THE BARD'S TALE II - SOLUTION (Part 1) Supplied by Phil Darke 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 center 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 center. 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 of traps on this level: Be careful! There is plenty of 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! @~To be continued next issue.