Bard's Tale II - The Destiny Knight
-----------------------------------

If your tired of waiting for morning to come enter and exit the guild.

Find a band of illusionists  and kill off the front line, have your castor
conjure "DISRUPT ILLUSION", you will keep disbelieving and gaining 
experience.


 THE BARD'S TALE II
     Part 1
 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!

 THE BARD'S TALE II
     Part 2
 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 loated 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 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 BARD'S TALE II
       Part 3
 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 center 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 center of this
room. (A Nospin 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 center 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 armor class of whoever
equips it. Wasn't that fun? Ok, so it was simple; however, wait till you
see what's next!

  THE BARD'S TALE II
       Part 4
  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 spellcasters, 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
spellcasters). 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.

 THE BARD'S TALE II
       Part 5
 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.

 THE BARD'S TALE II
       Part 6
 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
nospin 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 BARD'S TALE II
     Part 7
 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 center 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 center 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 center 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
center 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 center 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 center 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
center 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 BARD'S TALE II
       Part 8
 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: THE DESTINY KNIGHT is published by Interplay
Productions and distributed by Electronic Arts.
 This walkthru is copyright (c) 1989 by Randy Snow. All rights reserved.