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-
-
- THE BARD'S TALE II
- ====================
-
- 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!
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
-
-
-
-
- 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
- _______________________________________________________________________________