From the computer to the tabletop, this is all about games. Updated each week-end.
If you missed it, go back to part 10.
With the segments of the scepter in your grasp it’s time to get your party over to the Temple of Narn, located in the Wilderness at N2 E9.
Here, you will be to select one of your Archmages to become the Destiny Knight. No other character is eligible, I simply chose the Archmage with the most spell points. Looking at you, Merlin.
The extent of the transformation is not obvious at first, but you do get this nifty new scepter:
Now it’s time to head back to the Sage’s Hut at N0 E0. I haven’t mentioned him much, since you don’t need him when following a walkthrough. He gives out hints and will tell you which city the various dungeons are located in for increasingly absurd amounts of gold.
Visit him with the Destiny Knight in your party though, and his true identity is revealed – Lagoth Zanta!
Lagoth Zanta and his 60(!) bodyguards made short work of my party – except for the Destiny Knight.
This is where his power became obvious. If the Destiny Knight suffers a hit that would reduce him below 1HP, he stays on 1HP and instead loses 2 spell points. You don’t want to know what happens when you get to 0 spell points.
Fortunately Merlin was able to overcome both Lagoth Zanta and his guards before that happened. Luckily I chose to equip the Conjurstaff before the battle, which reduces the cost of spells cast by half.
To the victor, the spoils. And what treasure! I found… arrows? Plain, boring arrows? Ah well, can’t win them all. That’s a lot of experience for Merlin though.
Even the king comes by (I didn’t know we had a king!)
After that, you are taken back to where you began, the Adventurers’ Guild in Tangramayne.
Travel onwards to The Bard’s Tale III!