The bards tale 2 map2/25/2023 ![]() It's important to remember that back in 1985, you couldn't just go online and download all the maps! A large part of the challenge involved exploring, crawling each dungeon level and finding out what's there, while fighting monsters at every turn. Labyrinth Hazards, on the other hand, can't be disarmed with Trap Zap, and must simply be avoided or endured. Sometimes traps can be simply avoided by using Levitation spells - other times, you may wish to use the Trap Zap spell to disarm it. Obviously, the first thing you must do is assemble your party. ![]() You must have one along, as this is The Bards Tale. Look at the map that came with the game, and you can see Fanskars Castle in. The bard is a unique individual who can fight, albeit poorly, and cast six magical spells by playing an instrument. If tripped, trap effects can be as simple as physical damage, or persistent status effects such as Poison. The Bards Tale 2: The Destiny Knight walkthrough - solution - by Anonymous. Unlike the main game world areas such as Skara Brae, some dungeon squares have nasty Traps to snare the unwary. Cities for APAR: 1 tangramayne (Dark Domain) 2 ephesus (dungeon 1) 3 philippi (dungeon 3) 4 colosse (dungeon 7) 5 corinth (dungeon 5) 6 thessalonica (dungeon 4) The dreamspell sends you to dungeons. Generally, unless your maps are very good and you know where you are already, it's a good idea to cast Scry Site before casting Apport Arcane, so you don't miss your target! You can also teleport yourself within a dungeon (if not in a zone where teleportation is prohibited) by having a Conjurer cast Apport Arcane at a cost of 15 spell points. If you are lost, you can find your current coordinates in the dungeon by having a Magician cast Scry Site at a cost of 2 spell points. It's also a good idea to have the Conjurer spell Kiel's Magic Compass active while in the dungeon. Remember that the "outer wall" of the 22x22 square is not necessarily "solid" - in some places there are openings (or one can cast Phase Door and open a path!) where it's possible to "wrap around" the map, leaving the eastern side of the map and winding up on the western side, etc! If you don't have any graph paper, you can print out the map template here:Īt minimum, you'll want a Torch, Lamp or magic light spell to see where you're going! It is possible to navigate in the dark by counting your steps and turns, and finding walls by bumping into them (you'll get the message "Ouch!", though your party takes no actual damage). Also, staircases will be in the same coordinate square on the next level (so stairs down at 18, 7 on Level 1 are stairs up at 18, 7 on Level 2). The bottom left (southwest) corner of the map is considered coordinate "0, 0". ![]() ![]() Mapping of dungeons is vital to survival: if you can't find your way out, the monsters will eventually grind you down!Īs the dungeon is divided into a grid of equal squares, graph paper can be exceedingly helpful! Fortunately, each dungeon is the same size: 22x22 squares, and they all align on top of each other (so if you teleport up a level or two, you'll still be at the same grid coordinates in terms of X and Y). ![]()
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