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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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Tombs:   Level One  |  Level Two  |  Level Three

TOMBS, LEVEL 1

The Forest

To the Tombs

First, I make my way to the Sage's Hut, which is in the very southwest corner of the Wilderness Map and is near the City of Corinth. You can ask him to describe the properties of several items, as I show in the video. He'll charge a fee each time though.

I also ask about "the tombs", and for 2,500cp he reveals that the entrance is in the Temple of Darkness, in the center of the city of Ephesus.

I make my way to Ephesus, which is on the north side of the Wilderness Map.

Ephesus

I start off at 14N 4E on the map of Ephesus after coming in through the city gate. I put up my persistent spells (Ybarra's Mystical Coat of Armor, Cat Eyes, Major Levitation, Kiel's Magic Compass, Locate Traps) and then recharge at Roscoe's Emporium, at 5N 8E.

The Temple of Darkness and the entrance to the Tombs is right across the street at 7N 8E.

Tombs, Level 1

*Note* One monster to be careful of is the Doppleganger. If you have an empty party slot, it will jump in and assume the identity of one of your party members, with all of his or her capabilities. Best to have all slots occupied, even if by a summoned monster.

Five Magic Words

I win the fights against random monsters at 1N 2E and 0N 2E. The benefit of having a Master Mage as your summoned monster is that it amounts to having a free Mangar's Mallet or Fanskar's Night Lance or free Oscon's Haltfoe every round. But care is needed, since he is a glass cannon with few Hit Points (even after I insisted on getting one as high as I could). He's safe from physical attacks since I keep him in the back ranks. But I have Ariel use Lucklaran whenever I am faced with enemy spellcasters or something like Dust Dragons.

At 1N 3E is a message that indicates that to learn the dream spell, I must speak five magic words.

Tombs are a Trap

I go north along the hallway on the west edge of the level, and win a fight against random monsters at 5N 0E.

I follow the hallway to its end and enter a large room full of spinners. I win fights against random monsters at 13N 4E and 10N 4E. A Magic Mouth at 12N 6E warns me that the Tombs are a trap for the unwary.

I go through a door to reach 9N 8E. From there I continue along the hallway and reach a teleporter at 12N 12E. It takes me to 13N 0E.

From there I go one square east and three squares north. I continue east through a long straight line of single rooms with doors on their east and west sides, many of them with fights against random monsters.

I reach a large room on the east side of the level that is filled with both traps and dark squares. I simply rotated south, used Trap Zap in that direction, and then went three squares south and ready to leave the room.

Snare Poem

Now I make my way through the rooms to the south. I win fights against random monsters at 12N 16E, 11N 18E, 11N 20E, 10N 20E and 10N 17E.

I go to 9N 21E and cast Apport Arcane with coordinates -2 0 0. The point is to bypass the anti-magic square at 8N 21E.

There will be a hallway that runs straight south. The last few squares of them each offer a piece of a poem that offers a clue about opening access to the last dungeon. Together they read: "The snare of death right spins in whole... ... as fire ones feast on the dead man's soul ... ... yet savage words can cut the rock ... ... and feathers split the headman's block."

At 2N 21E I rotate west and cast Phase Door to get through the west wall. After that, I do fights against random monsters at 1N 20E, 3N 18E, 4N 21E, 6N 18E, 6N 16E, 7N 7E and 7N 11E. I conclude by heading back to 7N 14E.

The Tombs Are Not ...

Actually, I go to 7N 16E and go north through the door. There will be a long series of single rooms linked by doors going a good distance west and then a little north. I do all the set fights against random monsters that are in them.

I then do the fights against random monsters at 6N 4E and 7N 6E. There will be a message after the last fight (based partly on the Ozymandias poem) that reads: "Look, oh ye mighty and despair. The Tombs are not ...". I thereafter cast Phase Door to get east past the wall.

I continue to the south, winning fights against random monsters at 3N 2E, 1N 8E, 1N 9E, 3N 8E and 3N 9E.

The Toxic One

First I cast Phase Door to get past the east wall. Now I go along the corridor of rooms that runs along the south edge. I win fights at 0N 14E, 0N 12E and 0N 9E.

I win another fight against random monsters at 2N 15E. I afterwards get a message indicating that I should look for something common after the toxic one. It's relevant to the first snare.

A statue at 4N 13E asks me for the name of a city whose name starts with P. The correct answer is "Philippi". He informs me that the Snare is on the third level of the Tombs.

I go to a teleporter at 2N 11E. It takes me to 18N 15E, where I have to fight more random monsters.

Things Change

I win battles against random monsters at 18N 9E, 18N 3E and 20N 15E. At the same time I take care to avoid any traps or anti-magic squares.

I win another battle against random monsters at 20N 19E. A Magic Mouth immediately thereafter tells me: "Things change, sometimes unnoticed, and not always for the better." I next get teleported to the second level.


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