T H E B A R D ' S T A L E I I [ T H E D E S T I N Y K N I G H T ] (Electronic Arts) 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 certainly 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. 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, Conjuror, 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 tha t 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! Don't forget your Archmage!! STARTER DUNGEON 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, it is advisable 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 14E. (Try 8 x N, 13 x E, 2 x N then 1 x E). If you get in a room adjacent to the one with the stairs, try a Phase Door. Head on down to the SECOND LEVEL. 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. Watch out for the Spinner at 7N 2E. The next location to visit is 5N 12E. There you will find a Winged Monster that is necessary for you to rescue the Princess. Take the Monster with you in your party. There is a Portal in the Northeast corner of the Dungeon (21N 21E). Don't forget to cast a LEVITATION spell to descend. Now you should be on the THIRD LEVEL. If you can't find a way out, just look around. You should stumble into a Teleport (21N 20E). The Teleport should send you to 10N 10E. Watch out for Traps in this next room. The TRAP ZAP SPELL should disarm them. Make sure you move to the East. Walls will appear behind you blocking your retreat. There are a few wrap-around features in this Dungeon. Check your location! 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. Once the stairs appear, go down to LEVEL FOUR. There are plenty of Traps on this level so be careful. There is also a lot of darkness too, but never fear - this is 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. A large hole will now block your way unless you have the Winged Monster with you. Keep going North until you reach the double doors. Get your Bard to play a tune - #7: THE WATCHWOOD MELODY - before the doors will open. Now, go through the doors. You will find the Dark Lord in this room. After defeating him, you will find the Princess in another room located here (21N 11E). You have the Princess! Proceed East and a Teleport should put you near the stairs. Now make your way out. DO NOT cast APAR out of the Dungeon once you have the Princess. THE TOMBS The entrance to the Tombs is located in the centre of the City of Ephesus. From the Ephesus Guild go 3 x S, 2 x E, 6 x S and 4 x W. Then go 2 x N and 2 x E and enter the Temple. On LEVEL ONE, teleport to 20N, 19E, 0D and you get teleported down a level. On LEVEL TWO, go 1 x N and 17 x W to a door, then go 1 x S followed by 2 x W. Go South through the door and then 1 x E and 2 x S. You'll now be on a Spinner! Hit the space bar until you see a door straight ahead. Advance three times then go 17 x E to a wall then 1 x S. Go 10 x W and buy the KEY at 10N 8E. Go 10 x E to another wall, 1 x N, 16 x W and 1 x N. Then go 5 x E and 1 x N. Go 2 x E and 1 x N, 1 x E, 1 x N, 1 x E, 1 x N and 1 x W and take the stairs down to LEVEL THREE. Go 2 x S, 9 x W, 6 x S to a wall. Recast a light spell and go West to the wall. Go South to a wall, then East through the door. Turn Right and advance, turn Right and go West through the door. Take doors in West walls of this and the next six rooms, stopping at 2N 16E. Turn Right and take the North door, then follow the winding hall to the door at 4N 21E. Go through the door and you are teleported into the first Snare of Death! From 10N 3E, go one space, read the message and then turn Left. Go to the room at the end of the hall, where three alcoves are found. Watch out for the Spinner in the room's centre! In the left one (11N 10E) is an OLD WARRIOR. Ask him to join and put him at the head of the party. Get everyone to DRINK from the POISONED FOUNTAIN in the Middle Alcove (9N 12E). Then fight the Toxic One in the other alcove (7N 10E). After victory, heal your party as soon as possible. Check everyone's inventory for the TORCH. Give it to the Old Warrior. Turn around and, hugging the left wall, return to 10N 3E. After the message, you'll be at 9N 3E. Go seven steps down the hall and turn Left. Advance once, turn Left and advance again to 10N 8E. Get the SCEPTER SEGMENT and teleport 10N, 8E, 2U. Go up the stairs and exit. FANSKAR'S CASTLE This is in the Wilderness Southwest of Colosse, 26N 17E of the Sage's Hut. Go upstairs and 14 x N to a wall. Turn Right and go four spaces. Turn Left and go one space, then Left and go one. Recast all spells. Go 3 x W, 6 x N, 4 x E, 1 x S, 2 x W to 20N 2E. Then go 4 x S, 2 x E, 1 x N to 17N 4E, which teleports you to 17N 7E. Now, go 1 x S, 2 x W. Move once each: N - E - N - E. Go 3 x N. Move 1 x E and 5 x S to 16N 8E and go East through the door. Next, move 1 x N and 3 x E. Go 1 x S, 1 x E and 1 x S. Now, move 4 x E and 6 x N then 1 x E, 6 x S, 3 x E and 2 x N. Go 2 x W and 4 x N. Move 1 x E and kill FANSKAR at 21N 20E. Go 1 x E and get teleported into the Snare of Death. Turn Left and go one space, turn Right and go one space. You're on a Spinner facing the left door so hit the space bar until you see a door right in front of you, then enter the door and get teleported to 5N 13E. Turn until you see a door, then advance three times and grab the SEGMENT. To exit, advance again, turn Right and go four spaces. Turn Left and go nine spaces to the 0E hall, then South to the stairs at 0N OE. DARGOTH'S TOWER This located in Philippi. From the Guild, go 3 x E, 3 x N, 3 x E and 3 x S and then enter the Tower. There are teleports and traps all around. 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 into this room. In the Northeast corner of this room (13N 16E) there is a magic mouth. The answer to its question is: BURN. 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 TWO......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......maybe a single step away! Now you should be at 17N 15E. Go West and watch for Spinners - make sure you're going West and don't get turned around here!. Continue 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. You can light up now! You should be located at 12N 4E. Do not move from here yet! You are now situated in a maze. From the entry at 12N 4E, follow the steps in the next paragraph closely! N - E - E - N - N - W - N - E - E - E - S - S - S - S. You should now be at 12N 8E. Now go: W - S - E - E - E - S - E - S - S - E. You should now be at 8N 12E. Now go: N - N - N - E - E - N - N - N - W - S - W. You should now 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: N - E - S - S - S - W - W - S - S - S. You should now be back at 8N 12E. Now go: S - E - S - S - E - N - E - E - S. 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 at 19N 13E. Go through the door on the North wall, then go West where you will find the stairs. This level is finished, but there are more levels ahead! There is nothing of real importance on LEVEL THREE so it should go by quite 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 at 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 these, you have gained access to the next level. Go back through the wall, and then 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 FOUR. Once you enter this level, head West. The hall will turn North, and the 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. 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 that 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 now have to answer a riddle. The answers, in the correct order, are: WATER, LIE, SLAVE, GOLD, HATE, ROOSTER, LARGE, EARLY, BARD and WOMAN. 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 that you go to the end of the hall each time. 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 then 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 This maze is located in Thessalonica. Besides a Wand Segment, it also contains the SWORD OF ZAR, a powerful weapon that always returns after you throw it. (To get it you must first have passed the 'Battle' test in Dargoth's Tower - which you have if you've been following this solution correctly!) Exit Thessalonica's Guild and go: N - N - N - E - E - E - N - N - N - W. Type in DREAD, advance and take the stairs. On LEVELS ONE and TWO make sure that a character has room for an item, then teleport to 15N 10E 1U. Say: DER to get the Sword. Teleport -14N 11E and 0D to the elevator at 1N 21E and PRESS THREE. You are now on the final Level, and 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. Go to the door at 21N 4E. Follow the corridor until you reach the end. You will get something the first time you go 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. 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. Teleport -19N -10E -2D to exit. OSCON'S FORTRESS With more than FOUR characters in your party you cannot solve this part! Take TWO FIGHTERS and TWO SPELLCASTRERS. Build them up first so that they have the ability to run from fights. You will also need an item from Kazdek, obtained by saying KAZDEK to the Stone Man in the Hut North of Thessalonica and East of Phillipi. Then you should go to Eorinth and exit the Guild. Go: W - W - N - N - N - N - N - N - N - N - E - E - E - E - E - E - E - N - N - N and enter the building. On LEVEL ONE, go North twice read the message, then go North five more times and teleport 0N 3E 0D. Type in: FIRE, KRILL and SILENCE (Following each with word with a RETURN). Teleport 11N 3E OD to 18N 11E and go: S - W - S - S to 15N 10E and then teleport -3N 0E 0D to 12N 10E and take the stairs up. On LEVEL TWO, recast all spells and go North quickly through the passage. When you reach Oscon's Mirror Room, go: N - E - N - N then fight 'Fred' and go North. From here, move E - E - N, turn Right and go a space to 5N 14E, turn Left and go: N - N - N - N - N - N - N. Recast all spells and go: N - N - W - W - N - N - E - E - N - N - N - W - N - E - N - E - E - E - E - E - S - E - N - E - S to 20N 21E. Say DERVAK and fight the last Destroyer. Now, go: N - W - S - W - N - W - W - W - W - W - S - W - S - E - S - S - S - W - W - S - S - E - E - S - S - S, turn Right and then go: W - W - W - W - W. Turn Right again and go: N - N - N - N - N - N - N to 18N 9E. Turn Left and go West six times. Turn Right and go three spaces then Left and go three spaces to the stairs at 21N 0E. Go up the stairs. On LEVEL THREE, go South seven times then forward as fast as possible through this passage. Do not turn around or you'll die! Exit the door at the end of the hall and you'll be safe. Head East until you hit a Spinner at 0N 3E. Hit the space bar until you see a wall on the Right-hand side. Now hit 'RETURN' and advance to 0N 10E. Turn Left and go North twice. Turn Right and go East once. Recast spells and go South once then East twice to another Spinner at 1N 13E. You need to go through the East door in the North part of the room, so use SCSI to work your way there. Then go East through the door, South three times and West twice to 0N 12E. Go: S - W - W - W - W - W - W - S - S to the Portal at 19N 6E. Cast LEVI and go up. On LEVEL FOUR, there are two Spinners in each hallway here. Cast SCSI each time you get off a Spinner to see which way you're headed. If facing the direction following shortly then you're on course! Go West through the hall to arrive at 19N 0E. Go South and the East to the door. After reaching the door, go: S - S - S - S - S - S - S - S - S - S - W - W - W - W - W - W - W to 8N 13E then recast a Light Spell. Go: N - W - W - W - W - S - W - N - W - W - N through the door. In the middle of this passage is another Spinner at 10N 8E. Step on it and hit the space bar until you are NOT facing a wall, then go two spaces. If you were facing the right way, you'll end up in the Snare - if not, return to the Spinner and try again. In the SNARE, turn Right (South) to face the door, then go three spaces to 11N 11E and say: ROCK. Turn around and go one space. Turn Right and go two spaces, then turn Left and go two spaces. Turn Right and go one space to 14N 14E and say: SCISSOR. From here, turn around and go one space, then turn Right and go two spaces. Turn Left and go four spaces then turn Left and go two spaces. Turn Right and go one space to 14N 8E and say: PAPER. Do a NEW ORDER and put ROCK FIRST, PAPER SECOND and SCISSOR THIRD, followed by the rest of the Party. Turn around and go one space, then turn Left and go two spaces. Turn Right and go two spaces, then turn Left and go one space to 17N 11E. Turn around and go one space, then turn Left and go two spaces. Turn Right and go four spaces, then turn Right again and go two spaces. Turn Left and go two spaces to get the SEGMENT at 10N 11E. This Segment can cast BATCHSPELL. Go one space and teleport -9N -11E -3D and exit the Tower. Before removing the Rock, Scissor and Paper from the party, get their Treasure and the Segment if one of them has it. THE GREY CRYPT This is completely anti-magic, but you can cast SCSI. Take a Bard who can sing many songs. To reach the Crypt, return to Tangramyne's Guild and exit, then leave the City and go: N - N - N - N - E - E - E - E - E - E - N - E - N - E - N - N - N - W - W - S to 31N 8E of the Sage's Hut. Answer: GREY. On LEVEL ONE, play Bard Song #7 to reveal secret doors and replay it when it fades. It is extremely easy to get lost here so take care and I'll try and look after you! As far as Iknow, the only way out of this section is 3N 20E. This entire level is divided into three big rooms that 'wrap around', and three sections that have maze-like characteristics. After you find 3N 20E, leave the area by going through the door on the North wall. Find your way to 5N 3E and this will teleport you to 13N 3E. From here, go to 14N 11E and take the door to the North. Now you must find a second teleport located at 15N 21E. Once you have found it, it will take you to 11N 21E. Follow the hall until you get to the doort at 10N 0E. Once you go through this door, you will find a series of doors. Go through the door, and keep heading West 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 encounter 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. 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 and this is the last level of the Grey Crypt. From the entry point, 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 also. Keep 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 and head through this door also. You should now 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. Watch out for the Vampire Dragon! You should be in the area of the Snare at 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). 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 3 x 3. What happens is when you go into each of the small rooms, a different set of doors opens to the 3 x 3 rooms in the Snare. The object of the Snare is to open the door to one of the 3 x 3 rooms, go to the centre of the room, and then head back to one of the small rooms to trigger the door to the next 3 x 3 room. Right, let's work through 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 3 x 3 room that 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 and 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 The Destiny Stone is located in Colosse. To reach this dungeon, go to Colosse and exit the Guild. Then go: E - E - E - E - N - N - W - N - N - E - N - N - W - W - W - W - W - N - W - W - S - then West until you meet a strange Mage. Say: FREEZE and hit return, then PLEASE and hit return. Enter the stone. 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 too 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 relatively 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 carefully 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 now be at 7N 18E. Have you ever wondered what those arrows in the 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 was 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, then 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. LAGOTH ZANTA After you leave the dungeon, give all the Segments to an Archmage and go to the Temple of Narn, located just to the Southeast of Corinth. Have the one with the Segments approach the altar to become the Destiny Knight. Make sure that your team is fully stocked with armour, weapons, staves and the like, then drop in on the Sage's Hut. There you'll meet Lagoth Zanta. In the battle, have one Spellcaster use the Scepter or cast Mangar's Mallet. The other should cast Heal each round to make sure that everyone survives. With Lagoth dead, your party is now strong enough to rise to the challenge set forth in the final confrontation of this trilogy: THE BARD'S TALE III: THE THIEF OF FATE! * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *