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Bard's Tale 2 Remastered Online Walkthrough by David Milward


INTRODUCTION | COMBAT | CHARACTERS
GETTING STARTED | DARK DOMAIN | TOMBS | FANSKAR'S CASTLE | DARGOTH'S TOWER | MAZE OF DREAD | OSCON'S FORT | GREY CRYPT | DESTINY STONE
About the Walkthrough | About the Maps | About the Author
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ABOUT THE WALKTHROUGH

The second game of the trilogy has a reputedly even more powerful mage for your nemesis, by the name of Lagoth Zanta. New features in the second game include an outdoor forest containing seven cities and a few other notable locations. The other new feature is the Archmage class.

Defeating Lagoth Zanta will require assembling the legendary Scepter together from seven scattered Wand Fragments. Each Fragment can only be obtained from a Death Snare, a part of a dungeon that requires either logic or riddle solving to complete. Some of those Snares will require you to keep at least one party slot (and one Snare insists on three) open, so summoned creatures will have a role to play in this game.

Combat will require some explanation, so I have a separate page for it here.

The guide is embedded with Youtube videos of my playthrough, with those videos accompanied by my explanations of what is going on and what decisions I am making.


PARTY MEMBERS AND THEIR DEVELOPMENT

As for my party, I designed my Heroes on the basis that they could be solid contributors to combat with the monsters during the gameplay itself, and yet also become credible members of the next pantheon of the gods at the conclusion of the trilogy. They are as follows:

Party members can now raise their attributes to a maximum of 20. I prioritize raising Constitution to 20 before all other attributes for all of Lord Stygar, Zarathos, Ariel, Gallard, and Cassandra. Once I get that, I insist on at least 18 Hit Points per level up for Lord Stygar, Zarathos, Ariela and Gallard, reloading if I have to. I insist on at least 12 Hit Points per level up for Cassandra. I also prioritize 20 Constitution and 20 Intelligence for Talia and Mordred. Once that is in place, I insist on at least 12 Hit Points and 9 Spell Points each level up for them.

Their adventure begins in the city of Tangramayne.

ABOUT THE MAPS

All the maps in this solution are screen captures. When you see a smaller map, simply click on the thumbnail of the map to see the full version. All dungeon levels in the game are in a 22 x 22 square grid.

I sometimes refer to locations on a map with a notation of (insert number)N (insert number)E. The notation pinpoints the location as the number of squares north and the number of squares east of the square that is at the southwest corner of the map (which would make that square 0N 0E).

Note that it is also possible to loop from one side of the map to the other by passing through the edge of the map, provided that no wall is blocking your passage. For example, suppose you're standing at 15N 21E, and there's no wall on the east side of that square. If you step ahead east, you'll wind up at 15N 0E.

ABOUT THE AUTHOR

I’ve submitted past walkthroughs to Sorcerer’s Place as Dave Milward. My alias here, however, is Beren. If there’s anything you’d like to share with me, by all means you’re welcome to send me an e-mail to beren or contact me via PM on the SP message boards. If I find anything particularly helpful and worth mentioning specifically, I’ll give credit where credit is due in updates.


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