anyway, you will see a door to the north. Go in this room; I think
it's one of those places of darkness.
In the northeast
corner of this room (13N 16E) there is a magic mouth. The answer
to its question is "Burn." (I think the answer to this
is necessary for the stairs to appear.) From here find the stairs
leading up. They are located at 4N 12E, just across the hall from
your present location. There is a hidden door at 8N 16E on the south
wall that lets you enter the room. Here are some quick instructions
on how to get there:
From the entry
(7N 16E) go south through the door, then go through the door that
leads west. From this room take the door located on the north wall
and enter the next room. Now, you should see a door on the west
wall. Go through this door and through the door on the south wall.
The stairs should be right in front of you.
Level 2 is
rather crazy. I hope I can guide you through this! From the entry
head west until you hit a wall. This should put you at 18N 15E.
Now, go south until you hit the next wall, which should be close
by -- a single step away, I think. Now you should be at 17N 15E.
Go west (watch for spinners; make sure you're going west, and don't
get turned around!) until you reach 17N 3E. This is 12 steps to
the west from where you were. Now go south for 5 steps and you should
be at 12N 3E. Go east one step. Well, you can light up now. You
should be located at 12N 4E. Do not move from here! Whether you
have guessed this or not, you are now situated in a very nice maze.
From the entry at 12N 4E follow these steps closely:
North, east
twice, north twice, west, north, east three times, and south four
times (you should be at 12N 8E). Now go west, south, east three
times, south, east, south twice, and east (8N 12E); north three
times, east twice, north three times, west, south, and west.
You should
find yourself in a room with seven statues. Examine the statues,
kill them all, then exit the room. Upon exiting the room, you should
be at 13N 13E. The steps to take from here are as follows:
North, east,
south three times, west twice, and south three times (8N 12E again);
south, east, south twice, east, north, east twice, and south. You
are now out of the maze. From here (1N 14E) head west through all
four doors until you get to 1N 7E. This will teleport you to 18N
7E. From here go east through the two doors. Once you are in the
room (18N 9E), head for the door on the east wall, and go through
it. From this room keep going straight east to the next door (19N
13E). Go through the door on the north wall, then go west where
you will find the stairs! I can truly say I am glad this is finished,
but there are more levels ahead.
There is nothing
of importance on level 3, so it should go by quickly. From the stairs
head through the door on the south wall, then go west until you
reach 18N 4E. Turn south, go down to the door on the east wall,
and go through it. Turn south, and go down the hall that leads westward.
Follow the hall until you get to 10N 1E. From here go south until
you reach the intersection (5N 1E).
Turn east,
go forward, and take the first door on your left (5N 4E). Your party
should be at 6N 4E. Head west through the wall. You will now be
met by another magic mouth. The answers are: "Earth,"
"Compassed," and "Fountain." By answering this
you have gained access to the next level. Go back through the wall,
and go to the upper northwest corner of the room (7N 2E). Go through
the north wall. There will be a portal leading upward ahead of you
at 9N 2E. Take it to level 4.
Once you enter
this level, head west. The hall will turn north, and then east.
Follow it until you find the northern opening. Once through this
go back west to the end. When you go north, you will enter some
maze-like passages. Walls will tend to form behind you. Make your
way east until you find the dark area and the exit. By the way,
there is a secret door at 14N 11E that will help you. The stairs
are at 19N 18E (you may be able to teleport and save time).
Time for the
final level. Make sure each member of your party has room for new
items. You should be in an area of darkness. The exit is on the
south wall at 17N 20E. Teleport and phase door spells will not work
on this level. You need to find 12N 9E which will teleport you to
5N 20E. You will (if memory serves me correctly) have to answer
a riddle. The answers are water, lie, slave, gold, hate, rooster,
large, early, bard, and women. Enter the answers in this order.
Go through
the door at 6N 21E that leads to the east. Go to the end of the
hall, then go back out the door. Do this a total of five times,
and you should get this message: "Turn right at the joke, then
right, then ahead, then left twice, ahead twice, right, and left.
Drop all your items, or you are lost. Cry Havok, and let slip the
dogs of war. Kill off your spell casters, and you'll be saved."
Make sure you
go to the end of the hall each time. I don't know if this is required
to finish the level. After you receive the message, go to 3N 0E.
You can get there by going through the door at 5N 20E and then going
through the door at 3N 21E. This is where the message's directions
start. Follow them (except for the part about killing your spell
casters). The directions should lead your party to 0N 1E. You will
find a statue that will come to life. Answer it with "Havok!"
The statue will give everyone a dagger.
Now, take the
door north, and you will be teleported to 5N 21E. See the door at
6N 20E that leads west? Go through it. Go to the southwest corner
of the room, and you will get the message: "Look at the wall!"
There should be a door there on the west part of the wall. Head
through this door, and you will find the next segment of the Wand.
This segment casts the spell, Wizard War.
MAZE OF DREAD
The Maze of
Dread is located in Thessalonica. Once on level one proceed to 1N
21E. Here is an elevator that will take you to the next levels.
Press "2."
On level 2
there is a riddle located at 15N 10E. When answered correctly, you
will be given the Sword of Zar. The answer is "Der." I
don't know if this is necessary to complete the snare. The sword
is nice to have, though: It doesn't have to be equipped, and you
can throw it at your enemies, doing some nice damage. Head back
to the elevator located at 1N 21E and press "3."
You are now
on the final level. There isn't much to do here except to go to
the snare and get the Wand segment. There is a teleport located
at 8N 17E that will let you enter the snare. It will teleport you
to 16N 4E (this will be real fun!). Go to the door at 21N 4E.
Follow the
corridor until you reach the end. (You will get something the first
time through.) Go back, go through the door at 20N 6E, and from
here find 17N 7E, where you will receive another message. Retrace
your steps back to the end of the corridor where you received the
vial. Do this a total of ten times (go back and forth), then go
to the small room located at 19N 2E. (I don't know if this part
is necessary, since I will be giving you the answer.) Go back to
17N 7E and answer "endurable."
Finally enter
the little room at 19N 7E (right across from the last room), and
that's it! You should now get another segment of the Wand. This
segment can cast the Wind Mage spell.
OSCON'S FORTRESS
Before you
go looking for this place, you must find Kazdek. He has something
you need. He is located in the wilderness between Thessalonica and
Colosse. The fortress is located in Corinth.
No need to
do much of anything on the first level. Just go north through the
door (from the entry stairs), and keep going until you get to 7N
0E. Turn east and PHDO through this wall. Go forward, and enter
the room you see at 7N 4E. Answer "Fire," "Krill,"
and "Silence." Exit the room, turn west, go to the wall;
then, turn north, and go forward until you reach 8N 1E. This will
teleport you to 18N 1E.
From this location
head south until you get to 13N 1E; turn east, and go through the
door that you will come across after about three steps east. After
going through this door, turn north, go one step, then go through
the door located to the west. Head north, and go through this door.
From here (16N
4E) head east until you get to the wall; then, go south until you
reach 12N, turn east, and go forward. There are stairs at 12N 10E
leading down to the next level.
On level 2
go north through the door at the end of the hall. You will find
yourself in a room filled with doors. Take the door to the north
(2N 11E). At 3N 11E go north, east twice, and north. Turn east,
and find the east wall. Follow the east wall north to the door at
11N 14E. Go through this door, then through the door on the north
wall (12N 14E). Go through the door on the west wall, head north
through this door, then east through the next door.
Whew! You should
be at 16N 13E. Go through the door on the north wall, then through
the (secret?) door on the west wall located at 19N 13E. After going
through this door, go north, then start going east. Keep going east
until you go through the door at 21N 18E. There is a secret door
on the east wall at 20N 19E. Go through this door, and enter the
small room at 20N 21E. The answer 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!
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
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