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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 3

Oscon's Fort, Level 3

Brother of Mangar

I go the door that leads south out of the room, avoiding the Hit Point draining squares along the way.

I set off another TRIPWIRE! at 14N 0E, so I run south to the end of the hall and through the door as fast as I can.

I battle random monsters at 2N 5E, 4N 6E, 4N 2E and 8N 3E. The last battle involves LOTS of Pogomen who threw projectiles, and wasted my Kringle Brothers with them. The battle confirms that its Luck and Saving Throws that defend against missile attacks. I decide to have Ariel switch over to Sanctuary Score, since it provides well-rounded bonuses to both AC and saving throws. I can do so safely, since the Zag Giants couldn't even touch Mordred with physical attacks when he was forced into the front ranks.

I find a writing on the wall at 8N 8E that reads: "In Skara Brae did Mangar reside, yet his brother traveled farther yet, and now is your nemesis ..."

Say the Word to Ascend ...

Another etching at 5N 8E says: "Say the Word to ascend ..."

I thereafter win fights against random monsters in a sequence of 8N 11E, 7N 11E, 9N 14E, 5N 11E, 4N 11E, 2N 11E, 1N 11E and 0N 17E. I make my way to a very long hallway that runs north-south on the east edge of the level.

The Bezwark Came

I go north to 10N 20E, and go west through the door (and into a large dark room) for a fight against random monsters.

I go south through the next door to leave the dark room, and put my light back up. I continue south, with walls appearing behind me. I press on and win fights against random monsters at 8N 20E, 7N 20E, 5N 20E, 4N 20E and 2N 20E.

To the west is a large room with a lot of one-way walls that often appear behind you to impede returning to the square you just stepped off of. It isn't difficult to get through with a little persistence. I win fights against random monsters at 1N 18E, 3N 18E, 5N 18E, 4N 19E, 6N 18E, 6N 19E, 9N 20E, 9N 18E, 8N 18E, 1N 16E, 3N 16E, 4N 16E, 6N 16E, 7N 15E and 8N 16E.

I go to the teleporter at 9N 16E, which takes me to 21N 16E. I make my way to 21N 19E, where I fight more random monsters.

A poem at 20N 20E reads: "The Bezwark came, the axeman fell. The key was dropped within the well." No idea what it means.

To Step Into The Unknown

Now I win fights against random monsters in a sequence of 19N 17E, 19N 18E, 18N 20E and 17N 18E. A sign at 17N 17E reads: "To step into the unknown ..." It refers to a whole bunch of teleporters on the other side, but there's no fights there either and nothing needed to progress the game, so I don't bother.

I thereafter win fights against random monsters at 16N 20E, 15N 19E and 13N 17E. The last fight brings me back into the large dark room.

The Zen Master Needs No Introduction

I proceed to win fights against random monsters at 11N 16E, 10N 15E, 13N 15E, 11N 13E, 13N 11E, 12N 9E, 11N 9E and 10N 7E.

A voice at 11N 7E says: "The Zen Master needs no introduction."

And the Word is Still

I win fights against random monsters at 10N 5E, 12N 5E and 11N 3E.

A Magic Mouth at 12N 2E wants the word. I tell it "still", and open the stairs to the next level.

Stairs to the Fourth Level

I go back east to 13N 12E, and then go north through the door. Now I go west and win fights against random monsters at 14N 8E, 15N 6E, 14N 4E and 15N 2E. The stairs to the fourth level are now at 14N 1E.


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