Bard’s Tale II walkthrough part 1: getting there and Tangramayne

We begin where we left off after healing up and leveling up post the final battle with Mangar – in the Adventurers’ Guild of Skara Brae. Having completed the first game, there’s now a new menu option here, to transfer to the Destiny Knight.

Click that and you’re presented with two options:

I like the overpowered option myself, but you do whatever you prefer. With that done, you find yourself in a new guild house with a new messenger sent to greet you.

Princess, eh? There’s a city to explore first though – welcome to Tangramayne!

The city layout makes wandering through easy enough. Some points of interest in Tangramayne:

Exit (N8 E0): The city gates actually work here, but we’ll come back to that in part 2.

Adventurers’ Guild (N8 E2): Different, but the same.

Garth’s Shoppe (N6 E2): He gets around does Garth, here he is in Tangramayne, complete with any items you sold him in Skara Brae.

The bank (N11 E6): If you stored money or items in Skara Brae, they are waiting for you here.

Roscoe’s (N9 E9): Roscoe is another traveller from Skara Brae, his new place even looks the same!

Review Board (N4 E11): Another familiar amenity, but with a new option (oooh!).

Magician to the king (N8 E15): On the east side of town a messenger awaits you. When you’re familair enough with the town, you can explore the first dungeon and see about that princess.

But wait! First head to the Review Board and change the class of your Wizards (assuming they both know all the spells) to Archmages. A new set of spells awaits, including the incredibly convenient Batch Spell.

With this done, it’s time to head on over to that first dungeon. We’ll cover that in part 2.