Return to Krondor Walkthrough
The game is a bit more linear than either Betrayal at Krondor or Betrayal in Antara.
All instructions as to direction will be with reference to the screen unless I give instructions to turn right
or left at an intersection. The interface jumps around a lot and the camera views and character facings may
vary.
Save your game often. The bookmark key (F5) saves the game to the bookmark file and F6 restores the game bookmarked.
Use this for the fast saves that you do all the time, just in case the game crashes. The other save game is
in the Krondor menu, use this for sequential saves at critical plot points.
Unless you travel overland, time does not move unless you rest or perform alchemy (which is uses time for brewing).
You will not be able to rest or perform alchemy until the third chapter. So up until chapter three you will
be doing everything at night. Note that when you brew you must rest for at least four hours to brew. Read the
manual on alchemy.
You are fortunate that several shops remain open day and night to sell and buy things. Return to these areas
as soon as your weight gets over 75%. Weight over 75% will impair your performance in battle.
Travel: You can use the map to travel instantly in Krondor, in the Evil Temple, and in Haldon Head. Just click
on the area of the map that glows and you will jump there instantly. Spend some time using the mouse and the
keyboard to move and familiarize yourself with the awkward interface and controls. The roving camera views can
only be changed in combat and sometimes indoors by hitting the right and left bracket keys ( "[" and
"]" ). The map views jump uncontrollably from left to right and up and down and this may disorient
you if you do not get to know the streets of Krondor.
Money: Shops convert your gold into diamonds which are used as for large sums of gold as currency in Krondor.
The diamonds are easier to lug around than gold. Large flawless diamonds are worth 1000 gold. Small flawless
diamonds are worth 100 gold. This conversion by the merchants lightens your character and lessens the encumbrance
from carrying around the heavier gold. Large diamonds weigh one tenth of a pound. Gold coins and small flawless
diamonds weigh 1/20th of one pound.
Fighting: Concentrate all firepower on one guy and take him down and then move on to the next guy. Buy killing
a potential source of damage quickly, you drastically reduce the damage that can be done to your characters.
The Flame bolt spell is especially nice in the early parts of the game. In later parts of the game use lightning
bolt, conjure sky warior (one lightning bolt per turn for duration of battle) or chaos storm (chain lightning).
Character Development
Skill Advancement Points are exchanges 1:1 in 0-50 points of skill. >From 51 to 75 the skill points increase
the skill at a rate of two advancement points per two skill points. At very high levels your skills advance
even slower. From 76 to 90 the rate is 3 for 1. And from 91 to 100 it is 4: 1.
Early on put your skills into the 1:1 area and start spreading them into any desirable skill for each character
after that to give maximum effect. Look below to see what are the desirable skills.
James: Put all your points into blade, defense, and initiative at first. Later put them into disarm traps and
pick locks. James will never need any other skills but blade, defense, initiative, bow, disarm traps and pick
locks.
Jazhara: Put all your points into 2-Handed weapon, initiative, defense, and her four spell areas (fire, mind,
change, and storms). Assessment is used to evaluate or assess items and you will find in the first (chapter
0) two artifacts to artificially enhance assessment to 90 points: rings of assessment and the dagger of dagger
of hesperon. the dagger has a value of 145 gold so be watchful of this poperty. Do not use any wands as they
all will permanently drain some characteristic of the wielder. There are secret scrolls and secret books of
magery which can be purchased for about 10k for the scroll and 5k for the books. Secret books add 20 points
to some specific mage skill. Books will add 10 points to some specific mage skill and scrolls will add 5 points.
You should save books and scrolls to advance spells in the higher levels, preferrably above 75 points, since
the book advancement is always ten points. There appears to be some limit to the number of books and scrolls
that you can find. You can tell what you have by they cost: secret book of the flame (22500), secret book of
the mind (21500), secret book of storms (24500), secret book of change (25000), secret mage book of flames (12500),
secret mage book of the mind (13500), secret mage book of storms (15000) secret mage book of change (17500),
book of necromancy (25000), secret mage scroll of fire (5000), secret mage scroll or mind (8000), secret mage
scroll of storms (8000) and secret mage scroll of change (10,000).
William is a straight out fighter that can develop 2-handed, defense and initiative. William does not need
any other skills. Make sure William uses 2-handed weapons like swords.
Kendaric is a mage and an alchemist. I suggest that you develop Kendaric in the same way as Jazhara except
instead of developing assessment develop alchemy. Technically alchemy as a skill need not be developed at all
since if you have the equipment and use a recipie you can never fail in brewing potions. You may want to not
give Kendaric any alchemy or assessment points, since he joins your group half-way through the game.
Solon is a priest and also a wall. He will be very helpful in combat if he just acts as a target for the enemy
in his enchanted armor that you can get from the prince's storeroom at the end of chapter 3. With the right
armor Solon is very hard to hurt with anything even spells. Solon needs points in blunt, 2-handed, defense,
initiative, and his priestly spells (life and diving paths). I used Solon very little for the priestly spells,
but it could be a very good powerful use of the items. You can find the holy battlehammer of Onan-ka that can
be used once at the beginning of the battle to cast battle hymn before each battle.
Chapter Zer0: peaceful Krondor, the Capital of Midkemia
You play Squire James at the beginning of this chapter. Your task is to greet Juzhara, the new court mage,
at the north gate and escort her to the palace gate. Take your time and use it to garner much needed experience
to weather the later chapters. Time does not advance in the first three chapters so take your time and get your
characters up some levels. Save often and if you die restore and try again.
At the start of the chapter go to Ye Bitten Dog sector and take Allnight Amy on the second floor landing in
the city up on her offer to come up and see her. You will be mugged. You will awake in a room in the the Rainbow
Parrot sector. The whisperer will appear and give you an amulet and a 400/400 level dagger if you agree to take
the amulet to Selestra, his lost love, up north. Equip the dagger. Return to Ye Bitten Dog sector and Amy's
pimp who is lurking at the bottom of the stairs up to her place will attack you as you approach. Dispatch the
Amy's pimp to get back all your stuff and the pimp's servicable but not excellent armor.
Go to the north gate sector and click on the building to the right of you (to your left and east of the character)
on the screen. You enter this area facing north.
Bookmark and heal if needed then go to the left again and two street thugs will accost you. Do not go directly
north and get Juzhara. If you have Juzhara in your party, you will not be able to do this combat. Allways take
everything after a combat, you will need the money.
If you go further down this street and turn left, you will come to the healing temple. It is at this temple
that a small donation will heal all your wounds. This is a good area to get initial experience before moving
on, since cheap healing is available close by. You can return here very easily so remember this if you are hurt
and you do not want to spend the 250 gold on a healing potion.
Once you have Juzhara in your party do not return to the Palace gate. You can travel to the gate using your
map, but once at the gate area, DO NOT MOVE. Just click on the door behind the party to access the Palace Provisions
shop there. Also to leave the area use your map in the Krondor menu. For now you want to get both Juzhara and
James up a level or two.
If you walk once you come into the Palace Gate area, an encounter with a small thief will ensue. You can talk
to the guard and you will find the thief waiting for you just east of the Palace Provisions shop near the palace
wall. The street urchin will tell you about the sweatshops of the false yellow shield. Yusef is using children
to make things to sell and Yusef is using the false yellow shield rings to lure the children in. The real yellow
shield are very noble and good people who provide shelter, clothing, and food to homeless children.
You can find Yusef and his sweat shop in the poor sector of the city. Upon arriving in the poor sector you
can click on the door to your right as you arrive or proceed straight down the street and make a right into
the first alley there. Talk to the rather large man and then push by him. A fight will ensue.
Take his stuff and click on the door behind where the man was standing. The next battle is with Yusef and one
of his henchmen. Kill them. Read the papers on Yusef's desk on the first floor and then open the desk drawer,
which is locked and trapped. See Picking Locks, An Elementary Primer section below for help in disarming the
trap first and then opening the drawer. Clean out the desk.
Click on the stairs to go upstairs in to where the children are caged. Kill the two henchmen there and either
use Yusef's key from the desk or Yusef or pick the lock to free the children.
Do not go back to the palace yet. Stay in the streets and build your character up a level or two. There will
be tough fighting to start off the day tommarrow.
You cannot rest during this chapter and must rely on healing and spellcasting potions to restore health and
mana. Kill and loot bad guys found in the streets and behind doors in the poorer sections of town. Simply open
any door you can and a random encounter may or may not start. Don't be concerned if there are not bad guys behind
a door, just keep moving thoughout the city kicking down doors and take the encounters as they come. Sometimes
you have to open three doors for a decent encounter.
Save your game or bookmark it before kicking any doors. If you die you can reload the fight and start again.
Look for chests and bags of loot even in rooms that are empty.
Collect all artifacts and take them to the stores that remain open at night for identification. Keep the good
stuff and sell the junk. Palace Provisions in the north side of the Palace Gate area in the east of Krondor
buys and sells most things except for metal armor. Lim's Consignment in the Sea Gate Sector in the central west
wall of Krondor right next to the sea gate buys and sells metal armor and most things except potions. The Fair
Trader in Ye Bitten Dog sector in the middle of the block on the right hand side before you get to the Ye Bitten
Dog bar. Avoid selling at Ye Bitten Dog since their prices are lower than the rest of the city, they do not
pay as much for the goods your find.
Before you go to the palace sell all items that are extra at the stores. I recommend selling the alchemy aparatus
that you have and all that you find until after Kendaric joins your group. Kendaric has a full set of alchemy
aparatus and pretty good supplies. Kendaric will join your group after chapter 3. The first time you may brew
potions is within Chapter 3.
Make sure you buy or find some good chain mail armor for William to wear in chapter 1 and 2. There are two
magical chainmail shirts that you can find somewhere in the city from the random encounters. The mail of invulnerability
is immune to critical hits and has special enchantments that turn most weapons. The Voix chainmail shirt seems
to be the better of the two because it gives +50% to strength and gives the wearer special courage. Sell the
chainmail leggings of clumsyness and the sleeves of strength, if you find them. These "cursed" armors
each give +25% to strength and -50% to agility. Enchanted and magical weapons and armor has the added advantage
that it is stronger than regular armor and weapons and never needs repair.
Save your game to a new slot and end the chapter by clicking on the gate to the palace.
Chapter One: Bear destroys the peacefullness in Krondor
This chapter starts with a bang of a fight. You will go to the Rainbow Parrot to find William. When you get
there William is in a fight with an axeman, a swordsman and a bowman. William's girlfriend is on the floor in
front of the fireplace with a serious wound. William screams for your help and the fight is on. The axeman can
do the most damage so take him out first. Get Juzhara to incapacitate the archer, but his is really little more
than an annoyance.
Search the bad guys and get their loot after the death scene with Talia. Note the plot is developing so listen
up for clues. A man named Bear killed Talia. Talia swears vengence by Kerhouli, the god of Vengence.
Click on the door and the game will take the group, including William who now joins you for two chapters only,
to the street in front of the jail, where three archers have the city guard captain and his men pinned down.
Two men have fallen to the archers. Equip William with any special chain mail armor or plate which you may have
found in your travels during the first chapter, Chapter 0.
You have no choice but to rush the archers and storm into the burning jail. Two swordsmen will appear one out
of the second door on the right of the alley and the other will come around the left side of the jail to attack
you. Have James and William move quickly up the alley together and engage the arhers and swordsmen, while Juzhara
lays back and pelts them with spells. Lightning blades should work well. Lightining blades is cast on the caster
who now holds a ball of lightning which he/she can hurl at others for several of the ensuing turns. It lasts
proportionately with the level of the caster.
If you wish you can enter the jail from the back burning corner by going down the alleyway to the right of
the soldiers and approaching the archers from the rear. You can also enter the jail through the blazing hole
in the back wall and avoid fighting the archers altogether. You need the experience here, so fight the archers
either from the rear flank or from the front. The frontal assault is fun, and with William's enchanted armor,
he will take no damage from arrows.
Heal up with potions and move into the jail. I fast save (bookmark with the F5 key) before kicking in doors
so that I can go back outside and prepare for the fight better if needed. Refighting the battle as a feature
is great, but going back outside and preparing for the battle is a better option. You can unequip the staff
from Juzhara or make sure your characters are healed and armor and weapons are repaired. Then you can kick the
door again.
There are three guys here. Kill and loot these bad guys. They do not have oil so, if you like, you can guard
William and James. Juzhara may do better with a staff here than spells. Spells may be blocked more often.
Kick the door to the back room and kill three more bad guys. Return to the captain of the guard and report
and he will send you upstairs to clear out the second floor while he secures the first floor.
There is a scribe who is tied up on the first room on the second floor. The scribe will not talk until you
kill the guys in the next room.
Kick the door to the back room. Kill and loot the three guys there. Return and interrogate the scribe. The
scribe will tell you about Sullen Michael who supposedly was responsible for the raid. Keep talking until he
repeats himself. You will be returning to him after you chase Bear down and investigate Sullen Michael more.
Report back to the captain.
Go downstairs to the cells and talk to the old man there. Examine the body of Knute, the slain prizoner. Keep
talking to the old man or the drunk until he starts repeating himself. Report back to the captain.
Immediately, sell the junk you have at one of the stores. Any store will do, but the one on the sea gate will
buy the chain armor you picked up in the battles.
Go to the north gate sector. Go to the north gate. Just to the east (or right) of the gate when you are facing
the gate is the Yellow Shield Orphanage, which is now in flames. You must go inside and save the children. Talk
to the people in front of the door to the orphanage until they repeat themselves. Talk to the guard.
Click on the door to the orphanage and Judzara will cast the Fire-Eater spell on you. You must select this
option from the menu box. Inside the building you must click the lips version of the cursor over the child before
the child will leave the building. You somehow get the child to their feet and push them toward the door. (This
is dumb move since you both should be crawling if there is smoke.)as you enter the orphanage with the door behind
you on the right side of the screen and in the center just to the right (Jame's left) are two children, approach
them and click on them.
Be careful in here. If you use the cursor to click to move, you will not avoid the fire when you move and you
will be burned for some hit points. Fire eater will save you while it is active, so being quick is more important
than being careful.
On the other side of the room, facing the door on the left side of the screen) are two more kids. One near
the tables and the other closer to the front of the house.
In the back to the James' right as he is walking to the back is a bunk room with three more kids. One is on
the "left" wall (left is relative to Jame's as he walks into this back room). In the center of the
room is a row of bunks i will call them the center row of bunks. At the wall end of the center row of bunks
near the back wall of the room you will find one child. To the right closer to the far back corner of the back
room is the third child.
Take one last good look around as you exit the burning building. If you have cleared the building of all the
kids, you will be congratulated as you exit the burning building. If not go back in and find the one or ones
you missed and Juzhara will cast the Fire-Eater again.
Talk to everyone who will talk to you before leaving this area. Head over to Ye Bitten Dog sector.
If you see a spy standing on Allnight Amy's landing, ignore him. Head down to the other end of the street to
Ye Bitten Dog inn. Fight and kill the three guys who ambush you at the entrance to the bar. As you come in the
door, the first table to the right of the door is where Sullen Michael is sitting with two of his pals. (If
you are facing the door to the outside of the pub, the table with Sullen Michael is on the left.) Click on any
of these three guys to start a conversation. Explore all conversation options with Sullen Michael until you
are given a choice to believe him or fight. Believe Sullen Michael, because he is really innocent of this crime.
Click on the Nighthawks, two guys clad in dark blue clothing with hoods, and they will tell you to get lost.
Sullen Michael tells you that the jail scribe is on the take. Go to the jail in the Rainbow Parrot sector and
talk with the scribe again. Explore all conversation options until you are given a choice whether to show mercy
or attack and kill him. Show the scribe mercy for more experience points.
William will now knock the scribe out, if you don't kill him. Check the scribe's desk for more papers. These
papers will show that Knute, the murdered man from the jail, has pid for 3 months rent for a room at Ye Bitten
Dog.
Return to Ye Bitten Dog and speak to Sullen Michael and then the bartender exploring all options. Bribe the
bartender to give you information and the key to the room. (You can just go upstairs to his room and pick the
lock and save money.) At the top of the stairs, Knutes room is the second one to James' left on the back wall.
Make sure you want to end the chapter before you do the next thing. Go and visit all the stores and sell off
any stuff that you have on William that you do not need. This is the last chance you will have to sell off William's
stuff. There are no stores where William is going.
William will need some of the stuff in chapter four and chapter six. William will have no need for gold and
gems. Give him his magic armor for legs, arms and chest, a stout weapon, if he uses the bow, give him bow and
arrows, a few health potions and some fire oil would not hurt. After chapter six William will fall in the river
and loose everything, armor, weapon, potions, money, the lot. The god of vengence will be his armor and his
sword in the final battle with Bear. Walk down the corridor and click on the door.
Kill the three thugs in the room and look for evidence. You will find a key in Knute's room which will lead
you to Lucas in the sewers. This chapter is over
Chapter Two: Into the Stinking Sewers
Old Lucas is Talia's father. Old Lucas was in with Knute in hiding the treasure from Bear. Old Lucas has a
secret storeroom somewhere down in the sewers. Prince Arutha sends you into the sewers to find Lucas and the
tresure that is causing so much trouble.
Once you are in the sewers you may run into several different groups roaming the sewers. One group of three
guys is the mockers and you just want to talk to them. DO NOT attack or provoke a fight. Pump them for information.
If you meet the three stupid treasure hunters try to talk with them and they will know nothing. You can kill
them for experience or just let them go. Another group is the thugs and they are good to get information from,
but you may not want to fight them. Your call.
Enter the sewers. Follow the sewer tunnel until you reach the T intersection. If you look quick you will get
a glimpse of one of the sewer monsters. Turn left.
Follow the passage until you see a tunnel going off to James' left. Go down this passage and the three treasure
hunters should approach you. Talk with them. If these guys seem to be rather stupid treasure hunters and provide
little information you may have the option of killing them for experience. Down this passage past a bend is
one of the three sewer monsters at the dead end. Kill the monster.
Return to the main passage (T-intersection) and turn left. This should take you to the circular spillway.
If you get lost wander around a bit and you will eventually get to the circular spillway which has several
arched passageways leading off of it. At the spillway, you will be attacked by five Keshan assassins. William
and James will flank the assassins who will approach you out of two tunnels. Juzhara should be in the middle
of William and James. Have Juzhara throw lightning blade and stay between William and James. Kill the assassins.
Get everything. Get the poison knives. These Izmali poison daggers are worth 3000 gold each. You just made 15000
gold on the knives alone. You will also find out from James' and Juzhara's death contract, looks like a scroll,
that Bear has hired the Izmali assasins from Kesh to kill you. Bookmark the page.
After killing the kesh you may be attacked by some local thugs. You can invoke Prince Arutha's name and they
will run off. I fought them for even more experience. But you can restore the earlier bookmark after you save
the game and try it both ways.
Follow this passage until you reach a Y intersection and turn right. Three guys will approach from the rear.
These should be the Mockers. Talk with these guys and do not provoke a fight and you will gain invaluable information.
Not fighting gives you more experience than fighting so talk to these guys.
The spillway passages are all topped with a very hard to see dark green symbol. Take a moment to look at them.
At the circular spillway you can literally walk in circles all day. You cannot get lost here because the next
hallway is the only one with the yellow brick flooring.
Follow the yellow brick spillway to the end where there is a hole in the wall and a fallen grating. Click on
the grating and hole and get a description of the escape route.
Turn around and return to the spillway. One passagway to the screen right of the yellow flooring tunnel is
a tunnel with a "Z" like symbol over the archway. Take this passagway until the mocker comes out of
the nitche in the wall on your left. Talk to the mocker until he makes you an offer. If you kill the other two
sewer monsters he will allow you to speak with Lucas. Agree to the deal. Exhaust all conversation options.
Turn around and go back to the spillway. The tunnel to the right of the mocker's tunnel has a box or rectangle
shape with a dot in it capped by a curved line with a straight line coming out of the top of it, like a spiked
hat on the rectangle. Go down this passageway. When you reach the T intersection take a left and follow the
passage until the end. Click or walk into the apparent dead end of the tunnel to enter the sewer monster lair.
Kill the two monsters. Watch out for poison, since the claws are poisoned. Kill both the male and female sewer
monsers. In the lair, look directly opposite the stairs for a clutch of eggs. Click and destroy the eggs. You
may need to use the "[" and "]" keys to change the view and find the eggs.
Return to the spillway by reversing how you came in. Remember to turn right at the T intersection. Go back
down the mocker tunnel. Tell the mocker you destroyed the eggs. The mocker will let you pass into the mocker
tunnel now.
Now is a good time to make sure once more that William only holds items that he will need in chapters four
and six. William needs a few fire oils to chuck in the upcoming battles. Bid a fond farewell to William, James
and Juzhara will not see him again until the finale to the game. You will not see him until the extremely short
chapters four and six, which are purely combat chapters. I recommend you save the game here.
Then continue down the mocker tunnel to its end where you will find Lucas and his sleeping mat. Talk to Lucas
until there are no more options and he will tell you about the treasure.
The chapter ends.
Chapter Three: The Sun returns and William leaves us
Unfortunately , Arutha gives the treasure back to the temple of Ishap. Arutha gives James and Juzhara the task
of recovering the Tear of the Gods artifact which is missing from the Lucas' loot. Arutha sends William north
with a small squad of men to pursue and apprehend Bear. This is the first chapter that you can rest and perform
alchemy. If you did not sell the equipment, you can brew some potions. The game starts in the day time. Time
will not progress unless you rest on your own, so you can brew some greater heal or strong fire oil potions.
See the Potion Primer section at the end of the walkthrough.
You can actually rest almost anywhere in the street. You cannot rest inside any buildings. I preferred to go
back to the Palace Gate area and rest while in Krondor.
Arutha sends you to the Wreckers guild at the Sea Gate on the west side of the city. The guild is just north
and across the street from Lim's Consignment, who buys your leather armor treasure. You may remember the woman,
Abigail, who tells you to shove off or she will call the guards if you knocked on the big double doors here
at night earlier in the game.
Talk to the big fat guildsman out front of the entrance. The guildsman will tell you that the guild master
was murdered, the second to the guildmaster disappeared and the guild is now being run by Jorath, the third
in line from the guild master. Keep talking to the fat guildsman until he talks to you about Old Tom the Sailor
who sleeps in the alley east of Wreckers Guild.
Go in the front door and a thin guy with a striped sailor shirt will meet you at the door and tell you that
Jorath is in the back. He came walking around the front of the stairs so go east along the stairs (take a right
when you come in the door to the guild). Jorath is a thin hawklike man of sinister demener and looks wearing
a slightly austere shirt.
Listen to Jorath's tale. Jorath accuses Kendaric of killing the Guildmaster. Exhaust all conversation options.
Then ask Jorath if you can search upstairs.
Go up the stairs near the entrance to the second floor. The guild master's room is behind the staircase as
you reach the top of the stairs. Coming straight ahead from the top of the stairs without turning will take
you into Jorath's room. Kendaricks room is to the left of Jorath's when you face Jorath's door. Search all three
rooms. The Guildmaster's room has Abigail, the woman housekeeper there. Talk to the woman and exhaust all conversation
options. Search the room for items.
Jorath's rooms have a lock on the door and one on his desk. Juzhara will suggest that you return this evening
to check the desk for papers. Kendaric's room has a drawers in the bed, a desktop, and deskdrawer that you should
click on. Write down the names of the merchants, all from the merchant quarter, who Kendaric owes money to.
The bed drawer has a Shell of Eortis that you will need later to raise the ship in Chapter Ten.
The desk has a Picture Puzzle which is similar to a Jigsaw. You click the picure and the puzzle part will open.
Then click on the pieces until one jumps up to the picture area. As long as you keep clicking on pieces that
add to the puzzle, including pieces that start dropping off the puzzle when you take too much time, the puzzle
will continue to be active. If the puzzle dissolves from view and all the puzzle pieces fall off the picture,
you need to start over. Once you place all the pieces the picture will stop fading and the drawer will open.
I suggest that you look carefully at the pieces that have details in them. Not all the pieces will be in the
finished puzzle. The white pieces will end up in the sails so it is logical to start with them. The hull pieces
are woodgrained or black and also have some that show the details on the deck and the spars which are quite
dark. The pieces that do not go into the puzzle are very grainy and different shades of grey, don't waste your
time with these parts.
Once the puzzle is complete it disappears and you will see the contents of the drawer. Very similar to the
other trapped desk door locks from that point on. This is the only puzzle of this type in the game. Get the
ship raising spell from this drawer once opened. Upon leaving talk to the chubby guildsman just outside the
door to the Wreckers Guild until he mentions Old Tom.
You can go to the merchant sector now and go visit your old friend Aaron who has a weapons shop, with nice
weapons and some gossip. Aaron's shop is just next to where you arrive from the map in the Merchant sector.
If you go to Gerard's Gem shop, next to Aaron's, Gerard will send you into the sewer to look for his stolen
rubies. Click on the hole in the floor of Gerard's shop to enter the sewer after exhausting all communication
options with Aaron.
When you get into the sewers there is a map near the ladder back up to Gerard's shop. You emerge on the yellow
brick pathway that comes from the circular spillway where Bear made his escape in Chapter Two.
Following the map gets you where you want to go, but I will also give directions here. You will be attacked
by thugs several times on the way to the x on the map. Go south from the ladder and follow the path to the circular
spillway. Go to the right (James' left) two passageways on the spillway. Look at the map. When you are approaching
where x marks the spot on the map and you will see two more men. You will watch the men. When given the option,
DO NOT attack the men, follow them. The men will open a secret passagway in the wall. Make sure your characters
are strong for the coming tough fight and save your game.
Behind the door are the two thugs and a necromancer. Take out the necromancer as fast as you can. Throw an
oil flask or have James hack him to death, but attack him first. Get the stuff in the chest against the wall
including a note from Gerard to Bear mentioning his complicity in the plot to eliminate James and Juzhara from
Bear's tail. Go back up the ladder to Gerard's shop and confront Gerard. You will have to kill Gerard and his
two henchmen. Loot the bodies and leave.
All the way down at the end of the street is Morraine's Golen Grimoire. Morraine will buy all the fake rubies,
fake and real emeralds and flawed diamonds you have been carrying around. Morraine also has some secret books
and secret scrolls to enhance mage abilities. So have enough cash ready or wait until daytime to return to her,
after you spend a night raising money to buy stuff here.
Save your game before pumping Morraine for information but after you sell and buy stuff in her shop. Otherwise
I would not talk to much to Morraine because you may trigger the end of this chapter. If you look around the
shop Juzhara will notice a secret panel in a wall and suggest you return after dark to see what it is.
Rest or rest and brew some potions for tonight. Strong heal and fire oil would be nice. Rest until nine o'clock
and go to the sea gate sector.
Upon arriving in this area turn right into Old Tom's alley and proceed to the back. Three nighthawks will be
trying to kill Tom. Tom will come from behind the Nighthawks and stand behind you for protection. Kill and loot
the Nighthawks. This is a very tough battle and you should consider using a spell or oil flasks to kill the
nighthawks. Talk to Tom until he repeats himself.
Heal up and sell the junk at Lim's Consignment across the street. Also get some more potions if you need them.
Go to Jorath's room in the Wrecker's Guild and open the lock on his desk. There will be documents in the locked
desk drawer that incriminate Jorath in the guildmaster's murder.
Go into Kendaric's room which is occupied by a necromancer and two nighthawks. Kill the necromancer quickly.
Save at least one fire oil, but use one if you have it to spare. You need to take the necromancer down quickly.
The papers on the necromancer indicate that Ye Bitten Dog is where the nighthawk base of operations is. You
also find out that Bear has hired the Nighthawks to kill James and Judhara. Talk to Old Tom before leaving this
area and he will direct you to Ye Bitten Dog.
Refuel at the shop across from the Wreckers Guild. Sell all the heavy junk.
Go to Ye Bitten Dog.
Talk to Lucky Pete, Ye Bitten Dog's bartender. Try to hire the nighthawks, speak slyly, and tell Pete its for
a well-paying job. Pay Pete for his help if needed.
Pete will direct you to the back room. Go through the door next to the bar. Go and open the door at the end
of the hall.
You will find James and Juzhara in a conversation with the two nighthawks with a large table separating them.
Attack the nighthawks. If James advances on one nighthawk, the other will attack Juzhara. I had James attack
the nighthawk on the left and had Juzhara advance behind James. Another option is to have Juzhara, James, or
both toss a fire oil at the one on the right.
Loot and scoot the blackbirds. Go through the hall to the left of the door to the Lucky Pete's bedroom and
down the stairs for another tough fight with four nighhawks in the basement.
There is a door to a corner room in the basement area. On the other side of that door is a level 8 deamon and
a necromancer. Get your party healed, and supplied and save the game. You can go up the street and sell surplus
equipment to The Fair Trader first. If you have sold him any good potions you may want to buy them back now.
Enter the room and kill the necromancer. Hitting the demon with lightning bolt may immobilize him. I tossed
a fire oil at the necromancer which killed him outright. James killed the demon the very next round with his
sword. At this point I had James at level 9 or 10 and Juzhara at level 8 or 9. At any time during the night
you can stop to kick in a door and take on some of the random combats in the poorer sections of town. This builds
valuable experience and allows you to collect powerful artifacts, armor, and weapons from the bodies of the
fallen thieves and assassins who seem to be as numerous as mice in Krondor.
Kill them and loot them. Open the chest in the back of the room to the left of where the necromancer is. You
may need to use the "[" and "]" keys to change the view so that you can find the chest to
click on. The chest contains all the evidence you need to clear Kendaric and convict Jorath. It also contains
some powerful magic items including a staff of lightning bolt which can cast two lightning bolts per combat
and can be used as a staff in melee combat or defense. Save the game. At this point you can spend the rest of
the night training James and Juzhara by travelling the poor section and kicking doors, or you can go straight
over to Morraine's Golden Grimoire and end the game.
Go to the shops around town and buy stuff and sell stuff. Divest yourself of any junk that you have and you
will not need and buy chain lightning, potion recepies to fill up your book, healing potions, fire oil, and
magic rings and amulets if you dont already have them. I found two Rings of the Assembly that reduce the casting
cost of any spell, a mind ring that casts Hammer of Will one time per round of combat, the storm ring which
allows you to cast a lightning bolt once for each combat, the alchemists ring which enhances alchemical ability,
towo rings of appraisal which add 10 point to assessment each, meaning that with the dagger of Hesperon and
both rings I had 100% assessment ability in the wilderness. I also had the amulet of protection, the amulet
of the sword, the amulet of the bow, and the amulet of Sung. I also had four or more scrolls of chain lightning.
Buy whatever you need before ending this chapter.
If you decide to go at night just pick the lock on Morraine's door when the guards are no where near you. Save
first. then enter the shop and turn left near the shelves. Clicking on the back shelf will give you the "I
have found a secret passage message." Clicking on the shelf to your right and to the right of the secret
passage will open the secret passage.
Save your game to a new slot. Go up the ladder and confront Kendaric. Tell him he is cleared of all charges
and ask him to assist you in raising the ship to get the holy artifact. Morraine will convince Kendaric to show
a little gratitude and help you. The chapter ends.
Chaper Four: William and the Squad have a battle with Bear's mercinaries
This is a short chapter. You get one fight with a bunch of mercinaries. You have four swordsmen and two archers
in addition to William against six of Bear's Grey Talon mercinaries.
The best tactics that you can use is to put your swordsmen into a line. The line prevents the enemy from flanking
you. Flanking is where the enemy gets behind your troops. William is a pretty decent fighter, so he could stand
toe to toe with your men in a line and help to decimate the Grey Talon mercs.
You may want to save William's health for chapter six, where he and two of the guard swordsmen have to fight
Bear and four of Bear's mercinaries. If you put William in back of your line of swordsmen, have him chuck oil
potions. On the other hand you may want to keep at least two oil potions for the battle with Bear later. Once
all the mercs are down, one of your men will bring the Grey Talon commander to converse with you. Offer the
mercinary mercy when given the chance and he will tell you of the Bear's plan to ambush you at Two Fangs Pass.
I did not loose a man, but I only got two mercinaries to go on to the next battle with Bear. This does not
seem fair to me that four men would have to return to Krondor to baby sit one prizoner. The chapter is over.
This is not a chapter. It is not even a page. Perhaps it is long enough for a paragraph.
Chapter Five: You Hit the Dust and Stones of the Road North and West
Arutha sends James, Judhara, Kendaric, and Solon, a priest of Ishap, north-west along the cost to raise the
ship and retrieve the artifact. The objective of chapter five is to get to Widow's Point. The town at Widow's
Point is Haddon Head. There are no shops until the daytime at Haddon Head in the shop district.
You start this chapter in Arutha's Castle, where he gives you access to his rather considerable armory for
stuff. You may wish to pick up the enchanted plate armor for Solon to protect him from melee damage. Also look
at the two holy hammers for him. Get the elven enchanted bow for James and any other equipment that you can
carry. Including potions.
Be careful, if you click out of the Arutha's Armory screen you will be out of the armory with nothing more
to grab. You will be dumped just in front of one of the gates out of town. Save your game to a new slot and
attempt to return to some of the shops to round out your equipment and sell excess stuff from Arutha's armory.
Click on the gate out of town and you are in the wilderness. Movement in the wilderness travel phase is a two
part affair. You pick a red circle on the map that is connected to your location with a red line. James' location
is the circle marked with an X on a white backgound. If you click on the empty red circle connected to James'
location circle with a red line, James will travel to this point.
Once you arrive at this point you need to walk along a road or a field in the direction you are heading when
you arrive until you exit the other side of the map. While on the map you may be confronted by robbers, goblins,
four dead travellers, trolls or even a mother and her two children. This ensuing confrontation could lead to
a conversation with the locals or other travellers or may lead to a battle. Most of these encounters are randomized.
The encounter with the four dead travellers is early in this area of red circles and red lines. The bodies
of these dead travellers hold loot of magic rings. Search the bodies and assess the rings. You may like what
you find.
The housewife and her children encounter goes fast and is just a pleasant interlude if you click on the housewife
and then guess what her profession is. Say housewife and she will tell you how powerful housewives are.
In this map area you will find a farmer Toth's farm with kidnapped children, an air elemental, a camp of about
two dozen goblins, a cave with three trolls and tons of equipment to take with you, the Wayfarer Inn, and Widow's
Point. Only the Wayfarer Inn, Widows Point and Krondor are mapped at the beginning. As the party explores, a
series of red circles connected by red lines will develop all over the map. Each red circle is either a random
encounter or a set encounter for the party.
Toth's Farm is located just norh of the Wayfarer Inn. At Toth's farm, which has been raided by goblins, promise
farmer Toth that you will find his two infants and return them to him. The children are in the large goblin
camp in a box canyon to the northeast of the farm and the Inn along the northern edge of the map. They will
be sacrificed to an evil god if you do not save them.
If you pursue the goblins northwest up the mountains to their camp, you will encounter goblin patrols at most
every stop on the way. In a circle just below the goblin camp somewhere you will come upon about a half dozen
dead goblins complete with their loot and a dying soldier. This member of the guard detached from Haddon Hall
acts as a kind of Sherrif in this area. He has been killed by an unexpected large number of goblins in this
area and he begs you to pursue the goblins and save the children from certain death before he dies. Search all
bodies for loot, including the brave sherrif, assess the loot, and move on.
Just before the circle with the camp is a circle with a goblin outpost. There are three archers and two swordsmen
at the outpost. Kill them. Walk past the oupost off the back of the map. This will open the red line path and
the circle to the goblin camp. The goblin camp has about two score goblins. If you call them out, you can position
yourself just beyond a rock that forces the goblins through a narrow pass to the left of the rock if the want
to get at you. Put Solon the invincible one at this narrow point and he will keep the goblins off James the
archer and the two mages Kendaric and Juzhara. Just in front of the goblin tent are two mages, one very far
away and one just to the left of the nearest tent pole. To the left of the large tree just in front of the tent
are four goblin archers.
Several goblins in plate armor with two handed swords or hammers and several goblins with swords and shields
will try to get through the narrows near the rock to get at your mages and archer. Have the mages cast or use
the scrolls of chain lightning that you purchased in Krondor. Two scrolls of chain lightning for each mage should
decimate this group. Another tactic is to use greater poison on James' bow just after the battle starts and
shoot different goblins. This will take 50% off of their hit points, for each hit. Combine this with two of
the chain lightnings should take them out. Once you have the hang of it you may be disappointed how easy this
battle can be. Have James equip his sword.
The red tent in the center of the goblin camp holds one necromancer, two goblins, and a human captain. Take
out the necromancer first by having James attack the necromancer with his sword and Solon attack the goblins
and human. Another alternative is to have cast another chain lightning in here. Once dispatched use the "["
and "]" keys to make the chest and the playpen with the two infants visable at the back wall of the
tent. The chest contains documents that implicate Bear in this incident as well. Bear used the infants and the
goblins to slow your progress toward Widow's Point. Click on the play pen and the infants will become strapped
to your back until you return them to the farmer.
Return the children to the farmer Toth for your large increase in experience points.
At the Wayfarer Inn you are supposed to meet Alan who knows the cosign or special word and who has a dark hair
and a beard and mustash. There is an Alan imposter in the inn standing nearest to the fire. If you ask the Alan
imposter to confirm his name he will slip and a fight will ensue. He is kind of weak and the fight is really
not worth the experience. The real Alan is dressed in lighter clothes closer to the stairs and further from
the fire. If you talk to him and use the secret word, you will find out some information about this area. Exhaust
all conversation options. You can also talk to the innkeeper and flirt with his buxom daugher, which will make
Juzhara jealous. Pump the innkeeper and his daughter for all the information you can get about the area.
Save your game to a new slot. Purchase a room for the night and turn in. You can brew some potions tonight
if you like. Upon brewing the second set of potions for the second four hours you will awaken to the sounds
of the inn burning. You will have to fight five goblins. Kill the goblins. DO NOT LOOT THE GOBLINS. If you try
to loot the goblins your party will die in the burning inn. Click on the door and go outside and exhaust all
conversation options with the innkeeper and his daughter.
You can sleep outside but the inn will still burn and the goblins will still fight you and you will not be
able to talk to the two Alans. And all the inkeeper and his daughter will talk about after the inn burns is
what they are going to do now.
Head north from the inn and find the troll caves there. The troll caves are in a place on the northern edge
of the map north of the town where the ground is brown dirt leading up a canyone to the cave mouth. Enter the
cave and kill the trolls. Trolls are tough because they heal 25% of their damage each round of fighting so you
must concentrate on killing one at a time and get them killed before moving on to the next troll. Poison weapons,
lightning bolt spells and Hammer of Will spells help, especially if you are casting them off of magical artifcacts
rather than mana. The trolls have some really excellent loot, alchemy equipment and supplies, scrolls and magical
artifacts so examine everything with the magical artifact enhanced 100% assessment skills of Juzhara, before
moving on.
I investigated every travel circle on the map before going to Widow's Point. The experience helped Solon and
Kendaric who badly need levels at this point.
Save your game to a new slot before entering Widows Point on the map. Two air elementals will attack you. You
should have two scrolls of Protection from Elementals by now that you could cast on them. The scroll makes the
mages immune to elemental attacks. You will not need the scrolls again. You could also just cast Hammer of Will
on one of the elementals and they both will fly away. If you protect your group and fight them they will give
up and fly away also. Either way you get experience anyway.
Kendaric can only attempt to use the spell if you have the scroll of the Ship Raising Ritual and the Shell
of Eortis. Kendaric will try to raise the boat but it will not rise. The group concludes that some strong magic
is holding back the power of Kendaric's spell. And if the source of that magic is destroyed, the spell will
work. The chapter ends.
Chapter Six: Another short encounter with William and Bear's squads of men.
The object of this non-chapter is to kill the four men with Bear and for William to survive.
Try to arrange things so that your men avoid bear. You can switch the two guardsmen to conservative and have
them guard themselves. William need not be so careful, he should try to kill the other four of Bear's men quickly.
Bear should be avoided if possible before his men are killed.
Once these other men in Bear's group are dead, have William attack Bear aggressively. William will quickly
decide that Bear is invincible and will turn and run to the river. William will dive in the river to avoid fighting
any more with Bear. Unfortunately, William's squad will be cut down in the process and only William will remain
alive.
The non-chapter ends.
Chapter Seven: Haldon Head the town of the Living Dead
Your goals are simple in this town. Destroy all the vampires. Expose and destroy the evil priest without harming
any townspeople. Cure Merrick's daughter of the Priest's poisoning.
You arrive in the town and approach the Mayor, who is also the innkeeper, who is arguing with Farmer Alton.
Farmer Alton is railing about the witch. Juzhara is offended by all the witch hate in this town. She says often
innocent but strange people called witches are really mages, clerics or healers of some kind who are put to
death buy suspicious town's people who hate anything they do not understand. Most of these people have latent
but undeveloped raw magical talent that they wrestle their entire lives to understand and master without the
help of an organized course in magic or a mentor. So witch hunts not only murder innocents, but it wipes out
talents essential to keeping the art alive. Good clerics and magic users are constantly looking for these people
to educate them before they are murdered by the suspicous and skeptical.
Follow the innkeeper, who is also the mayor, into his inn and pay for a room for the night. Go upstairs and
brew some potions of greater healing and greater fire oil or deadly poison grease. You will hear screams outside
your window and you will have the option to investigate. I suggest you investigate by going down to the street.
The innkeeper will lock the door behind you.
You will see a person bending over a dead man in the street. As you approach the person bending over will run
away and disappear in a cloud of green smoke.
Haddon Head is an area with an active map. Click on the map button within the Krondor pop up menu. This map
has several areas that can be clicked on: pulpit in the center, crossroads in the northeast, market sector in
the southeast, witches cottage in the northcenter, woodcutter's cottage in the southwest, widow's point in the
northwest, and crypt in the west center.
Go to the crypt and kill the child vampire and the woman vampire. Vampires take double and triple damage from
lightning so use the lightning bolts to kill them. Kill the woman first then the child. The vampires will disappear
when you kill them in a cloud of smoke. They should leave vampire ashes on the ground where they died. Use the
search the ground cursor to look for vampire ashes. There should be three piles. Searching the ground is like
the proverbial adventure game pixel hunt. You may not be able to find anything but keep looking it is there.
The ashes are used to create protect from undead potions.
Go to the market sector and walk down the street to the two houses there near the forest. You will find three
vampires taunting the man in the house. Kill them and then talk to the man they were taunting. He will thank
you and give you information. Exhaust all conversation options. The man will explain that the vampires will
return again after you kill them. Killing them does not destroy them. Search the ground with the search the
ground cursor for vampire ashes. You should be able to find three piles.
Go to the pulpit area, this is the local church, and two vampire children will descend from the sky to attack
you. Kill them and search the ground for the ashes.
Go to the woodcutter's hut and approach the front door. You will be attacked from the rear by the woodcutter
who is the most powerful of the vampires. Kill him and search for the ashes on the ground where there is no
body.
Approach the door again and keep changing your position until you can click on the door and open it to go inside.
Inside the hut, use the "[" and "]" keys to change the view so you can click where you
have to. Click on the skeleton in the woodcutter's hut to get the Night Stone which will allow you to kill the
vampires during the day which will destroy them forever.
Click on the fireplace in the woodcutter's hut to get the woodcutter's journal. Read the journal for more clues.
Go to the witches hut and go inside. Taste the brew on the cauldron and the witch will appear and accuse you
of coming to burn her. Exhaust all conversation options.
Go to the pulpit area, rest and brew potions there until morning. Spend some time talking to the Innkeeper,
Farmer Alton who lives across the street from the Inn, the Merricks who live across the street from the man
you saved the previous night, talk to the man you saved and he will think you are trying to get in to get him
like the vampires, the priest at the pulpit area, and in the market sector right next to where you arrive there
is Ward's General Store where you can finally sell junk and also pump Ward for information.
Beef up and heal your characters and save your game. Go to the Crypt and click on the crypt and closed crypt
doors for more informatoin Use the Night Stone and the doors to the crypt will open. Inside the crypt are five
vampires waiting for you. Kill all the vampires. Try to keep the vampires away from your mages. The vampires
will have initiative on you and they move quick so kill them quickly. Search the ground for the vampire ashes.
If you were like me and you could not find the ashes earlier, you may be able to find them here. The vampires
will disappear again, but now they are destroyed forever not merely temporarily killed like before. Congratulations,
you have rid the town of vampires.
Return to the innkeeper for his thanks and get more information from him. Get the mayor to recommend you to
the Merricks so you can heal their little daughter.
Go to the Merricks and find out that the amulet of Sune is really an amulet of an evil god. You will find that
the girl was poisoned probably by the priest. Heal the girl.
Go to Ward's shop and click on the lower shelf, if he did not tell you earlier, to get him to talk about the
rat poison. Ward will tell you that the priest and Farmer Alton bought all the rat poison.
Go to Farmer Altons and search his barn on the far eastern side of his farm near him and the cows. Click on
the grain and hay until you see the rat poison. You now know that Farmer Alton has been poisoning his own cattle.
Confront farmer Alton about the poison and exhaust all conversation options. You will find out that the farmer
was put up to this by the priest. Farmer Alton will drop dead.
Save your game to a new slot. Confront the priest at the pulpit area. He will start a fight and get the possessed
towns people to attack the party. Set your party to defend and conservative so as not to hurt the townspeople.
Have James slice and dice the false priest. Once the priest dies the first time the towns people will no longer
be under mind control and move off. The priest will get up after you kill him the first time. Kill him again.
Search the ground around the priest for the black pearl necklaces.
If you have not yet healed Merricks daughter do so now. Save the game to a new slot.
Go visit the witch. You tell the witch she is cleared of all wrongdoing. The witch shows you a red picture
of a circular device that holds the secret to enter the evil black pearl temple. The witch gives you a vision
of the evil temple and the evil lich and necromancer, the evil mage Sidi, who worship at the temple. This chapter
ends.
Chapter eight: Another non-chapter with William
The goal of this non-chapter is to defeat three waves of two deamons each thereby freeing Talia's soul from
the imprisonment of Kahouli and join with the mage Sidi, whom was the evil mage you saw in the witches vision.
William is in a battle. Kill all the demons. William will talk with Talia and beg her to stay with him. Talia
tells him that he must return to the land of the living and... William awakes by the stream and Sidi is there.
William should pump Sidi for more information and agree to join him. Sidi joins with William and the non-chapter
ends.
Chapter nine: The Black Pearl Temple and the Ship Raizing
Your goals here are simple get into the hall of warriors, solve the puzzle, open the temple, find the black
pearl room and destroy the pearl.
If you want you can leave the temple and sell stuff to the Ward's shop in the merchant district of Haldon Head.
You are in the end game now and you will only need the shop if you cannot identify an artifact of superior power.
Walk down the path and around to the other side. Look for a small alcove in the rocks on the opposite side
from where your party started this chapter. The witch showed you a picture of a circular device that held the
secret for entering the temple. When you find the alcove and walk into it click on the circular pattern on the
rock in the wall facing the large rock you just walked around. The door will be opened to you.
You arrive in a large chamber with alcoves on both sides and skeletal warriors in the alcoves. This is the
hall of warriors. Click on the warriors for some more information on the temple. The warriors cannot and will
not talk to you. Click on the circular area in the door in the wall opposite from where yo came in and the black
pearl temple puzzle lock will pop-up on your screen.
The puzzle lock is a hexagon in shape with six light beams emenating from the sides. One light beam for each
side. The light beams reflect off of little triangular mirrors set into a grid of triangles that cover the lock.
In the center is a pulsing light that goes from gold to black on a controlled cycle. Clockwise from 12 o'clock
the color of the light beams are green-yellow, red, white, yellow, blue and purple. You need to solve the puzzle
from 12 o'clock and move around the circle in clockwize order. Any mistake resets the device. The idea of the
puzzle is to get the beams to reflect back to the holes on the same side as the lights originate from. If the
light beam is deflected for too long while the center light is shown as gold, the puzzle will reset.
Moving a stone involves clicking on it to select it and then clicking on the position you want to move it to.
Clicking on the stone the first time will not move it. The second click removes the stone and places it in the
selected location simultaneously. If you pick up a "point down" triangle and click on a "point
up" space, the triangle will rotate 180 degrees instantly to fit the space, if lined up correctly.
Whenever moving a rock, unless you have an extra rock to work with, which only happens after solving the white
light beam problem, you must click on the rock in the path of the same light beam that you want to redirect.
Click to select the rock, move over the place where you want the rock to move and click to place the rock. Where
two beams are required to solve the light redirection problem the light beam is parallel to the frame of origin
of that light and the rocks are pointing toward the frame of origin. When only one rock and deflection of the
beam is required. The point of the triangle originates with the rock and the base of the triangle is on the
frame.
To reset the green-yellow light quickly enough requires timing and quickness. This light requires the replacement
of two of the triangular mirror stones. Wait for the center to darken and then move quickly. The two stones
are placed two rows down, point upward, so that the light reflects once horizontally from left to right and
then hits the second mirror where it reflects up to the slot in the frame to the right and up from the place
the light originates from. The stones are in line with the light beams on the left and right and on the same
row. Study the locations you will need to place the stones, then time your moves when the center light is dark
and move quickly to succeed. Do not move the stone that reflects the red light beam or the puzzle will reset.
The second or red light beam requires you to move only one stone and is therefore much easier. Click on the
stone reflecting the red light beam. Position the point down stone over the point up location four rows out
from the red edge of the hexagram, so that the reflected light will go straight into the red slot on the frame
above and to the left of where the red light originates. Click on this position and the transfer is instant.
The white light only requires one stone to replace making this one very easy also. Click on the "point
up" stone that is the closest to the frame. Move the stone to the right and up one row to a point down
location to reflect the white light into the slot in the frame below and to the left of the origin of the white
light. This maneuver should free up an extra stone. If you are having trouble with the green-yellow light you
might consider using this stone to make things easier and solve this light first. The single stone ones are
actually the easiest. With an extra stone the two stone puzzles get much easier. The yellow (6 o'clock) stones
require two stones. Line up your light beams so that two stones placed "point down" on the second
row from the bottom frame will reflect the light first horizontally from right to left and then down to from
upper right to lower left into the slot which is found below and to the left of the origin of the yellow light.
Line up your shot and place the second stone first. Click on the first stone, line up the location and click
to place the stone for instant placement and no interruption of the light beam.
The blue light requires two stones and should be left until after you solve the white light. Place the stone
furthest from the light source, point up on the fourth row from the frame where the blue light originates. Place
this stone so that the light beam will run parallel to the frame from the first reflection point. This must
also be lined up to that the reflected light will go into the slot in the frame just below and to the left of
the light souce. The rock closest to the origin need not be moved to solve the blue light. This can also be
solved without an extra rock or triangular mirror stone.
The purple and final light requires that you move only one stone to the "point up" position four
rows out from the frame where the light beam originates. The rock must be inline so that the light from the
origin will be reflected back to the hole in the frame below and to the left of the origin of the purple light.
If you cannot solve the puzzle to the light beams, a skeletal hand key is supposed to open the door. You get
the skeletal hand key from one of the skeletal warriors after failing to solve the puzzle a number of times.
Once you have solve the puzzle move into the Black Pearl Temple. The first room is a room with a large rectangular
hole in the center of the floor where tenticles project out. You can kill the tentacles by fighting them as
ususal. Hits from Solon and James coupled with the ring spells of Judhara and Kendaric should put the tentacles
down. The tentacles are coated with greater poison. At the far end of the tentacle room are two doors one to
the left and one to the right.
Take the left door into the throne room and be attacked by five undead or skeletal vipers, equipped with poison.
Lightning is a good bet against the vipers. Kill the vipers. Disarm the trap and pick the lock on the trunk
to the right of the throne and loot the items there. Go back to the tentacle room and take the right door into
another large room. Walking around this room will trigger another combat with goblin warriors and goblin archers.
This is a random encounter so you may see a necromancer, but I did not. Kill the shamen and necromancers first
and then the warriors and then the archers. Get the archers to shoot at Sodon by advancing him toward them.
It works.
To the right of where you entered this funny shaped room are three corridors. Go down the hall to the right
of the entrance to the room. Take the first door to the left. This will take you into the room with the human
prizoners in a cell and the sacrifice machine. Also in the room are goblins and a necromancer. Kill the necromancer
first. Then attack the remaining goblins. Loot the goblins and necromancer of any useful equipment. Pick the
lock on the cages holding the townspeople and they will find their way out of the black pearl cult temple. Pump
the townspeople for information before they leave.
Exit the room and turn left into the hallway that you entered the room from. Go straight to the dead end of
the hallway and enter the room in front of you. This will lead you to a large room with torture implements and
about seven goblins. In the upper left area of the room from the large aerial view of the battle, you will find
the shaman. In the lower right of the room are the archers. You enter the room from the upper right area. Kill
the shaman first and then get rid of the fighters. Use the lightning bolts, firestorms, and Hammer of Will spells
to decimate the enemy without using any mana.
Go back to the corridor and walk all the way out into the other corridor that goes off on the left side from
where you entered the room. Once you enter this area you will be in a catacombs where the bodies of the dead
line the walls on shelves that look like extra-wide book shelves throughout this area. This is the door to the
inner temple. When you enter this area you will be attacked by some ghouls. It may be a random encounter so
the numbers may vary. If you are wearing any neclaces of the black pearl cult, take them off now. If you stumble
into the Necromancer's workshop, the neclaces could kill your party members.
Groups of ghouls and
In this area the inner temple map is available from the Krondor pop-up menu. The inner temple area has a the
gallery of statues with shadows, the necromancer's workshop, a corpse storage room, a grave in the wall of a
priest of Ishap, and a second hall of skeletal warriors that leads to the door into the black pearl room. Travel
from one area to the other by using the map. My map did not have the names of the rooms on them until I visited
the rooms.
At the grave of the priest of Ishap, the priest will give Solon a Plate Mail of Ishap and charge him with the
destruction of the temple. The priest will tell how the Ishapian priests once sanctified the temple and killed
the lich who now rules here.
In the shadow room the shadows will die and leave no treasure. There are valuable potions hidden in the statue
with the glowing red inscription.
In the corpse storage room you will kill three ghouls. In the necromancer's workshop you will find a necromancer,
a werewolf and a skeletal warrior. Kill the necromancer first then kill the other two. There are lots of magical
artifacts here, such as secret mage books to increase magery where needed and alchemist ingredients to brew
potions if needed for the final battle.
There is a room in the temple that needs you to solve a five character puzzle. If you are stumped go back to
the skeletal warrior hall at where the colored light puzzle was and look into the alcove where the last skeletal
warrior appeared to find the solution to the door lock. The second skeletal warrior hall is shown on the map
as the area that lights up showing a passage out of the mapped area near the bottom left of the map area. In
the hall you will battle seven skeletal warriors. Examine their equipment for some good stuff. Make sure your
characters have the best mix of equipment and potions. Save your game to a new slot before moving on.
Make sure that your guys are healed up because you now have to contend with the Lich, two ghouls and two skeletal
warriors. Kill the ghouls and the skeletal warriors first after the lich makes his long speach. The lich cannot
take any damage until his minions are killed. A good lightning bolt or two took the lich down.
Now you can raise the ship.
This chapter is at an end.
Chapter Ten: The Final Chapter
This chapter has some simple goals, get the tear off the boat in the water, return to shore, defeat Bear's
men, William will become the avatar of Kahouli and kill Bear, and you will then return the tear to Krondor.
Walk around the mountain plateau which encases the black pearl temple to the ice path which originates near
the entrance to the black pearl temple. You might want to arm James with the bow now. Walk along the ice path
toward the boat. Five undead warriors will appear from under the ice. Kill them. I used my combination of warriors,
lightning bolts, and Hammer of Will to kill them before they got close enough to melee.
You might want to arm James with the sword now. Walk around to the boat and through the massiv hole in the
hull into the hold. Kill the immense blue crab you find in the hold and use some old bay seasoning from the
Chesapeake Bay area to have a crab feast. Search the bodies of priests in the hold to find the warhammer of
Lactor Bain, the greatest holy hammer of the followers of Ishap. This weapon does 9-39 regular damage and gives
+25 to attak, +25 to defense, +6 to damage, stuns for 1-4 turns, and does three times the damage to undead.
Too bad you cannot go back to the black pearl temple or Haldon Head now and fight some undead there.
After the crab feast move up the ladder or staircase at the front of the boat near where you entered and go
up on deck. There are three necromancers and one mace weilding undead priest of Ilshap. Solon tells you to kill
them which should be a lot easier now. Move to the rear of the boat where the tear of the gods is in the captains
cabin under the forecastle. A dragon soul protects the tear. I have no idea whether I killed it. Solon stays
in the corner chanting the spell that will release the charm that protects the tear. I think he actually dispelled
the dragon soul. We cast spells that would heal our guys as the dragon soul cast chain lightning and took no
damage from our attacks. I flung gift of unbeing, hammer of will, and conjure sky warrior repeatedly into the
monster with no apparent affect. I cast call the trollish blood to heal characters that were severely damaged
by the chain lightning. Eventually, the dragon soul just vanished without taking any aparent damage.
Go back to shore and fight Bear's men. Bear is standing on a platform just to the right and above the battle
watching but not participating. You cannot get to him and he cannot get to you. Dont bother to throw spells
or arrows at him. Just kill the five men he has set against you. Again I killed them before they could close
and melee with us with lightning bolts and Hammer of Will.
When Bear's men are dead, Sidi will appear on the top of the mountain in the upper right corner of the screen.
Sidi will cast a spell teleporting William to Bear's side on the platform. Talia will join with William to form
an avatar of kahouli. William will now wear Kahouli's armor and fight with eight or nine strikes with a 2-handed
sword. Bear's amulet is spit in half by the force of the fight. Bear is dead after about ten strikes with the
sword.
Relax and watch the end of the game. Arutha will congratulate you. After the credit pages "roll"
(The credits do not roll, the pages turn at the end.) there will be a surprise animated sequence where Sidi
places the two broken parts in his hands and fuses them together again to make the amulet whole. Sidi tells
us that Bear was a fool and that he has to find a more suitable bearer of the ancient amulet of great power.
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