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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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Oscon's Fort:   Level One  |  Level Two  |  Level Three  |  Level Four

OSCON'S FORT, LEVEL 2

Oscon's Fort, Level 2

Marvin the Dop

I go straight north. At some point I get the TRIPWIRE! warning, and that's my cue to run straight ahead and past the door to the other side as fast as I can.

I easily defeat Marvin the Dop at 0N 8. I then win fights against random monsters at 0N 7E and 1N 7E.

Troy the Dop

Now I kill Troy the Drop at 2N 8E, and then kill random monsters at 3N 9E, 3N 8E, 4N 7E and 9N 4E.

The last fight features numerous Dark Mages, who like to use Death Strike up close. The Brothers prove vulnerable, so I make a note to use Far Foes in the future, although the Heal All spell was useful this time around.

Steve the Dop

I defeat Steve the Dop at 1N 12E. I also defeat random monsters at 1N 13E and 0N 13E. The fight at 1N 13E also involved numerous Dark Mages, but they started at 20'. That gives Ariel time to get in her Lucklaran, after which the Brothers will be just fine.

Matt the Dop

I defeat Matt the Dop at 2N 12E. I also defeat random monsters at 3N 12E and 3N 13E.

Fred the Dop

I defeat the Fred the Dop at 3N 11E. I also win a fight against random monsters at 4N 13E. I next step through the door to the north and enter a large room, the entirety of which is a dark zone and anti-magic.

Only 4 Men Can Solve the Snare Above

I go east one square and then south through the door for a fight against random monsters at 5N 14E. I put a light back on and win two more fights against random monsters at 3N 16E and 1N 14E.

There's a message at 0N 14E that reads: "Only 4 men can solve the snare above." It's an explicit hint that I needed to leave three party slots open for summoned creatures in order to solve the Snare. I return to the dark room afterwards.

Bond Them Into the Last One's Name!

I win fights against random monsters at 6N 12E, 9N 12E, 9N 9E, 10N 12E and 8N 14E. A voice at 8N 16E says: "Bond them into the Last one's name!" The meaning will become apparent fairly soon.

I go to the teleporter at 9N 16E, which takes me to 11N 6E.

E

I win fights against random monsters at 8N 2E, 9N 4E, 7N 5E, 9N 6E and 8N 6E. I see the letter "E" at 7N 6E.

I go to the teleporter at 6N 6E, which takes me to 0N 6E.

R

I win fights against random monsters at 1N 4E, 3N 4E, 3N 5E, 1N 5E and 4N 5E. I see the letter "R" at 1N 6E.

I go to the teleporter at 4N 0E, which takes me to 4N 15E.

K

I win fights against random monsters at 1N 15E, 2N 20E, 1N 20E, 4N 20E, 4N 19E, 3N 21E and 1N 21E. I see the letter "K" after the last fight.

I go to the teleporter at 5N 15E, which takes me to 17N 15E.

V

I win fights against random monsters at 13N 19E, 15N 19E, 15N 20E, 13N 20E, 16N 20E, 16N 21E, 14N 21E and 13N 21E. I see the letter "V" after the last fight.

I go to the teleporter at 17N 21E, which takes me to 17N 6E.

D

I begin by winning fights against random monsters at 14N 4E, 15N 5E, 16N 5E, 16N 6E and 14N 6E. I see the letter "D" at 13N 6E.

Notice that there's plenty of traps in the adjacent hallway on the other side of the wall. I won't be able to use Trap Zap on them once I'm in that hallway, since it's also filled with anti-magic squares. So I also take the opportunity to use Trap Zap spells facing east now even as I'm taking care of the fights and finding the letter "D". I also use Trap Zap facing east both north and south of the rooms complex.

I win two more fights against random monsters at 12N 2E and 13N 0E. I then go to the teleporter at 12N 0E, which takes me to 6N 15E.

A

I win fights against random monsters at 7N 19E, 8N 19E, 9N 19E, 10N 19E, 10N 21E, 9N 21E and 7N 21E. I see the letter "A" after the last fight.

I leave the room complex and win another fight against random monsters at 8N 18E. I next make my way to 10N 15E, and step south through the one-way door so as to re-enter the dark zone.

The Six You Need

I begin by going one square west and three squares north to leave the dark zone and enter another series of rooms. I win fights against random monsters at 14N 13E, 15N 15E, 14N 12E, 16N 12E, 16N 13E, 18N 20E, 19N 13E and 20N 13E.

At 18N 11E is a Magic Mouth that tells me: "The six you need in directional order, as is spoken of, but you must bond them into a single word."

Dervak the Last Destroyer

I win fights against random monsters at 21N 16E, 18N 21E and 20N 20E.

At 20N 21E is an Old Man who asks for the name of the last destroyer. Remember the single letters found throughout the level, and the previous clue about binding the six into a single word? The correct answer is: "Dervak". The Old Man becomes a golem called The Last Destroyer who attacks me, but I kill him easily. Doing this fight opens up the stairs to the next level.

Now I make my way back to 12N 14E, and go south through the door, to return to the dark zone.

Seek Six Lies

I go west and then north through the dark zone, winning fights against random monsters at 11N 8E, 14N 7E, 16N 9E, 19N 9E and 19N 6E along the way.

A Magic Mouth at 20N 6E tells me: "To leave and rise then seek six lies: First the 3 west, then the 3 east, from north to south - to be released!" The clue confirms that you would have needed to say the name of the Last Destroyer and then defeat him to open up the stairs to the first level, but it also provides the proper order for assembling the letters into the word "Dervak".

Stairs to the Third Level

I win fights against random monsters at 21N 4E, 20N 2E and 19N 2E. The stairs to the third level are now at 21N 0E.


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