Overview
This guide contains all the maps for Bard’s Tale II: Destiny Knight. Those are full maps with descriptions, location hints, lore, puzzle solutions and answers to questions. So, obviously, SPOILERS :)Guides with maps for other parts of the game can be found here:Bard’s Tale I maps Bard’s Tale III maps
Legend
Door
Secret Door
Wall
Portal Down
Portal Up
Stairs Down
Stairs Up
Teleport Source
Teleport Destination
Unmarked Teleport Destination (teleport destination that for some reason does not get marked on a map in-game)
Darkness
Smoke
Antimagic Field (all magical effects are dispelled and you can’t use magic here)
Silence (all the Bard’s songs are cancelled and you can’t sing here)
Combat
Hints / Journal Entries
Special Encounters
Hit Points Drain
Spell Points Drain
Spell Points Regeneration
Spinner
Trap
Malevolence
Something Odd (detection distance of traps/specials/secret doors is reduced to 1 square)
Instant Death (stepping onto that tile will instantly kill your party)
Unexplorable Tiles (places that are impossible to get to and explore)
Empty House
Gate
Obelisk
Tower
Wall
Temple
Inn / Tavern
Bank
Casino
Adventurer’s Guild
Roscoe’s Energy Emporium
Review Board
Garth’s Equipment Shoppe
Tree
Hut
Forest
- (N40 E15) Ephesus
- (N32 E23) Colosse
- (N23 E4) Tangramayne
- (N15 E15) Philippi
- (N7 E24) Thessalonica
- (N6 E4) Corinth
- (N45 E29) We found Saradon’s corpse here.
This is where you find a WardStone in Saradon’s robes.
- (N31 E8) Grey Crypt. An ancient crypt with a passage leading into darkness.
To gain entrance, you need to answer “Grey”.
- (N27 E17) Fanskar’s Castle
- (N19 E25) Kazdek’s Hut. Welcome, my friends, a stone man exclaims. “My home is, of course, your home. Stay as long as you like.” He falls asleep.
You need to call his name to awaken him: “Kazdek”. When you do, he will give you an Item of Kazdek.
- (N2 E9) Temple of Narn
Here you will reforge the Wand at the end of the game. Come here with all seven segments of the Wand and an Archmage in your party.
- (N0 E0) The Sage. A wise sage lives here charging gold for wisdom of the ancients.
Sage can provide you with details about certain items and quests. He charges 500 gold for an item information and up to several thousands for quest-related information.
Tangramayne
(N11 E6) Bank
(N9 E9) Roscoe’s Energy Emporium
(N8 E2) The Adventurer’s Guild
(N8 E15) Entrance to the Dark Domain dungeon. The Magician to the King stands by the entrance to the Dark Domain.
(N8 E0) The Iron Gate to the Forest
(N7 E7) Casino
(N6 E2) Garth’s Shoppe
(N4 E11) The Review Board
(N4 E15) Casino
- (N15 E7) Zandurae Inn
- (N8 E11) Blacksmoke
- (N0 E8) Foul Breath
- (N14 E0) Vroom Temple
- (N13 E13) Thieves Temple
- (N2 E6) Brothrly Love
Searching the room, you discover some parchment from the Adventurer’s Guild Handbook. It reads:
- (N15 E9) The forest of the Realm hide a variety of interesting buildings, huts and strongholds (as well as a host of evildoers). Crypts can also be found in the wilderness and are worth investigating if yuo can gain access.
- (N15 E12) Be sure to tip the bartender. He has valuable information to give you. try giving him more money when you can afford it.
- (N13 E3) Every mage should know where Roscoe’s Energy Emporium is. He will regenerate your magic if the price is right.
- (N13 E5) The temples ca heal your wounds, cure your illnesses and even bring back the dead for the right donation.
- (N13 E12) Deeper dungeons require a higher hide-in-shadows skill. Keep upgrading your skill to 100 and beyond or you will be discovered more often.
- (N14 E15) Search all the buildings in all the towns. There is a dungeon to be found in every town, starting with Tangramayne.
- (N12 E13) After battles you may find items which go into a pool for anyone to use. Sell or drop items if your party inventory gets too full.
- (N11 E15) Gold you receive in battles is pooled for the party and can be used to buy weapons, heal your wounds or regenerate your spell points.
- (N11 E8) Temples are divine places of resurrection and complete healing. In fact, this is the only place to cure characters who have been withered or turned to stone.
- (N11 E4) If your spell points aren’t recharging fast enough, go see Roscoe. But be prepared for electrifyingly high fees.
- (N10 E2) There are no cursed or bad items.
- (N10 E4) Don’t be stingy. Equip your fighters with the best armor, weapon, shield, helmet and gauntlets money can buy. After all, they can’t take it with them.
- (N10 E9) Experiment with all items you find to determine their capabilities. Magical items are key to success. remember that an item may only be usable for certain characters and classes, so trade items around if you have to.
- (N10 E13) Seek out Review Board. You need to visit there to be awarded new levels and spells.
- (N9 E4) Locate traps, second sight and sorcerer sight spells all identify traps within 30 feet. Trapzap spell disarms all traps within 30 feet.
- (N9 E7) Cast a long lasting Bard spell right before entering a tavern. It’s like getting a free spell.
- (N9 E11) Generally, the more expensive the item is, the better it works.
- (N8 E4) Looking for adventure? Seek the dungeon on the east side of Tangramayne.
- (N8 E6) It’s possible for Bards to learn more songs. But first you need to find someone who will teach you. This is something a Bartender might be able to help you with.
- (N8 E9) Your spell casters are able to identify what spells an enemy magic user is casting, if they know the spell.
- (N8 E13) Manage your spell points carefully. Don’t waste a spell if you can accomplish the same thing without magic. Torches, for example, often work as well as magic light spells. On the other hand, don’t be shy about using magic in combat. When in doubt, blast ’em with magic.
- (N7 E4) Develop a Sorcerer fast. They are very useful in dungeons. Wizards are extremely important in advanced levels: they can summon demons, extremely powerful specials. Develop an Archmage, too. You’ll need one; you’ll want more.
- (N7 E13) Don’t venture too far into any dungeon without your maximum spell points. A good rule is to leave a dungeon when you are down to one quarter of your maximum spell points.
- (N5 E0) Be prepared to die a lot with level 1 and 2 characters. Especially at night. Especially when you don’t have any weapons and are just walking to Garth’s Shoppe. It might even be a good idea to stay close to a temple at night, so you can quickly heal any wounds.
- (N5 E4) Monsters are smart. They usually attack your most vulnerable characters first, unless one of your members represents a significant threat.
- (N5 E15) Beware Doppelganger monster. It enters your party and looks just like one of your members.
- (N4 E2) Some places have a natural malevolance to them which may turn monsters against you. There is isaid to be a set of Bracers that, when equipped, will keep a monster calm. If you can’t find one, there is always magic.
- (N4 E5) You can minimize damage by killing off monsters in melee range first. Non-magic users, further than 10′ away, will need to advance before they can attack.
- (N4 E8) Many of the undead monsters are capable of draining experience levels, turning characters old and gray or even turning characters to stone. Treat the undead with respect. In other words, kill them quickly.
- (N3 E13) If you are attacked by more than 2 groups of monsters, concentrate on magic users first. If you cannot kill off all the magic-using monsters, you may want to cast anti-magic spells to protect against illusions, possessions and other spells.
- (N3 E0) Use your spells and Bard songs to lower the armor class of your entire party. The lower the better.
- (N2 E3) Be sure that your party is fully healed before entering a new dungeon.
- (N2 E9) When you are finding your bearings in a maze, remember that each succeeding level goes UP in a tower or castle and DOWN in a dungeon.
- (N2 E13) Your highest dexterity character will attack earliest in combat. target particularly nasty monsters with spells and attacks from high dexterity characters first. Your less dexterous characters may not survive long enough to get in a first strike.
- (N1 E15) You can use ‘Trapzap’ to disarm any traps you encounter.
- (N0 E4) Explore and map every square in every maze. There are ‘Magic Mouths’ that give hints. There are 1-of-a-kind magic items and spell regeneration zones. Good maps will show you the logical spots for secret doors and secret rooms too.
- (N0 E10) Avoid traps. Higher level rogues are excellent at opening chests, but when in doubt use the ‘Trapzap’ spell.
Dark Domain, Level 1
- (N21 E12) An old man appears and speaks to you, saying: “Below you now, thrice count the floors, play the last for the double doors.” He then vanishes.
- (N12 E0) The door here looks as if something was trying to get out.
- (N11 E7) In the room beyond the dark / Lies the bite behind the bark. / To avoid a gruesome fate / Line your arrow true and straight.
- (N8 E9) The blood-stained wall shows that many battles have been fought here.
- (N3 E21) There are some scribblings on the wall. “The Princess lives…”
- (N2 E0) A magic mouth on the wall shouts: “Turn back, adventurers – you are not the first and won’t be the last to attempt to save the Princess!”
- (N0 E21) Beware the creature that lies in the middle of darkness…
- A (N21 E15) We encountered 1 Guardian.
- B (N20 E12) We encountered 1 Guardian.
- C (N20 E16) We encountered 1 Guardian.
- D (N19 E12) We encountered 1 Guardian.
- E (N19 E16) We encountered 1 Guardian.
- F (N18 E12) We encountered 1 Guardian.
- G (N18 E16) We encountered 1 Guardian.
- H (N14 E20) In areas unpassable, seek entrance by Phase Door to learn the secret of the double doors…
- I (N13 E0) We encountered 1 Guardian.
- Stairs down (N21 E14): Stairs down to the Dark Domain, Level 2
- Stairs up (N0 N0): Stairs up to Tangramayne
Dark Domain, Level 2
- (N21 E3) Scrawled on the wall is a message “Mangar was here…”
- (N13 E0) A voice whispers, “Ask the bearded one of THE TOMBS.”
- (N8 E8) One level down / Map wall and door / Look toward the corners / And read the four…
- (N5 E12) A large winged creature offers to join up with you.
Accept his offer. You’ll need a free slot in your party for the creature to join. You need the creature to get through the chasm on level 4.
- (N4 E0) A strange message is written on the wall: “SAMEN NGHOINT.”
- (N4 E21) A sign on the wall says “MONSTER REFORMATORY.”
- A (N10 E13) We encountered 1 Medusa.
- Stairs up (N21 E14): Stairs up to the Dark Domain, Level 1
- Portal down (N21 E21): Portal down to the Dark Domain, Level 3
Dark Domain, Level 3
- (N18 E1) A magic mouth on the wall speaks: “Speak the word to pass by.”
The answer is: “Pass”.
- (N17 E16) A voice proclaims, “The winged one can traverse the gap.”
- (N15 E0) A sign says “Stairs straight ahead.”
- (N10 E16) Seek the four cornered letters.
- (N16 E21) The answer to the double doors lies hidden above.
- (N3 E14) A magic mouth on the wall speaks: “Look at the spells of the Sorcerous kind; Who’s the Master of the Mind?”
The answer is: “Mangar”. You need to give a correct answer here to open the access door to the lower level at N17 E2.
- (N3 E21) A corpse is here with a tombstone marked: Hotwind.
- Portal up (N21 E21): Portal up to the Dark Domain, Level 2
- Stairs down (N18 E0): Stairs down to the Dark Domain, Level 4
- Start (N21 E20) – Destination (N10 E10)
Dark Domain, Level 4
- (N19 E9) Two huge double doors block your path to the north.
- (N19 E10) Two huge double doors block your path to the north.
To geth through the door, you will need your Bard to sing the Seeker’s Ballad or Watchwood Melody.
- (N13 E9) There is a chasm ahead, blocking any further progress.
- (N10 E9) There is a chasm ahead, blocking any further progress.
To get though the chasm, you will need the Winged Creature in your party. The Winged Creature you can pick up on the level 2 of the Dark Domain, N5 E12.
- (N8 E9) A deep chasm can be seen to the north.
- (N21 E10) You’ve entered the throne room of the Dark Lord. He doesn’t sound pleased to see you. “Destroy these scum!” he screams. His friends advance on you hungrily. I don’t like this a bit. We encountered The dark Lord, and 3 Daemons.
- Stairs up (N18 E0): Stairs up to the Dark Domain, Level 3
- Start (N21 E12) – Destination (N20 E2)
- Start (N21 E21) – Destination (N3 E11)
- Start (N10 E5) – Destination (N20 E16)
Ephesus
(N14 E6) Bank
(N14 E8) The Adventurer’s Guild
(N12 E11) The Review Board
(N11 E11) Casino
(N10 E4) Garth’s Shoppe
(N5 E8) Roscoe’s Energy Emporium
(N4 E0) Casino
(N15 E4) The Iron Gate to the Forest
- (N12 E5) Zinskae Inn
- (N7 E2) Bein Tavern
- (N5 E13) Skull Tavern
- (N1 E8) Greysword Inn
- (N9 E2) Temple of Rok
- (N9 E12) One God
- (N7 E8) Temple of Darkness. Here is the entrance to The Tombs dungeon.
- (N1 E12) The I AM
The Tombs, Level 1
- (N20 E19) A magic mouth on the wall speaks: “Things change, even unnoticed, and not always for the better.”
- (N12 E6) A magic mouth on the wall speaks: “Greetings, mortals. These tombs are a trap for the unwary. Take care you do not perish as a result of your carelessness…”
- (N5 E21) On the wall is etched this poem: The snare of death right spins in whole…
- (N4 E13) A living statue stands before you saying, “Name the city– P…….
The answer is: Philippi. When you answer correctly, the statue will say: “Know this, then, the first Snare lies on the third level of the tombs.” And it will vanish.
- (N4 E21) … as fire ones feast on the dead man’s soul…
- (N3 E21) … yet savage words can cut the rock…
- (N2 E21) … and feathers split the headman’s block.
- (N1 E3) A magic mouth appears and says: “If the spell of dreams you seek, five magic words you must speak.”
- A (N7 E6) On the wall, scrawled in blood is this message: “Look, oh ye mighty and despair. The tombs are not…”
- B (N1 E3) A voice whispers: “After the toxic one, check yourselves for a special thing that appears common…”
- Stairs up (N0 E0): Stairs up to Ephesus
- Start (N20 E19) – Destination: The Tombs, Level 2
- Start (N12 E12) – Destination (N13 E0)
- Start (N11 E15) – Destination (N13 E0)
- Start (N2 E11) – Destination (N18 E15)
The Tombs, Level 2
- (N21 E21) Scratchings on the wall read: “The strange mage wants two words: What Tr. did, in answer to the paradox, and what word he said at the end of things.”
- (N10 E8) An old man is here and says to you: “I am the Keymaster, I have something to sell you for the low price of 50000 gold pieces.”
You can buy a Master Key for 50,000 gold.
- (N4 E21) A magic mouth on the wall speaks to you, saying this: “The test of time has lain to waste the power of the true wand. Only the One can save it, yet at a cost of losing his old life…”
- (N1 E2) Scratchings on the wall read: “Trachaem’s task was always reversed. This is the paradox.”
- (N1 E5) Scratchings on the wall read: “The great one knew success at all points. Defeat was never etched on his destiny.”
- (N1 E14) Scratchings on the wall read: “He was told to burn, and in that paradox knew a multitude of solutions.”
- (N1 E17) Scratchings on the wall read: “The great T had, at the end of things, to beg, with a kind word.”
- A (N6 E8) You’ve entered the chambers of the Dead King. He doesn’t look too pleased to see you. He screams a curdling battlecry and heads your way… We encountered The Dead King.
- Portal up (N21 E0): Portal up to The Tombs, Level 1
- Stairs down (N16 E10): Stairs down to The Tombs, Level 3
- Start (N6 E8) – Destination (N2 E13)
- Start (N2 E4) – Destination (N2 E1)
- Start (N0 E7) – Destination (N0 E4)
- Start (N2 E10) – Destination (N2 E7)
- Start (N0 E13) – Destination (N0 E10)
- Start (N2 E16) – Destination (N2 E13)
The Tombs, Level 3
- (N21 E1) On the wall (scrawled in old blood) is: “Pick yer poison, boys.”
- (N20 E6) You see some words etched on the wall: “Age before all others, when time is short. For the last must be first.”
- (N18 E18) Etched in the wall is this rhyme: “The won flame in ancient grip might cause the cloudy one to slip…”
- (N16 E21) On the wall is written: The staff of Old once lost, once sold. Name it to he of purest gold.
- (N13 E6) A voice says: “And the old shall lead the way.”
- (N11 E10) There is an old warrior here.
- (N10 E3) A cloudy face appears, and says: “Your time draws to a close, mortals. Show the answer to me, or perish.”
- (N10 E8) Found ‘Wand Segment 1.’
The door will only open when you solve the puzzle. After you teleport (to N10 E3) you will need to perform several actions:
- Go to N9 E12 and have all the members of your party drink the poison.
- With everyone poisoned, go to N7 E10 and fight the Toxic Giant you find there. When you defeat him, he will drop a ‘Torch!’ for you.
- Go to N11 E10 and allow the Old Warrior to join your party. Equip him with a Torch!. Make sure he is in the first position in your party.
- Go back to N9 E12 and make the Warrior drink the poison as well.
- Go to N10 E3. You will get a new message and the door will open.
- Go to N10 E9 and go through the new door to pick up the wand segment.
- (N9 E4) My goodness, you look thirsty!
After you drink form the poison fountain, the voice disappears and the hint changes to: “It seems drinking all this poison subdues the voice”.
- (N9 E12) There is a fountain here, full of foul water. Who will drink?
- (N7 E10) There is a Toxic Giant here.
- (N0 E13) An old man (doing a fireball trick) wearing a garment of pure gold says: “The name of it is the staff of…
The answer: “Old”. When you give the correct answer, the old wizard will tell you to go to the Sage and ask him of Fanskar.
- A (N20 E21) Etched on the wall are these words: “A party of sick people might escape where the healthy fail.”
- Start (N16 E2) – Destination (N16 E5)
- Start (N17 E17) – Destination (N17 E18)
- Start (N16 E18) – Destination (N16 E14)
- Start (N4 E21) – Destination (N10 E3)
- Start (N1 E14) – Destination (N3 E14)
Fanskar Castle
- (N20 E21) A magic mouth appears and says: “To the worthy I reveal, a dream to mend, a dream to HEAL.”
- (N15 E19) A plaque reads: Fanskar’s Quarters.
- (N12 E13) An old man in black cloak says: “The door on the right leads to safety.” He then vanishes.
- (N11 E6) Scrawled on the wall is this message: “Far right and left is hazardous, when time runs short, yet in the far corners is knowledge…”
- (N9 E11) A voice says: “Welcome, mortals! Choose one of three doors, but only 1 leads to the segment. The other two bring instant death…”
- (N6 E13) An old man in white cloak says: “The black-cloaked one speaks the truth.” He then vanishes.
- (N6 E21) Ask the Wise of DARGOTH!
- (N5 E1) A sign reads: “Guard’s Quarters — Women please wait in the hall”.
- (N5 E10) Found Wand Segment 2.
- (N5 E12) A voice says: You have succeeded again, mortals.
- (N2 E12) A magic mouth on the wall speaks to you saying this: “Ponder this: The white shall lie, and in this knowledge reflects your only answer.”
- (N1 E0) Your light illuminates the dingy walls of Fanskar’s Castle. You hear voices in the distance.
- A (N21 E20) You’ve entered the living chambers of Fanskar himself. He and a friend are rather surprised to see you. “Kill them!” Fanskar screams. We encountered A Friend, and Fanskar.
- B (N17 E3) A voice says: “Fanskar guards the Death Snare with his very life.”
- C (N12 E17) We’ve entered the quarters of Fanskar’s bodyguard. His grotesque form launches itself at you without fear. Time to die.
- Stairs down (N0 E0): Stairs out to the Forest
- Start (N21 E21) – Destination (N9 E11)
- Start (N17 E4) – Destination (N17 E7)
- Start (N10 E13) – Destination (N5 E13)
Philippi
(N15 E13) Saradon’s House
(N12 E6) Casino
(N12 E13) An Iron Gate to the Saradon’s House
To open the gate, you will need a Wardstone found on Saradon’s body in the Forest hut (N45 E29). “You place the WardStone you found on Saradon’s corpse, within the shaped hole. The gate opens to let you pass.”
(N8 E9) Review Board
(N6 E13) Roscoe’s Energy Emporium
(N5 E6) Casino
(N3 E7) Adventurer’s Guild
(N3 E9) Garth’s Shoppe
(N2 E13) Dargoth’s Tower
(N1 E0) Bank
(N0 E7) An Iron Gate leading to the Forest
- (N13 E2) Warmonger Inn
- (N10 E5) Ganzu Inn
- (N10 E13) Redpoint Inn
- (N2 E4) Millenium Inn
- (N13 E8) 101 Blessings
- (N10 E8) 102 Blessings
- (N8 E2) The Mad God
- (N8 E13) Shadow Temple
- (N3 E13) You stand before Dargoth’s Tower. There are signs of a struggle. It looks like someone might have been dragged into the tower…
Saradon’s Workshop
- (N5 E0) A sign on the wall reads: “Saradon’s Workshop. The uninvited are not welcome.”
- (N5 E6) You find a scrap of parchment in the handwriting of Saradon. It reads: “If you’re reading this, you have already proven yourself in my maze of teleports. Respect my workshop please, but take what you need. You may find something of use. Farewell and good luck.”
- (N4 E2) You stumble over an open book on the floor. “It seems that Saradon maintained a correspondence with Longinus, the mad prophet of Skara Brae. Longinus’ replies seem to have consisted of nothing more than inscrutable rhymes. You pick up one such example and read it… By tor and loch by burn and tarn. Your fate lies in the lap of Narn.”
- (N4 E5) You find some handwritten notes from Saradon upon a stack of books. they read: “I’ve come across a spell of such power that a mage may only know it in transience. I first learnt of its existence in the Tombs, but to dream of wielding it one must delve into the Destiny Stone…”
- (N3 E1) You find a note from Saradon’s personal journal: “The mysterious appearance of the tower to the south is of great concern to me. Combined with the treachery of Oscon’s betrayal to Count Waldec, things are at a boiling point. The time has come to seek help from abroad.”
- (N3 E3) More notes from Longinus catch your eye, these just as cryptic as the previous. “The greatest heroes number seven. Assume their roles and rise to heaven.”
- (N3 E5) Some more notes lay here: “To learn the spell one must take five clues into the stone. But the order, it’s all wrong…”
- (N3 E6) And another page reads: “the crypt holds the first, and a maze will lead you to the second…”
- (N2 E2) On a low table there is yet another piece of nonsensical poetry from the mad prophet: “Though high you fly or low you stoop. You will never be worthy of the soup.”
- (N2 E5) A final page reads: “A tall tower keeps the final secret.”
- (N2 E6) And another page reads: “The third lies in a castle, and a fort for the fourth.”
- (N1 E0) A long corridor stretches out before you, through walls stacked to the ceiling with books. You can almost feel the magic in the air.
- (N1 E2) You find what seems to be a longer draft of the letter you received from Saradon.
- (N1 E6) You find a staff leaning against the bookshelf. It has a note attached to it, which reads: “This staff harmonizes the magical energies around it and channels them into the wielder, replenishing their spell points. Take it, for it will surely provide some assistance to you on your journey, adventurers.”
- Stairs down (N0 E0): Stairs down to Philippi
- Start (N7 E2) – Destination (N6 E1)
- Start (N7 E6) – Destination (N7 E0)
- Start (N6 E0) – Destination (N6 E1)
- Start (N6 E4) – Destination (N7 E3)
- Start (N6 E5) – Destination (N7 E7)
Dargoth’s Tower, Level 1
- (N19 E13) I think you’re lost.
- (N17 E15) A magic mouth on the wall speaks to you saying this: “What truly counts is rarely said; Ask the wise of the Maze of Dread.”
- (N11 E6) The ground is slippery here.
- (N11 E14) A voice whispers. “This room is unfair, / But do not despair, / We have cleared a pair, / Because we care.”
- (N8 E12) A voice whispers. “This room is unfair, / Do not go in there, / But if you should dare, / Scy with care.”
- (N8 E13) I think you’re lost.
- (N7 E10) A voice says: “Seek the Zen Master”.
- (N0 E6) The ground is slippery here.
- A (N13 E16) A magic mouth on the wall speaks to you saying this: Answer this, foolish ones: Is it better to (B)urn out, or to (F)ade away?
There does not seem to be one proper answer here. Both are okay.
- B (N1 E3) Scrawled on the wall is a message: “Frequency is the ultimate key.”
- Stairs up (N18 E21): Stairs up to Dargoth’s Tower, Level 2
- Stairs down (N0 E0): Stairs down to Philippi
- Start (N19 E0) – Destination (N19 E11)
- Start (N14 E11) – Destination (N3 E0)
- Start (N8 E17) – Destination (N19 E6)
- Start (N4 E12) – Destination (N17 E21)
- Start (N3 E6) – Destination (N14 E6)
Dargoth’s Tower, Level 2
- (N19 E4) A voice says: “The Sword of Zar can only be drawn by one who has faced the Battletest.”
- (N16 E20) You’re heading the wrong way!
- (N15 E2) On the wall is etched this poem: “In darkest calm he stalks the men, / Who seek the wand and read the ten, / His cry is called but none knows when.”
- (N13 E9) On the wall is a message in blood: “The Death Snare is not on the first three levels of the tower.”
- (N9 E2) Where are you going?
- (N4 E19) Keep the faith.
- A (N14 E17) A voice says: “Cryptic origins are typified in the unnatural scheme…”
- B (N13 E12) There are 7 statues here. Which one will you examine (1-7)?
You need to examine and defeat each statue in turn.
- Stairs up (N20 E13): Stairs up to Dargoth’s Tower, Level 3
- Stairs down (N18 E21) Stairs down to Dargoth’s Tower, Level 1
- Start (N5 E16) – Destination (N1 E14)
- Start (N1 E7) – Destination (N18 E7)
Dargoth’s Tower, Level 3
- (N20 E7) A voice says: “The sorrows of hell compassed me about; the snares of death prevented me.”
- (N20 E13) A voice says: “Three words of wisdom must be found, or else stay closer to the ground!”
- (N19 E2) A voice says: “From the first take the last, fifth from the second, and eighth from the third.”
- (N14 E5) A magic mouth on the wall speaks to you saying this: “In the lands within, and the traps between, what was the secret once — now cannot be seen!”
- (N12 E20) A voice says: “The first says dwell, the second hell, the third of wisdom it will tell.”
- (N8 E13) A magic mouth appears and says: “Illusions cunning and corrupt, a dream can shelter and DISRUPT.”
- (N8 E15) A voice says: “The law of the wise is a fountain of life, to depart from the snares of death.”
- (N6 E2) A magic mouth on the wall speaks to you saying this: “Speak the three, in sequence:”
The answer: earth, compassed, fountain. When you give the correct answer, the portal to the Level 4 will open at N9 E2.
- (N1 E8) A voice says: “For as a snare shall it come on all them that dwell on the face of the whole earth.”
- Stairs down (N20 E13): Stairs down to The Tower, Level 2
- Portal up (N9 E2): Portal up to The Tower, Level 4
Portal will only appear after you correctly answer a riddle of the magic mouth at N6 E2.
- Start (N21 E20) – Destination (N21 E1)
- Start (N20 E20) – Destination (N20 E17)
- Start (N13 E17) – Destination (N13 E11)
- Start (N5 E17) – Destination (N10 E17)
- Start (N3 E19) – Destination (N8 E19)
Dargoth’s Tower, Level 4
- (N21 E4) On the wall is written this note: “To him give four… he’ll not be poor!”
- (N15 E9) On the wall is etched: “For three, you see, cannot be free.”
- (N14 E19) A magic mouth on the wall speaks to you saying this: “First five here, next five above. The fifth, of course, cannot be love.”
- (N12 E4) On the wall is printed: “And number two is never true.”
- (N9 E2) On the wall is written this note: “Not everything has two sides. Take care, friends.”
- (N8 E0) On the wall is written this: “And this, the first, it quencheth thirst.”
- Portal down (N9 E2): Portal down to The Tower, Level 3
- Stairs up (N19 E18): Stairs up to The Tower, Level 5
- Start (N21 E8) – Destination (N4 E20)
- Start (N10 E1) – Destination (N6 E1)
- Start (N18 E15) – Destination (N0 E15)
- Start (N17 E4) – Destination (N6 E9)
- Start (N17 E8) – Destination (N6 E15)
- Start (N14 E0) – Destination (N1 E1)
- Start (N12 E7) – Destination (N1 E10)
- Start (N11 E18) – Destination (N9 E18)
- Start (N10 E21) – Destination (N11 E21)
- Start (N6 E18) – Destination (N3 E18)
Dargoth’s Tower, Level 5
- (N16 E12) On the wall is etched: “For seven and eight reverse tiny and late.”
- (N15 E21) On the wall you see: “Number 9 likes his favorite wine.”
- (N14 E0) On the wall is: “Six we know will try to crow.”
- (N12 E9) A magic mouth on the wall speaks to you saying this: “Speak the ten in sequence and find the Death Snare:”
The answer: water, lie, slave, gold, hate, rooster, large, early, bard, women. After you give a proper answer, you will be transported to N5 E20, where the search for the Wand Segment 3 starts.
- (N9 E11) You find a table with a letter on it… “We can agree our goals are accordant. An alliance between our forces would be advantageous to both desires. I will abide in the south while I await your decision.” Lagoth Zanta.
- (N8 E20) A voice says: “Words of wisdom are great in value. Hearing them 3, or even 5 times can truly give them worth.”
- (N7 E20) A voice says: “Without pain can come no success.”
- (N6 E6) A Magic Mouth said: The secret is hidden in the Dreamspell.
- (N6 E21) A mage appears, saying: “The room maze leads to salvation.” He then disappears.
- (N5 E17) Found ‘Wand Segment 3.”
This room is only accessible if your party has “Dagger!” in its possession. “Dagger!” you can get at N0 E1.
- (N5 E18) A voice proclaims, “Do not bother me without having the token!”
- (N5 E20) A voice says, “Welcome, foolish mortals. Time runs short…”
- (N3 E0) A voice is heard laughing.
- (N3 E11) On the wall is written: “The last, you see, is number ten; they cannot be called manly men.”
- (N0 E1) A statue, standing before you, comes to life and says: “Give me your battlecry, or die.”
The battlecry is: havok. When you answer correctly, you will get the “Dagger!” that is needed to open the door to the Wand Segment 3 at N5 E17.
- A (N20 E0) We encountered 4 Centros, and 1 Dargoth.
- B (N7 E21) We encountered 2 Web Dragons.
- Stairs down (N19 E18): Stairs down to The Tower, Level 4
- Start (N12 E9) – Destination (N5 E20)
- Start (N6 E18) – Destination (N4 E20)
- Start (N3 E2) – Destination (N3 E1)
- Start (N2 E19) – Destination (N2 E20)
- Start (N1 E1) – Destination (N5 E0)
- Start (N1 E2) – Destination (N3 E0)
- Start (N0 E21) – Destination (N5 E0)
Thessalonica
(N14 E5) Casino
(N14 E11) There are stairs leading down into the Maze of Dread
(N12 E1) Casino
(N10 E10) Casino
(N8 E3) Casino
(N8 E10) The Adventurer’s Guild
(N8 E15) An Iron Gate out to the Forest
(N6 E2) Roscoe’s Energy Emporium
(N4 E1) Casino
(N4 E5) Garth’s Shoppe
(N4 E11) Casino
(N3 E4) Review Board
(N3 E8) Bank
(N1 E3) Casino
- (N12 E13) Bone Breaker
- (N1 E9) Crescent Kick
- (N0 E13) Void Epee Inn
- (N12 E3) 15 Miracles
- (N6 E0) Lone Disciple
- (N6 E5) Manic Monk
Maze of Dread, Level 1
- (N21 E6) On the wall is written: “Twas blue, the one that never knew.”
- (N15 E10) On the wall is written: “Yes brown, as was the mighty crown.”
- (N8 E16) On the wall is written: “Try green, the one who lies unseen.”
- (N5 E15) On the wall is written: “As yellow as the great one’s bellow.”
- (N4 E0) The dank corridors of this sinister maze have been tunnelled from raw earth and lined with crumbling flagstones. It doesn’t look like a safe place.
- (N1 E12) On the wall is written: “Not white while you can stand and fight.”
- A (N7 E18) On the wall is written: “As black as coal foot’s longest track.”
- B (N1 E21) Elevator that will take you to each level of the Maze. Just press the button of the level you want to go to.
- Stairs down (N21 E21): Stairs down to the Maze of Dread, Level 2
- Portal down (N16 E3): Portal down to the Maze of Dread, Level 2
- Portal down (N10 E21): Portal down to the Maze of Dread, Level 2
- Stairs up (N0 E0): Stairs back up to the city
Maze of Dread, Level 2
- (N21 E0) The Graphnar Lord is magic-proof.
- (N15 E10) The Riddler. A man appears in a puff of smoke, and speaks to you: “Blue, red, green, brown, black, white, yellow; Colors cast in the artists’s pot, name the false while canst be caught…”
The answer is: der. It’s “red” backwards. You will only receive the reward if you also defeated all the statues in the Daragoth’s Tower, Level 2 (N13 E12). Riddler will award you the ‘Sword of Zar’.
- (N14 E9) On the wall is written: “The riddler’s clues lie hidden on the entry level.”
- (N14 E11) A whispering voice says, “The Sword of Zar lies below.”
- (N12 E12) On the wall is written: “The thirst brings an even score of jaunts.”
- (N9 E10) A magic mouth appears and says: “Though enemies wear plate and sallet, a dream can crush them like a MALLET.”
- (N5 E12) Seek the Zen Master, friends!
- (N4 E3) On the wall, written in blood, is: “The Riddler seeks a word, but he’ll only understand it backward.”
- (N4 E14) On the wall is etched this message: “Time is short on the Snare… take care!”
- (N3 E21) A voice says: “Ask him of Oscon, he who knows many things.”
- (N1 E21) Elevator that will take you to each level of the Maze. Just press the button of the level you want to go to.
- Stairs up (N21 E21): Stairs up to the Maze of Dread, Level 1
- Portal up (N16 E3): Portal up to the Maze of Dread, Level 1
- Portal up (N10 E21): Portal up to the Maze of Dread, Level 1
- Start (N12 E1) – Destination (N8 E5)
Maze of Dread, Level 3
- (N21 E4) A voice says: “Keep the faith, kid…”
- (N21 E5) On the wall here is written: “For every need there’s a satiation.”
- (N21 E6) “I am the Master Alchemist. Take my gift, and leave me be.” He then disappears.
A Master Alchemist will give you a ‘Vial’.
- (N19 E2) A voice says: “Though seeming of little value, repetitiveness is definitely Endurable. At least up to five times… Then it just becomes insanity.”
- (N19 E10) Found Wand Segment 4.
You will only find a Wand Segment 4 here after you solve the puzzle. To do that, you will need to first reed the message at N19 E2. Afterwards, go to N21 E6 and pick up a ‘Vial’ from the Master Alchemist. With the ‘Vial’ in hand, go to N17 E7. Answer: ‘endurable’ to the magic mouth and it will teleport you. You will need to repeat that process 5 times (get the vial – go to the magic mouth – answer ‘endurable’). After the fifth time, the Magic Mouth will tell you that you are endurable and teleport you again. Now you can go through the door and pick up the Wand Segment 4.
- (N17 E7) A voice speaks: “Say to me the value of rote actions.”
The answer is: ‘endurable’.
- (N16 E4) A voice says: “Greetings again, ye potential corpses! Even as you listen to me your time grows short…”
- (N8 E21) DANGER: Troops beware! Ahead lies the real-time Puzzle-Snare. Proceed at thy own risk.
- (N7 E0) A sign proclaims: “CAUTION! Officers allowed to pass here with permits ONLY. (Absolutely NO MAGES allowed ahead!)”
- (N1 E19) A sign proclaims: “INTRUDERS — Know that you trespass on the grounds of the Graphnar Fist. Leave, or die.”
- (N1 E21) Elevator that will take you to each level of the Maze. Just press the button of the level you want to go to.
- A (N14 E10) A sign reads: “Training center… Weapons and Stealth.”
- B (N11 E10) This is the weapons school. Before you is the Arms Master of the Graphnar Fist and 12 of his pupils. “Intruders!” He call out. “Here’s your chance, boys… have at’em!” We encountered 12 Pupils, and 1 Arms Master.
- C (N8 E4) You just walked into the meeting room, and before you stands the Lord of the Graphnar mercenaries and his personal guard. “You’re not my men.” he shouts. “Put them to death!” We encountered 8 Elite Guards, and 1 Graphnar Lord.
- D (N2 E15) A sign reads: “Troop Barracks (B) — Swordsmen.”
- E (N1 E9) A sign reads: “Troop Barracks (A) — Archers.”
- Start (N19 E7) – Destination (N19 E10)
- Start (N17 E7) – Destination (N19 E6)
- Start (N16 E2) – Destination (N19 E2)
- Start (N8 E17) – Destination (N16 E4)
Corinth
(N14 E1) Casino
(N14 E5) Bank
(N13 E8) Oscon’s Fortress
To get into the Fortress, you need to have Item of Kazdek. You can get it in the hut in the Forest (N19 E25).
(N12 E2) The Review Board
(N12 E14) Garth’s Shoppe
(N6 E7) Casino
(N4 E0) Roscoe’s Energy Emporium
(N2 E3) Adventurer’s Guild
(N0 E6) An Iron Gate out to the Forest.
- (N14 E13) Zen Tavern
- (N12 E12) 14 Miracles
- (N8 E12) Cool Cleric
- (N6 E3) Funky Friar
- (N4 E10) Limbo Time
- (N2 E13) Party Shrine
Oscon’s Fortress, Level 1
- (N21 E12) On the wall is written this poem: “Of battles fought, in the land of Krill, Sing bards without, a ghostly will.”
- (N18 E11) On the wall is written this poem: “In caverns deep, near pits of fire, The Agron creep, and do conspire.”
- (N11 E11) A magic mouth on the wall speaks to you saying this: “Seek the master of Zen, whose might was caught by Zanta’s men.”
- (N7 E3) A magic mouth on the wall speaks to you saying this: “Pits of …”; “The land of …”; “Sword of …”.
The answers are: Fire; Krill; Silence. When you fill in all the answers correctly, the Magic Mouth will say “And the word is still.”
- (N5 E12) On the wall is written this poem: “Sword of silence, axe of hate, Death arrow’s path, is always straight.”
- (N2 E0) A magic mouth says: “The fortress of Oscon challenges all who brave its chambers. But its tripwires are treacherous; if you should hit one, and the message TRIPWIRE! appears… You have but scant moments to continue through the passage you are in, or you will die. Turning back at that point will insure your deaths — you must head forward… Good luck.”
- (N0 E9) A voice whispers: “The Zen Master cometh!”
- Stairs down (N0 E0): Stairs down to the city
- Stairs up (N12 E10): Stairs up to the Oscon’s Fortress, Level 2
- Start (N18 E0) – Destination (N18 E11)
- Start (N18 E12) – Destination (N4 E13)
- Start (N16 E15) – Destination (N2 E16)
- Start (N8 E1) – Destination (N18 E1)
- Start (N8 E21) – Destination (N20 E21)
- Start (N0 E14) – Destination (N0 E16)
Oscon’s Fortress, Level 2
- (N20 E6) A magic mouth on the wall speaks to you saying this: “To leave and rise, then seek 6 lies: First the 3 west, then the 3 east, from north to south — to be released!”
- (N18 E11) A magic mouth on the wall speaks to you saying this: “The six you need in directional order, as is spoken of, but you must bond them into a single word.”
- (N14 E10) TRIPWIRE! You have mere moments to get to the other end of the passage.
- (N13 E6) D.
- (N8 E16) A voice whispers, “Bond them into the Last one’s name!”
- (N7 E6) E.
- (N1 E6) R.
- (N0 E10) OSCON’S MIRROR ROOM.
- (N0 E14) On the wall is etched this message: Only 4 men can solve the Snare above.
- A (N20 E21) An old man stands before you, saying, “Give me the name of the Last Destroyer.”
The answer is: Dervak. After you answer correctly, you will fight the Last Destroyer. This will make the stairs up appear at N21 E0.
- B (N16 E19) A magic mouth appears and says: “Sword or mace or axe or pike, dream a dream to gain a STRIKE.”
- C (N13 E21) V.
- D (N7 E21) A.
- E (N3 E11) We encountered Fred the Dop.
- F (N2 E8) We encountered Troy the Dop.
- G (N2 E12) We encountered Matt the Dop.
- H (N1 E12) We encountered Steve the Dop.
- I (N1 E21) K.
- J (N0 E8) We encountered Marvin the Dop.
- Stairs up (N21 E0): Stairs up to Oscon’s Fortress, Level 3
The stairs will only appear after you give a correct answer and win a battle at N20 E21.
- Stairs down (N12 E10): Stairs down to Oscon’s Fortress, Level 1
- Start (N17 E21) – Destination (N17 E6)
- Start (N12 E0) – Destination (N6 E15)
- Start (N9 E16) – Destination (N11 E6)
- Start (N6 E6) – Destination (N0 E6)
- Start (N5 E15) – Destination (N17 E15)
- Start (N4 E0) – Destination (N4 E15)
Oscon’s Fortress, Level 3
- (N20 E20) On the wall is etched: “The Bezwark came, The axeman fell, The key was dropped within the well.”
- (N17 E17) A sign reads: “The step into the unknown.”
- (N14 E0) TRIPWIRE!
- (N12 E2) A magic mouth on the wall speaks to you saying this: “Say it to ascend:”
The answer is: still. Answering correctly will open the stairs up to the Level 4 at N14 E1.
- (N11 E7) A voice says, “The Zen Master needs no introduction.”
- (N8 E8) On the wall is written: “In Skara Brae did Mangar reside, yet his brother traveled farther yet, and now is your nemesis…”
- (N5 E8) On the wall is written: “Say the Word to ascend…”
- (N1 E0) OSCON’S FUNHOUSE
- Stairs down (N21 E0): Stairs down to Oscon’s Fortress, Level 2
- Stairs up (N14 E1) Stairs up Oscon’s Fortress, Level 4
The stairs will only appear after you give a correct answer at N12 E2.
- Portal down (N17 E6) Portal down to Oscon’s Fortress, Level 2
- Portal down (N17 E7) Portal down to Oscon’s Fortress, Level 2
- Portal up (N19 E6) Portal up to Oscon’s Fortress, Level 4
- Portal up (N19 E7) Portal up to Oscon’s Fortress, Level 4
- Portal up (N19 E8) Portal up to Oscon’s Fortress, Level 4
- Start (N19 E9) – Destination (N17 E17)
- Start (N18 E12) – Destination (N19 E10)
- Start (N17 E9) – Destination (N14 E13)
- Start (N17 E15) – Destination (N17 E10)
- Start (N15 E13) – Destination (N17 E12)
- Start (N9 E16) – Destination (N21 E16)
- Start (N6 E1) – Destination (N4 E1)
- Start (N3 E1) – Destination (N7 E1)
Oscon’s Fortress, Level 4
- (N17 E11) A magic mouth on the wall speaks to you saying this: “Not yet, mortals. Until the 3 of paradox fill the top of your ranks, ye must return…”
When you come here with Scissor, Paper, and Rock in your party, the Mouth says instead: “That which flame can defeat can win over the one which leads to life. Your travels converge on this or death. Time’s a wasting…”
- (N15 E11) A voice says: “Hear from him who knoweth best: east has always bested west.”
- (N14 E8) There is a strange statue here. You can: (S)ay his name.
The answer is: Paper. When you answer correctly, Paper will join your party.
- (N14 E10) A voice whispers: “Exit, turn right, walk 2, turn left, walk 2, turn to see Scissor.”
- (N14 E11) A voice says: “Once again, I greet thee, oh ye soon-to-die. You are within the death snare, and must seek the solution before you are totally lost…”
- (N14 E12) A voice proclaims: “Name the three, east, south, and west, to gain exit when needed.”
- (N14 E14) There is a strange statue here. You can: (S)ay his name.
The answer is: Scissor. When you answer correctly, Scissor will join your party.
- (N11 E11) There is a strange statue here. You can: (S)ay his name.
The answer is: Rock. When you answer correctly, Rock will join your party.
- (N10 E11) Found ‘Wand Segment 5.’
To gain access to the wand segment, you need to solve the puzzle. You will need 3 empty slots in your party to do that. First, go to N14 E14, answer ‘Scissor’ and Scissor will join your party. Second, go to N14 E8, answer ‘Paper’ and Paper will join your party. Third, go to N14 E11, answer ‘Rock’ and Rock will join your party. Make sure all three are in the right order in your party (Rock, Paper, Scissors). Go to N17 E11 and talk to the Magic Mouth – this will make the door to the wand segment appear. Lastly, go back to N11 E11 and go though the door to pick up the Wand Segment 5.
- (N6 E18) On the wall is etched this note: To wrap, to cut, and even smash. I think you’ll find this Snare a bash.
- (N3 E20) Oscon, in the flesh, baby.
- (N0 E21) Written on the wall is this message: Mages beware: Oscon allows none to glory…
- A (N17 E10) On the wall is written: Ask the wise of the GREY CRYPT…
- B (N5 E20) You just walked into the presence of Master Mage Oscon. “I have waited for such a challenge as this for some time. Prepare thyselves!” He shouts. This will be the toughest battle of your lives. We encountered Oscon.
You have to defeat Oscon to proceed to solving the snare and acquire the Wand Segment 5.
- Stairs down (N14 E1): Stairs down to Oscon’s Fortress, Level 3
- Start (N13 E9) – Destination (N12 E13)
- Start (N12 E9) – Destination (N16 E13)
- Start (N10 E10) – Destination (N14 E11)
Grey Crypt, Level 1
- (N20 E15) A voice says: “Past days of wisdom’s early reign, past years of fire, wrath, and pain, a passage down you’ve yet to gain.”
- (N18 E5) A voice says: “You sell your steel past dawn and drift, yet secret is the ancient gift to offer up a blessed lift.”
- (N15 E14) On the wall is etched: Be not bold — it’s twice foretold!
- (N8 E2) Ask the wise of DESTINY STONE.
- (N7 E1) A Sphynx stands before you, and says, “Two answers here I will accept; each is a creature of the Crypt. Name it:”
Answer ‘Wize One’ to open the stairs down at N18 E0.
- (N7 E2) There are some bleached bones here.
- (N4 E20) A magic mouth on the wall speaks to you saying this: “Hear this, mortals: The sphynx asks a riddle with 2 answers, one which allows release through Death, and one which Wizely brings you closer to the Snare.”
- (N3 E20) On the wall is scrawled this message: “To continue is to cut off all hope of life!”
- (N1 E1) The eerie silence of the Crypt lies all around you. This is a place which drains all magic from the air around you, and all will from your mortal forms.
- Stairs down (N18 E0): Stairs down to the Grey Crypt, Level 2
- Stairs up (N0 E0): Stairs up to the Forest
- Start (N15 E21) – Destination (N11 E21)
- Start (N13 E16) – Destination (N5 E16)
- Start (N5 E3) – Destination (N13 E3)
Grey Crypt, Level 2
- (N20 E10) Soon… the Zen Master!
- (N14 E14) A voice whispers, “Past the Tomb lies the true snare.”
- (N11 E4) A magic mouth appears and says: “If the spell of dreams you wield, safe you’ll be behind its SHIELD.”
- (N10 E2) A voice says, “A central annoyance is fixable.”
- (N8 E11) A voice says: “Prepare for your death, oh mortal fools. The sixth Snare will beat you, and few are those who have ever solved its twisted pattern…”
To solve the snare and get the ‘Wand Segment 6’, you will need to perform several actions in sequence. And you will need to repeat that sequence 3 times. The sequence is:
- Go to Grey Mage (N4 E21).
- Go to Magic Mouth in Room 1 (N2 E14).
- Go to Blue Mage (N4 E11).
- Go to Magic Mouth in Room 2 (N6 E14).
- Go to Grey Mage (N4 E21).
- Go to Magic Mouth in Room 3 (N2 E18).
- Go to Blue Mage (N4 E11).
- Go to Magic Mouth in Room 4 (N6 E18).
After you finish your third run through the sequence, you will be teleported out of the Crypt and given the Wand Segment 6. If you don’t have the Master Key, you may want to to go to N0 E13 to disable the Spinner in the centre before you start doing the sequences.
- (N6 E14) Magic Mouth in Room 2.
- (N6 E18) Magic Mouth in Room 4.
- (N5 E9) On the wall is a message, written in blood: Wherein widsom lies, as the clock ticks, doorways to success can be uncovered.
- (N4 E11) A mage in a blue robe appears and says, “A sequence lost must now be found — with that, I think I’ll see you ’round!”
- (N4 E21) A mage in a grey robe appears and says, “The game you thrice must then commit, and now I’ll see you in a bit!”
- (N3 E2) A sign reads: The Tomb of the Vampire Dragon — Adventurers Beware!!!
- (N2 E14) Magic Mouth in Room 1.
- (N2 E18) Magic Mouth in Room 3.
- (N0 E13) The spinner control.
You need to come here to disable the Spinner at N4 E16.
- A (N21 E18) On the wall is etched: Be not bereft… first try lower left!
- B (N10 E21) On the wall is written this message: The Snare is a calculated sequence; learn it quickly, or perish!
- C (N5 E1) We encountered 1 Vampire Dragon.
- Stairs up (N21 E0): Stairs up to the Grey Crypt, Level 1
- Start (N8 E12) – Destination (N0 E20)
- Start (N6 E0) – Destination (N8 E11)
- Start (N0 E12) – Destination (N8 E20)
Colosse
(N13 E2) Destiny Stone
To get inside, you need to give correct answers to the Strange Mage. Those are: freeze; please.
(N11 E12) Casino
(N7 E9) The Adventurer’s Guild
(N6 E4) Casino
(N6 E11) The Review Board
(N4 E13) Bank
(N2 E5) Garth’s Shoppe
(N1 E11) Roscoe’s Energy Emporium
(N6 E0) An Iron Gate to the Forest
- (N9 E2) Fun Run Inn
- (N7 E15) Orc-Skinner
- (N4 E3) Blue Buckler
- (N2 E9) Crimson Bard
- (N2 E13) Lazy Dragon
- (N13 E8) Bogus Shrine
Destiny Stone, Level 1
- (N21 E10) A voice says, “It’s a one-way road to the final Snare. Continue at your own risk.”
- (N16 E8) A mage stands in this chamber, tossing a fiery sphere. He snarls at you, saying: “Okay, scumbags, tell me what the plan is, or you’re going nowhere.”
The answer is: near. After you answer correctly, you’ll be teleported.
- (N9 E18) A magic mouth on the wall says: “the spell of dreams may here be earned. Just speak the words in order learned.”
You can learn the Dreamspell here. You will need an Archmage in your party and you will need the proper words. To learn the words, you have to actually go to following locations:
- Grey Crypt, level 2 (N11 E4): SHIELD.
- Maze of Dread, level 2 (N9 E10): MALLET.
- Fanskar’s Castle (N20 E21): HEAL.
- Oscon’s Fortress, level 2 (N16 E19): STRIKE.
- Dargoth’s Tower, level 3 (N8 E13): DISRUPT.
After doing that, you can answer the Magic Mouth here with following words, one by one: Shield, Mallet, Heal, Strike, Disrupt. It will teach the Dreamspell to your Archmage.
- (N15 E18) The Bold One cometh!
- (N4 E7) A voice whispers, “Hear the sphere, speak the truth, the plan is near though quite uncouth.”
- (N1 E13) A voice chuckles, “Late we were for the battle’s crest, yet on the Bronze shield were we blessed.”
- (N0 E5) On the wall, scrawled in blood, is: Only a Master Mage can do the impossible.
- A (N17 E17) On the wall is written this message: Seek the Narn Temple. He who approaches the altar may restore that which was broken.
- Stairs up (N0 E0): Stairs up to the city
- Stairs down (N3 E17): Stairs down to Destiny Stone, Level 2
- Start (N20 E6) – Destination (N20 E10)
- Start (N16 E8) – Destination (N13 E8)
- Start (N11 E13) – Destination (N6 E16)
- Start (N6 E8) – Destination (N13 E16)
- Start (N4 E19) – Destination (N1 E12)
Destiny Stone, Level 2
- (N11 E4) A voice whispers, “The four statues will attack you if examined.”
- A (N15 E12) Where are you going?
- B (N4 E8) It’s kind of slippery here.
- C (N4 E16) There is a statue of a pale old man here. You can: (L)ook at it. We encountered 1 Deathadren.
- D (N4 E18) There is a statue of a knight with a bronze shield here. You can: (L)ook at it. We encountered 1 D’Artagnon.
You need to defeat this statue to open up teleport access to the Level 3.
- E (N2 E16) There is a statue of a small yellow dragon here. You can: (L)ook at it. We encountered 1 Gandravalk.
- F (N2 E18) There is a statue of a blue lizard here. You can: (L)ook at it. We encountered 1 Basilisk.
- Start (N21 E0) – Destination (N21 E19)
- Start (N20 E19) – Destination (Destiny Stone, Level 3)
- Start (N3 E17) – Destination (Destiny Stone, Level 3)
- Start (N0 E2) – Destination (N20 E2)
- Start (N0 E19) – Destination (N0 E0)
Destiny Stone, Level 3
- (N16 E8) On the wall is scrawled: The fifth: ↓ ↓ ↓ ← ← ← ← ← ↑ → → → → ↑ ← ← ← ← ↑ → → → ↑
- (N16 E19) There is a swirling portal here.
- (N14 E15) “Curses! I’ll see you soon, foolish ones! Seek me at the hut of the Sage, and meet your destiny.”
You will get the Wand Segment 7 here after you solve the riddle of the maze.
- (N13 E1) A magic mouth on the wall speaks to you saying this: “Of old portent the song will read; name the hands which did the deed.”
The correct answer is: storm fists. If you answer correctly, you will be teleported to N8 E14. If you answer incorrectly, you will be teleported to N9 E12.
- (N13 E15) A magic mouth on the wall speaks to you saying this: “The one of whom is great in fame, restore to him his proper name:”
The answer: arkast.
- (N12 E18) A magic mouth on the wall speaks to you saying this: “The ancient scribe had said it all: name to where went evil’s call.”
The answer is: gale. When you answer correctly, you will get ‘The Ring’ that you need to equip on the Zen Master.
- (N10 E7) Only he of which we sing; Can in good faith make use the ring.
- (N10 E8) A magic mouth on the wall speaks to you saying this: “A tale to tell of ages gone, which bards once sang in deep despair, of he who fought the evil one, and cast his fate within the Snare. Past shuttered door and fractured glass, the Dark one called into the gale; within the black and shadowed mass, the face of Bold began to pale. As storm fists scored his broken back, and steel whirled in his bloody hand, the Bold one screamed and then, alack, his sword became as brittle sand. The one of pure and solid creed- was gone and bent to evil’s task. Until by good he shall be freed, his name is all I truly ask:”
The answer is: Zen Master. When you answer correctly, Zen Master will join your party. You will need an empty spot in your party for him.
- (N9 E8) When danger, oft a variable can split an old path.
- (N8 E6) There’s nothing to be seen here… yet.
- (N4 E7) Hot coals ahead!
- (N4 E9) A voice speaks to you: “Once again, foolish ones, you have sprung the Snare. This one will beat you, though. The clock is running…”
- (N0 E2) On the wall is scrawled: The sixth: ↓ ↓ ↓ ← ↑ ↑ ← ↓ ↓ ← ← ← ← ↑ → → → ↑ ↑ → ↑
- A (N20 E8) On the wall is scrawled: The second: ↓ ↓ ↓ ← ← ← ← ← ← ↑ ↑ ← ↑ → → ↓ ↓ → → ↑ ← ↑ → → ↑
- B (N20 E21) On the wall is scrawled: The fourth: ← ↓ ← ← ↑ → ↑
- C (N18 E1) On the wall is scrawled: The first: ↓ ↓ ↓ ← ↑ ← ← ← ← ↑ → → → → ↑ ← ↑
- D (N16 E18) On the wall is scrawled: The seventh: ↓ ← ← ← ← ← ← ↓ ↓ ← ← ↑ ↑ ↑ → → → → → → ↑
- E (N2 E17) On the wall is scrawled: The third: ← ↓ → ↓ ↓ ← ← ← ← ← ← ← ← ↑ ↑ ↑ ↑ → → → ↓ ↓ → → → ↑ ↑
- F (N0 E1) The Narn Temple lies close to the sage, to the south west of Corinth.
(N7 E18) Starting tile of the Maze.
This is the tile where the puzzle starts. To start solving the maze, you will first need to have Zen Master in your party (on the first spot) – so pick him up from N10 E8. You will also need to equip him with a ring that you can pick up at N12 E18. After you get that, you will need to go through the maze 7 times, each time taking a different route. Each time, you will end up on the tile N4 E9 and be teleported to N9 E16. You will need to come back to maze starting tile and go through the maze again. The seven maze routes that you will need to follow are:
- ↓ ↓ ↓ ← ↑ ← ← ← ← ↑ → → → → ↑ ← ↑
- ↓ ↓ ↓ ← ← ← ← ← ← ↑ ↑ ← ↑ → → ↓ ↓ → → ↑ ← ↑ → → ↑
- ← ↓ → ↓ ↓ ← ← ← ← ← ← ← ← ↑ ↑ ↑ ↑ → → → ↓ ↓ → → → ↑ ↑
- ← ↓ ← ← ↑ → ↑
- ↓ ↓ ↓ ← ← ← ← ← ↑ → → → → ↑ ← ← ← ← ↑ → → → ↑
- ↓ ↓ ↓ ← ↑ ↑ ← ↓ ↓ ← ← ← ← ↑ → → → ↑ ↑ → ↑
- ↓ ← ← ← ← ← ← ↓ ↓ ← ← ↑ ↑ ↑ → → → → → → ↑
When you finish the seventh route, you will be teleported N11 E16 and will be able to get to the wand segment, after answering the riddle correctly.
- Start (N16 E19) – Destination (N4 E9)
- Start (N14 E15) – Destination (Colosse)
- Start (N13 E1) – Destination (N12 E9 or N8 E14)
- Start (N13 E14) – Destination (N12 E9)
- Start (N12 E4) – Destination (N11 E6)
- Start (N10 E5) – Destination (N9 E6)
- Start (N10 E13) – Destination (N10 E14)
- Start (N9 E16) – Destination (N11 E16)
- Start (N7 E9) – Destination (N5 E9)