Betrayal at Krondor HEX-code Betrayal at Krondor Hint Betrayal at Krondor Hint Betrayal at Krondor Hint #2 Betrayal at Krondor Hint #3 Betrayal at Krondor Solution Betrayal at Krondor Solution Betrayal at Krondor Solution #2 Betrayal at Krondor Cheat-code Betrayal at Krondor Cheat-code

See Betrayal at Krondor HEX-code, Hint, Hint #2, Hint #3, Solution, Solution #2, Cheat-code here!

HEX-code for Betrayal at Krondor


Use PC Tools or a similar Hex editor to edit the file XXXXX.001 where XXXXX
is the name of the save game. Change these values to increase your character's
statistics:
                                        
CHAR 1          CHAR 2          CHAR 3          VALUE           CONTENTS
E3              142             1A0             FF FF FF        Health
E8              147             1A6             FF FF FF        Stamina
ED              14C             1AB             7F 7F 7F        Speed
F2              151             1B0             7F 7F 7F        Strength
F7              156             1B5             64 64 64        Defence ability
FC              15B             1BA             64 64 64        Acc. with Xbow
101             160             1BF             64 64 64        Acc. Melee
10B             165             1C4             64 64 64        Spl casting acc.
110             16A             1C9             64 64 64        Assessment sklls
115             16F             1CE             64 64 64        Armourcraft
11A             174             1DE             64 64 64        Weaponcraft
11F             179             1D8             64 64 64        Barding
124             17E             1DD             64 64 64        Haggling
129             183             1E2             64 64 64        Lockpicking
12E             188             1E7             64 64 64        Scouting
133             18D             1EC             64 64 64        Stealth

Acc. - Accuracy
Spl - Spell
skls - skills
Xbow - crossbow



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Hint for Betrayal at Krondor


Guarda Revanche - это самый кpутой меч в игpушке ! Чтобы его получить,
нужно найти Exotic Sword в сундучке с кодовым словом GLAMREDHEL (в 6м
уpовне в эльфийском лесу) и починить его с помощью pакушки, котоpую дает
pусалка.

Все заклинания, существующие в игpушке, Pug и Owyn могут вспомнить в 8м
уpовне с помощью чаши.



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Hint for Betrayal at Krondor


by lsd

~ Moredhel box - wordlock's answer ~

DAY NIGHT
The light one breaks but never falls.
His brother falls but never breaks.

HANGMAN
Swollag, the famous moredhel
craftsman, guarantees his work
until the end of time.

FIRE
The chill of its death,
You may soon mourn.
But though it dies,
It cannot be born.

RAIN
You see it about in field and town,
It cannot get up,
But will oft fall down.

THE DEAD
They feel no pain,
No sorrow, no greed.
They have no anger,
No hatred, nor need.

SMOKE
Though easy to spot,
when allowed to plume,
It is hard to see,

When held in a room.

EYES
Be you ever so quick,
With vision keen,
By your eyes,
We are never seen.
Unless, perchance,
It should come to pass,
You see our reflection,
In a looking glass.

RING
A precious gift, this,
Yet it has no end or beginning,
And in the middle, nothing.

SHADOW
Silently he stalks me,
Running as I run,
Creeping as I creep.
Dressed in black,
He disappears at night,
Only to return with the sun.

GLOVES
Buckets, barrels, baskets, cans;
What must you fill with empty hands?

ARROW
It flies without wings,
Strikes without beak, teeth,
or talons. It has no eyes
in its pointed head,
but it can kill birds in flight.

STAIRS
Up and down they go,
but never move...

CANDLE
He gets short when he gets old.
He goes out then it gets cold.

WIND
The strongest chains will not bind it,
ditch and rampart will not slow it down.
A thousand soldiers cannot beat it,
it can knock down trees with a single push.

BLOOD
Moredhel brothers, make it rain,
Kingdom rivers, crimson pain!

RIVER
An untiring servant it is,
carrying loads across muddy earth.
But one thing that cannot be forced,
is a return to the place of its birth.

SWORD
With sharp edged wit,
And pointed poise,
It can settle disputes,
Without a noise.

ICE
Power enough to smash ships
and crush roofs. Yet it still
must fear the sun.

ALCOHOL
Today he is there to trip you up,
And he will torture you tomorrow.
Yet he is also there to ease the pain,
When you are lost in grief and sorrow.

DELEKHAN
Death to our Enemies!
no Living adversary shall
Escape the new King of these isles.
He will lead us to glory
And provide New lands for our people!

TREASURE
Moredhel And Pantathian,
Guarding Our Lid, Did
Close Her Ever So Tightly.

HOLE
It can hold you,
But you cannot hold it.
And the more you remove,
The bigger it will get.

RUST
It can pierce the best armor,
And make swords crumble with a rub.
Yet for all its power,
It can't harm a club.

VICTORY
With this one thing alone,
you will have defeated
even the strongest foe.

EYE TO EYE
Three fools did once sacrifice,
To win a contest long ago.
Dobe Oyle, a Kingdom lad,
gave his blood to start.
A goblin man, Ethorat,
hacked out his dying heart.
Sou Oyle, Dobe's sister, won,
she cast away her soul.

THORN
He got it in the woods and
brought it home in his hand
because he couldn't find it.
The more he looked for it the
more he felt it. When he finally
found it he threw it away.

HOLES
A barrel of rainwater
weighs twenty pounds.
What must you add
to make it weigh fifteen?

HAIR
Kingdom fools are born without,
A lot of this,
there is no doubt.

EGGS
They go up white,
but come down yellow and white.

NOTHING
We love it more than life.
We fear it more than death.
The wealthy want for it.
The poor have it in plenty.

KNOCKER
Asks no questions,
but demands many answers.
Don't knock it until you
are ready to see what waits
on the other side.

CHEST
MAGIC
DEATH
TEMPLE
BLESS
REST
At last you may solve this.

MILK
You can spin, wheel and twist.
But it can turn without moving.

BARD
Who works when he plays,
and plays when he works?

DIE
Prince Arutha, from his lofty perch,
Will find our troops without a search.
His men will fall, his castle too,
And then what will Prince Arutha do?

SILENCE
Names give power.
Magic to control.
But what is broken,
by naming it?

WRONG
The language of men,
can be mastered.
But what Kingdom word
is always pronounced wrong?

CARDS
Brought to the table.
Cut and served.
Never eaten.

PEACE
Widows and orphans,
Parents and kin.
This is disturbed most
by riots and war.

SHADOW
It can move over water,
But cannot fly.
It can move under water,
But stay quite dry.

WAGON
Has tongue,
But cannot talk.
Runs,
But cannot walk.

SAWS
We don't need wine,
We don't need meat.
We have sharp teeth,
But cannot eat.

TABLE
It stands while others sit.
It groans when it is too full.
It has four legs, but cannot run.

WALL
It goes past gates,
but asks no one's leave.
It runs clear around castles,
without taking a step.
                                        
SUNSHINE
Never resting, never still.
Moving silently, hill to hill.
It does not walk, run or trot,
All is cool where it is not.

NAME
Passed from father to son,
And shared between brothers.
Its importance is unquestioned,
Though it is used more by others.

NOISE
What goes with a wagon that
doesn't benefit the wagon,
but the wagon cannot move without?

COFFIN
The one who made it,
didn't want it.
The one who bought it,
didn't need it.
The one who used it,
never saw it.

COLTS
What has a mare,
That the cow has not?

OUTSIDE
This side of a wolfhound
has the most hair.

CANDLE
Its orange eye blinks.
The burning tears flow.
But what its sorrow is,
None may ever know.

BARROW
Two legs it has,
And this will confound:
Only at rest,
Do they touch the ground.

ONION
She has tasteful friends
And tasteless enemies.
Tears are often shed on her behalf,
Yet never has she broken a heart.

SPIDER
In all the world, none can compare,
To this tiny weaver, his deadly cloth
So silky and fair.

BREATH
You can see it in winter,
never in summer.
Even though it is as light
as a feather, the mightiest moredhel
in the North can't hold it for long.

YESTERDAY
Every creature in the world has seen it.
But to their dying day they'll never see
the same one again.

BOTTLE
Kingdom soldiers will look like it,
When the headsman gives them a lop.
For then, like it,
they'll have a neck,
But not a head on top.

GAUNTLET
What is the thing
with fingers long,
That grips our deadly
swords so strong?

HORSEMAN
Six legs, two heads,
two hands, one long nose.
Yet he uses only four legs
wherever he goes.

COALS
Black when bought.
Red when used.
Grey when thrown away.

SECRET
It is too much for one.
Two it is meant for.
But it no longer exists,
When the two become more.

FUTURE
It never was before.
It is not now.
Fools wait for it forever.

THOUGHT
What ranges far and
cannot be confined,
yet stays in one spot?
The correct one will
open this chest.

PADDLE
Held firmly in the hands,
Like a sword it cuts deep.
Bloodless strokes, all,
Then forward we leap.

SNAIL
Bloodless and boneless
it travels about.
Yet it never leaves home.

BELL
You hear it speak,
For it has a hard tongue.
But it cannot breathe,
For it has not a lung.

SHOE
Has a tongue,
But never talks.
Has no legs,
But sometimes walks.

STOVE
You seek it out,
When your hunger's ripe.
It sits on four legs,
And smokes a pipe.

MATTRESS
Has feathers but can't fly.
Rests on legs but can't walk.

SQUARE

One pace to the North.
Two paces to the East.
Two paces to the South.
Two paces to the West.
One pace to the North.

SNOWFLAKE
It flies without wings,
Drops without fear,
But held in warm hands,
It will soon disappear.

FLEAS
When they are caught,
They are thrown away.
When they escape,
You itch all day.

THISTLE
He stands beside the road in a
purple cap and tattered green cloak.
Those who touch him, curse him.

BROOM
All about the house,
With his Lady he dances.
Yet he always works,
And never romances.

PATH
All across the countryside,
to front doors he travels.
But you never invite him in.

KEY
Axes and swords,
Will not help you through.
Yet it and a little push will do.
Some in the road would
have fought and soon died,
Were it not close at hand,
to let them inside.

SURF
Pounds all day,
Beats all night,
Never rests.

WATERFALL
This old one runs forever,
But never moves at all.
He has not lungs, nor throat,
Still, a mighty roaring call.

DICE
You can count on them, though
some would rather cursethem.
You can speak dear to them,
though well all know 'tis
just in vain.

LOGS
They have not lips nor tongues,
Yet lead them green to the pit,
And as they die you will hear,
Them sputter, hiss and spit.

FARRIER
There is a shoemaker in the dell.
Makes his shoes with steel and nail.
Although his goods last right well,
Folks need two pair, without fail.

BRIDGE
When it is stout,
People gladly tread.
When it is thin,
People walk in dread.

MIRROR
Look in my face,
I am somebody.
Look at my back,
I am nobody.

SNARES
The bones of the dead,
Can be used to trap the living.

TROLLS
Say away fom these hideus
beasts, they kil our females
and chidrens.

BOOK
It is a journey whose path
depends, on another's vision
of where it ends.

BLADE
Blessed are the first.
Slow are the second.
Playful are the third.
Bold are the fourth.
Brave are the fifth.

ASHES
After the final fire,
the winds will blow.
And these, which are already dead,
will cover the ones who have yet to die.

ORANGE
Men seize it from its home,
tear apart its flesh,
drink the sweet blood,
then cast its skin aside.

ICICLE
You see me oft,
In woods and town.
With my roots above,
I must grow down.

GRAVE
You see me oft,
In woods and town.
With my roots above,
I must grow
down.

GRAVE
A strange earthen house,
That brings nought but disdain.
And yet those who stay there,
Never do complain.

EYES
Twins on either side of
a ridge that smells.
They shall never see
each other directly.

RAIN
With flashing sword and booming cry,
With darkness staining land and sky,
The army comes, prepared to die.
Soldiers fall in glistening dress,
As battles are joined without egress,
Save comfort in the earth's caress.

STARS
The wheel is steered,
Despite the night.
They prefer our lead,
More than the light.

SADDLE
When it is down,
It is lower than a horse's belly.
When it is up,
It is higher than a horse's back.

SPONGE
Holes at the top.
Holes at the bottom.
Holes in the middle.
But still it holds water.

BRIARS
Claws like a cat,
Crooked as a snake's hiss.
Patch together your guesses,
You won't guess this.

SIEVE
Rounds as an apple
Deeps as a cup,
All the Bitter Sea
Can't fill it up.

DRUM
Although my cow is dead,
I continue to beat her.
What a racket she makes!

BUTTON
Flat as a leaf,
Round as a ring,
Has two eyes,
But can't see a thing.

TRADE MARES
Two brothers wanted to race a course,
To see which had the slowest horse.
Since neither wanted to spur his mare,
What must they do to make it fair?

WALNUT
A box beneath a tree,
Inside some tasty meat.
Kept for a month or more,
It still tastes just as sweet.

PIPE
Its tail is round and hollow,
Seems to get chewed a bit,
But you'll rarely see this thing,
Unless the other end is lit.

DOOR
It doesn't live with in a house,
Nor does it live without.
Most will use it when they come in,
And again when they go out.

STAKE
Although lower than a fence,
And thinner than a rail,
It can still be used to hold a horse;
Hooves, mane and tail.

BOOK
Though not a plant, has leaves.
Though not a beast, has spine.
Though many wouldn't need this thing,
'Tis more valuable than wine.

PLOW
Four legs in front, two behind.
Its steely armor scratched and
dented by rocks and sticks.
Still it toils as it helps feed
the hungry.

BULL
In the fields a frightful thing,
Watch it and you will find,
It has a pitchfork in the front,
And a broom back behind.

PROMISE
Our valiant leaders will keep this.
But only after they have given it.

DEATH
What is this thing that having it,
You can no longer give it away,
But lacking it, for the moment at least,
You can give it to those who must pay?

DISPUTE
Whoever has it is angry,
Whoever loses it is angrier,
Whoever wins it has it no more.

MUSIC
This wondrous thing, though not
an herb, can help comfort the weak
and the dying. It can even be used to
rally the troops, or make one start
laughing or crying.

BUBBLE
This sparkling globe
can float on water,
and weighs not more than a feather.
Yet despite its weight ten
giants could never pick it up.

ROPE
Ten troll's strength,
Ten troll's length,
One troll can pick it up,
No troll can stand it up.

OCEAN
A shimmering field that reaches far.
Yet it has no tracks,
And is crossed without paths.

SHOES
You tie these things,
Before you go.
And untie them,
After you stop.

DARKNESS
This engulfing thing,
is strange indeed.
The greater it grows,
the less you see.

LIFE
Don't grow too attached to this thing.
Without it you will never even know it
is gone. But be careful friend, it is
much easier to lose on Kingdom soil.

EQUALS
What is it of yours that you
see every day, but our Leader
sees only rarely?

GLAMREDHEL
Where once there were three,
Now only are two,
Ancient kin ours,
Whom we sent to their doom.

JACKET
Neck, but no head.
Arms, but no hands.
Waist, but no legs.

SAWDUST
A carpenter left some wood,
Would not take it back.
I saw some dust where he left it,
But couldn't find his stack.

NOOSE
Once alive, but now twisted 'round.
It is used by moredhel and men to
punish their own kind.

EGGS
No visible flesh,
Nor blood, nor bone,
But given time,
They will walk alone.

FIRE
Put into a pit.
Locked behind a steel grate.
Guarded all through the night,
still it goes out.

ECHO
Answers its caller without being
asked. Responds within seconds, and
speaks all languages with equalease.

ALPHABET
This marvelous thing,
Though it sounds absurd,
Contains all our letters,
But is only a word.

PRIEST
This Kingdom fool has married
many women. Yet he has never
been married.

TOWEL
This odd thing seems to get wetter,
The more it dries.

CANE
Though blind as well,
Can lead the blind well.

MOUSER
What goes down to the cellar
with four legs,
but comes back with eight?

TEMPER
You must keep this thing.
Its loss will affect your brothers,
For once yours is lost,
It will soon be lost by others.

HONEY
Though a tasty treat,
Made in spiral towers,
Rarely will it be eaten alone.

WATER
This great thing can be swallowed,
But can also swallow us.

HASTE
Inside a burning house,
This thing is best to make.
And best to make it quickly before,
The fire's too much to take.

WEARY
Plow and hoe, reap and sow,
What soon does every farmer grow?

ADVICE
Everyone offers this thing.
But few will take it when it
is offered by someone else.

STRANGER
You will invite him into your house,
Yet you know him not.
Once you get to know him,
This thing he will no longer be.

LAKE
I saw him where he never was,
And where he could not be.
And yet within this place,
I saw a wavering face,
Staring back at me.

SPURS
We travel much, yet prisoners are,
And close confined, to boot.
Yet with any horse we will keep pace,
And always go on foot.

GALLOWS
When people come for me to meet,
They come to me with heavy feet.
The one I hold,
When I get my chance,
Will turn and spin,
And start to dance.

FOG
When it comes in,
>From sea to shore,
Twenty paces you'll see,
No less, no more.

BARK
Like dogs shouting at the moon,
Or armor worn by the trees.
Like a sharply spoken command,
Or a tiny vessel upon the seas.

6478
Chapter 1 requires this code,
for you to reach the motherlode.

9216
Chapter 2 requires this code,
for you to reach the motherlode.

7702
Chapter 3 requires this code,
for you to reach the motherlode.

2132
Chapter 4 requires this code,
for you to reach the motherlode.

5052
Chapter 5 requires his code,
for you to reach the motherlode.

0680
Chapter 6 requires this code,
for you to reach the motherlode.

0194
Chapter 7 requires this code,
for you to reach the motherlode.

4743
Chapter 8 requires this code,
for you to reach the motherlode.

9995
Chapter 9 requires this code,
for you to reach the motherlode.


To gain Strength, get a lot of Fadamor's Formula by the time you reach Chapter
6. In Chapter 6 on the way to Elvandar, there is a well which takes away your
Fadamor's Formula and increases your Strength by 3 Points permanently. To get
to it, follow the main road to Elvandar. Just before the road deadends, you
should find the well using the Spyglass of Ishap. The Cheat is that when you
use the well with Fadamor's Formula, it takes all of the Formula you have with
you so that you can only do it once. But if you place all of the doses, except
1, of Fadamor's Formula in a bag next to the well, you can use the well; then
go back and take another dose & use it all over again. Each time Owyn &<
Gorath's Strength increases by 3.

Many thanks to Ron Lang for supplying these cheats!

On the road just south of Lynton is the farmhouse of Flarr Wygn. He offers you
water from his magic well (which has wards that only Flarr can overcome)Pay
the 25s for a drink and all characters health and stamina levels are filled
(but it doesn't cure the plague).

Many thanks to Kristine for supplying these cheats!



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Hint #2 for Betrayal at Krondor


     This file contains a list of hints for this Sierra/Dynamix game. I hope
that it helps you. If you are stuck on any other Sierra game we can send
you complete walk-throughs for 30 Sierra games(See list below). If you
would like the hints just send a $15 check or money order to 2806 Silent
Spring Creek Drive, Katy, Texas, 77450. If you are writing out a check,
make it out to Houston Deeboockum. You will be enrolled in out gamers club
(CGE-Computer Gaming Experts) and will be sent new hints and info and games
when they become avaible. The $15 charge covers the cost of the disk
containing the 30 walk-throughs, enrollment in our club, and shipping &
handling. Here is a list of the game walk-throughs you would
recieve...King's Quests 1-5 (6 is avaible online), The Colonel's Bequest,
The Dagger of Amon Ra, The Larry series (4 games), Police Quest 1-3, Quest
for Glory 1-3, Space Quest 1-5, Goblins I and II, Freddy Pharkas, Rise of
the Dragon, Willy Beamish, The Prophecy, Inca, and Betrayal at Krondor. If
you do not want walk-throughs of certain games, please specify another that
you would rather have.


Chapter 1

Locklear and Owyn escort a Moredhel prisoner named Gorath, to Krondor.
The strategic and political importance of this trip South will become clear
soon enough as you adventure.

Krondor

Krondor is the Southernmost city in the Kingdom of Midkemia. If you are
having trouble finding it, refer to the color map included in your box. You
will find it along the coast of the Bitter Sea, just East of Sorcerer's
le.

Moredhel Word Locks

Spin the tumblers on the chest until they spell the correct answer to the
riddle!

Magical Trap South of Zun.

South of Zun you will encounter a magical trap with four crystals that
rise out of the ground. You may click on your RETREAT button, (it could take
several tries), and bypass this trap, taking another route to Krondor; or
you could attempt to "solve" the puzzle. In this case, walking between like
colored crystals will trigger a magical lightning bolt that could kill a
member of your party. Try walking around the deadly pairs. Tap the "G" key
on your keyboard if you need extra help.

Krondor

When you get close to Krondor, you will be prompted as to whether you
want to continue following the road that leads toward the castle. Answer
"YES" then wait until the picture of the castle appears. Move your cursor
over this picture and you will see it change to words like "SHOP", "INN" and
"PALACE." If you left click when the cursor says "palace" you will learn
that the gates have been jammed. Move your cursor down to the cliff face
beneath the gates and you will find an alternate entrance into the castle.

Sewers

You will not be able to get into the palace from the sewers until you
have found a character named James. He has been cornered by a group of
Nighthawks (wearing black) in the NW corner of the sewer network. You must
kill them, then head down the side passage that branches off to the North.

The Palace Grate

James will give you a key to unlock one of the grates leading up into the
palace. (The key will show up with your other keys automatically.) You'll
find the grate in a room East of where you found James. When you see a
ladder, click on it with your left mouse button. From the "lock screen" drag
James' key to the lock and release your button.
If you've found the correct ladder, the lock will open and you will have
successfully completed the first chapter!

Chapter 2

James and Gorath meet Owyn in the sewers under Krondor and together they
head to the town of Romney to rendezvous with a detachment of King Lyam's
troops at the Black Sheep Tavern.

Sewers

The sewer exit is South. You will exit the sewers through the same
entrance that you used in chapter one.

The Nighthawks

Nighthawks dress all in black and you'll encounter a powerful group of
them near the temple of Ruthia. If you are having trouble killing them, try
hugging the mountain range South of the road and you should be able to slip
past them without being detected.

Romney

Due to the Guild war in and around Romney, Mitchell Waylander will refuse
to allow you into town without a Glazer's Guild seal. If you haven't been to
Silden yet, you will find an important clue regarding the Guild seals in a
chest outside the city.

A Glazer's guild seal

Search for a farmhouse just West of the town of Lyton. (You may run into
Max Feeber, the farmer who lives there.) Search the barn and inside you will
find four Glazer's Guild seals!

The Plague

The fever mad townsfolk who attack you outside Silden will give you the
plague. For a cure, continue into town and left click on the ship on the
right side of the screen---it will take you to the Temple of Eortis on
Temple Isle. Inside the temple, left click on the curtains that lead into
the cloisters and then choose the TALK option from the menu. The priestess
will cure you of the plague as you leave.

Chapter 3

James, Owyn and Gorath must discover who was responsible for killing the
King's soldiers at the Black Sheep Tavern. They must solve the mystery of
the spyglass and the spider, then find enough evidence to convince Arutha
that Nighthawks are operating in the area. You should start by talking to
the people in and around Romney.

The killer of the King's men

You will uncover many clues by talking to the people in and around
Romney, but you will learn the most valuable information by heading North
toward the town of Kenting Rush. Check out the Temple of Kahooli North of
town and talk to the Priest.

Priests at the temple of Kahooli

You won't learn anything at the temple of Kahooli until you have proven
you are pious in the eyes of their god. To do this you must drop ALL your
food in a bag, then use the ENCAMP option until all your characters are
"starving." Only then should you enter the temple and talk to the priest.

Navon Du Sandau

The priests at the temple of Kahooli will implicate Navon Du Sandau as
the leader of the Nighthawks and the man responsible for slaying the King's
soldiers. You will find him on the road, in or around the town of Kenting
Rush.

Nighthawk Headquarter's

Having killed Navon Du Sandau you must now find evidence of Nighthawk
involvement in a Moredhel attack on the Kingdom...to take back to Prince
Arutha in Krondor. You may find what you seek behind the waterfall, which is
just North of the Temple of Banath, between Cavall Keep and Prank's Stone.
It will be down a dirt road that branches West off the main road.

The locked door at the Nighthawks quarters

To enter the caverns behind the waterfall, move your cursor around near
the base of the falls until it changes to the word ENTER, then press your
left mouse button. You will need a "Knight's Piece" to get past the door.

Knight's piece

Head back to Kenting Rush and attempt to use the well on the South side
of town.

The Virtue Wall

The lock on the well in Kenting Rush can only be opened with a "virtue
key." You will find such a key in the shop in Kenting Rush. There is also a
key located in a grave North of Prank's Stone, next to the river.

Evidence against the Nighthawks

Once you've entered the caverns behind the waterfall, head NE. You will
need Navon Du Sandau's cellar key to get into his room. Once inside, you
will find a Moredhel wordlock chest, which contains the evidence you need to
end the chapter! The answer to the riddle is: "Darkness."

Chapter 4

Owyn and Gorath must escape from the dungeons at Sar-Sargoth and then
fight their way South to The Teeth of the World...and freedom!

The Dungeons at Sar-Sargoth

The door South of your starting location when the chapter begins, is the
only way to get to the upper level of the mine. To open that door you will
need to find an interdictor key. You may find an interdictor key by going
through the East door. You will need a Guildis Thorn key to open the East
door. Once through the South door, simply head south, then west. The upper
level is much smaller then then other levels. The exit is NE of the
airway.

Nalar's Rib

Nalar's Rib is an extremely powerful, yet non-essential item that you may
want to spend some time looking for. It can be tricky to find. First, you
must collect the emerald and the note from the skull at Sar-Sargoth. Then,
when you leave the city, head south -- off the main road -- until you hit a
mountain and a graveyard. Go around the West side of the mountain and
continue heading south until you trigger a magical trap with three Ogre
magicians in it. Once this is dealt with, head SW and look for a large stone
slab among a group of trees.

Northlands

The easiest and most painless way to get out of the Northlands is to find
Irmelyn in the Giant's Broth Tavern in Armangar. He will ask you to rescue a
character named Obkhar from the naphtha mines nearby.

Obkhar and the Naphtha mines

The naphtha mines are located NE of Armangar. Go around the North side of
the mountains separating the river and the road, then follow the river
South. You can squeeze between the river and the mountains and enter a
secluded canyon. The entrance to the naphtha mines is across the bridge.
Obkhar is located NE of the cave entrance.

Cullich

Cullich can be found in a house South of Caern and West of the crossroads
that lead to Raglam and Wyke. Use your brass spyglass, or have Owyn cast an
Eyes of Ishap spell if you are still having trouble.

Moreaulf

Moreaulf is located in the town of Harlech in one of the Northern
dwellings.
You will need to cast the spell "And the Light Shall Lie" in order to
speak with him. (Only Cullich can teach you this short duration spell. HINT:
It can be cast several times in succession to increase the duration.)
Moreaulf will only give you the password for the guards on the bridge if you
have talked to them first.

The bridge to northlands

Before you talk to Moreaulf (using the spell "And the Light Shall Lie, of
course) you should attempt to cross the bridge by heading south past
Armangar. This way you will be able to ask him about a "password." Once you
have received the password from Moreaulf, simply head back to the bridge and
you will be allowed across.

Chapter 5

James, Locklear and Patrus help Duke Martin and Baron Gabot prepare a
defense for the impending Moredhel attack on Northwarden. The first place
you should go is back to Northwarden to talk with Baron Gabot. Then head
south and look for Duke Martin, he won't be too far from the castle.

The three chests

The three chests Duke Martin tells you to find aren't far away. Head NW
and walk around the hills if you have to. When you find the chests the
wordlock answers are: "onion", "outside" and "door." The only poison that
will work on the rations is "coltari" poison, which can be purchased nearby.
You must put the rations in your inventory, poison them, then return them to
each chest.

Tamney the Minstrel

Tamney the Minstrel can be found in a barn near the town of Dencamp on
the Teeth. To open the barn door, at least one member of the party must have
a STRENGTH rating of 30 or more. If this is a problem, you can buy a
strength booster called "Fadamor's Formula" at a shop nearby. The geomancy
stones Tamney asks about are in a cavern East of Dencamp. There are two side
roads that lead North to the cave entrance. Once inside you will find the
stones in a chest to the North.

The Goblins

There are FAR too many goblins guarding the entrance from the Kingdom
into the Northlands. You have no other choice but to pay them what they are
asking. The quickest way to raise the money is by selling the diamonds you
got from Tamney. It might be worth your while to search around for a shop
that will give you the best price.

The war planes in Raglam

Captain Kroldech is occupying one of the houses in Raglam, and he has the
plans. To get the plans away from him, talk to the engineer who lives in the
house next to the tavern in Raglam.

The engineers

The engineer will only talk to the group if Patrus plays the lute POORLY.
The trick here is to lower Patrus' barding skill. The easiest and safest way
to do that is to get him drunk!
(After you fierd the catapult)
The engineer will tell you where to find the missing catapult part.
Retrieve it from the box near the river (be careful, it is trapped), then
head to the catapult and click on it with your left mouse button. Once the
catapult has been activated, head back to Raglam and click on Kroldech's
house. The plans are inside.

Moredhel spellcasters

After returning to Duke Martin with the Kroldech's plans, the Duke will
give you one more task. This one will involve finding six invisible Moredhel
spellcasters and eliminating them. (They are SE of Dencamp on the Teeth,
near a house and well, which are both South of the main road.)
(Killing them....)
THIS IS AN EXTREMELY DIFFICULT COMBAT SCENARIO and it may be necessary to
try it many times before you succeed. Here are some tips: Use restoratives
before the combat to boost your characters up to full HEALTH, and use them
during combat if possible. Move your fighters into their ranks -- they can't
use their magic if you are standing right next to them. Also, make sure your
armor and weapons are in peak condition, and if you have any potions or
weapon or armor enhancers -- use them!

Chapter 6

Owyn and Gorath must find Pug and Gamina. Their only clue is a cryptic
message burned onto the wall in Pug's room at Krondor: The Book of Macros.
When the chapter begins, search the sewers carefully.

Sewers under Krondor

You will encounter a character named Katt in the SE corner, almost where
the hallway dead ends. (Try heading East from the four way intersection near
the entrance.) She will ask you for the Idol of Lassur, which is located in
the second level of the sewers. The chest it is located in, is trapped.

The Pantathian serpent priests

If you head East towards Malac's Cross, watch out for the Pantathian
serpent priests surrounding the town. There are a lot of them and they are
very difficult to kill. Stock up on restoratives and use them before and
during the battle if possible. This would be a good place to use your armor
and weapons enhancers, as well. You might pay a visit to Malac's
Dragon while you are in the area. It is NW of Malac's Cross.

Abbot Graves

When Abbott Graves asks you to find Mitchell Waylander, head to Sloop.
His house is located near the shop. He will give you a note to take back to
the Abbott.

The key to Stellan's house

The key to Stellan's house is located on a dead body just outside
Krondor. Stellan's house is located in Eggley. Once inside you will find a
map that will lead you through a secret entrance into the libraries at
rth.

Sarth

You will not be able to get into Sarth by the normal means. Find the key
to Stellan's house and retrieve the map that will allow you to enter the
library through the caverns underneath. You can enter the caverns by left
clicking near the bottom of the Sarth background, when your cursor changes
to the word "ENTER." Once you have found the stairs leading up to the
library, search the shelves carefully until you find the information you are
seeking.

Elvandar forest

There is only one way to get into Elvandar: through the mines of the Mac
Mordain Cadall. You will find the mine entrance on the Western side of the
road, South of LaMut.
Prince Calin will help you get through the Elvandar Forest. He is located
in the NE corner in a secluded area. Do not cross the river if you hope to
find him.

Tomas
                                        
Tomas can be reached by either passing through the Ancient Ruins, or by
fighting your way to the NW corner of the forest. The Ancient Ruins are
located on the Western side of the forest, North of a river intersection.
When you reach the Easternmost mountains, head North to avoid the deadly
Sleeping Glades. You will need a key of lineages which you can get from
Prince Calin.

Chapter 7

James, Locklear and Patrus search the Dimwood forest for the Rift
Machine. To start, head SE when the chapter begins, and cross the small
bridge when you come to it. Head SE from the bridge until you encounter Duke
Martin. If you continue to head SE you will also run into Obkhar. Both will
give helpful information.

Passwprd for the bridge

The password for the bridge can be found in a Moredhel lock chest in the
NE corner of the forest. The answer to the lock chest is "snowflake."
Once you've crossed the bridge you will have to find and talk to
Moreaulf. Head East along the river until you run into him.

The chest

The chest is located in the SW corner of the forest in a box canyon. The
answer to the wordlock puzzle is "victory."

Path to the magical item

You will need to find Squire Phillip. Look for him due North of the
chest, but it will be necessary to go around several mountains and
foothills. He is heavily guarded so be careful!

The Rift machine

The Rift Machine is located near the center of the forest on a peninsula
surrounded by rivers and mountains. One of the mountains is just an
illusion, conjured up by enemy magicians to hide the location of the
machine. This mountain must be walked through.

The enemies around the Rift machine

Goblins are particularly susceptible to the Mind Melt spell. If you don't
already possess this spell it might be a good idea to find it. The other
option would be to take a chance on Rorics Seal. This magical item will
automatically cast Mind Melt, but there is about a 30% chance it will
backfire and affect the caster instead.

Chapter 8

Owyn and Gorath search for Pug and Gamina on a hostile, alien world. It
would be a good idea to head north when the chapter begins. Find the
marble-looking pillars and click on them. It would also be a good idea to
stock up on food...you'll need it in chapter nine!

Using magic

To use magic in this strange world, Owyn will first have to find a
crystal staff. You can find a crystal staff in one of the dwellings in the
NE corner of the island, next to a mountain. There may be others as well.
You will also need crystallized manna to "rub" on the staff. Raw manna can
be found by left clicking on certain crystal growths out in the world.

Health crisis!

There is a dangerous area in the SW corner of the island. You may not
pass through this area until you have found the pillars to the North and
freed Pug.

The cup of Rlnn Skrr

The cup of Rlnn Skrr is located near the SE corner of the island. You
will find it in a dwelling, heavily guarded by Panth-Tiandns.

Pug

You will find Pug in the NE area of the island, in a dwelling next to a
main road. If you return the cup of Rlnn Skrr to the pillar of
Dhatsavan, then click on the pillar again you will be teleported to Pug's
location.

Gamina

Gamina is trapped in a crystal cage in an underground cavern. The
entrance to the cavern is west of the three bridges, and on the north side
of the river.

The wind elementals

The Wind Elementals you will encounter in the underground cavern can ONLY
be killed with a spell called "Strength Drain" (This spell is located in the
SW corner of the island.) Because the Wind Elementals regain strength and
health every turn, you must deplete them completely in order to kill them.
The easiest way to do this is to have both Pug and Owyn cast the spell on
the same creature. If the first blast doesn't kill it, the second surely
will.

Chapter 9

Owyn, Gorath and Pug must prevent Makala from reaching the Lifestone.
This means they will have to find and kill the six spellweavers that the
Tsurani Great One brought with him from Kelewan. It is important to retrieve
a key called a "Ward of Ralen-Sheb" from the body of a goblin in the first
room you encounter.

The oracle of Aal

The Oracle of Aal can be found by going through the North door of the
first room you come to. The Oracle of Aal is located in the NE area of the
caverns.

Getting to the second level

The second level entrance is on the NE side of the caverns. Head through
the East door and avoid the deadends to reach the entrance.

The Six

It will be necessary to search nearly every room and passageway to find
The Six. You will discover they are all heavily guarded.

The final combat

The cup of Rlln Skrr may be used over and over again in Chapter Nine to
learn spells. Pug will eventually learn every spell in the game, but this
will take time and use up a lot of rations.



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Hint #3 for Betrayal at Krondor


Should you want to open the Moredhel chests here are the codes. The Letter
column contains the letters that are displayed when you first examine the
chest and the Answer column is the answer to the riddle:
                                        
LETTER          ANSWER                 LETTER          ANSWER

AHAE            EYES                   AROOLET         ALCOHOL
BATI            BULL                   BILET           COLTS
BLTERIST        MATTRESS               BRATLY          SNARES
BRRD            FIRE                   BSRO            BARD
BRIROED         FARRIER                BDREY           SHOES
BLUER           FLEAS                  BRINK           BLADE
BESTD           NOISE                  BELUAE          FUTURE
BREEL           SIEVE                  BRLESD          PRIEST
BOTN            DOOR                   CHLT            SHOE
CLAYS           TABLE                  CQATRL          SQUARE
CICH            PATH                   CUOHHD          BUTTON
CCASE           OCEAN                  CRETY           SPURS
CPTEGY          SPONGE                 CONS            BOOK
CLIW            PLOW                   CEORLIY         SAWDUST
CLAPVT          TEMPER                 COEVLS          BOTTLE
CHSVD           STOVE                  CESSHDN         THISTLE
COSAEFIE        STRANGER               DRV SAGHD       DAY NIGHT
DSWPSTY         DISPUTE                DOC             DIE
EITL            EGGS                   EHEPETS         GALLOWS
EOE             FOG                    ETRIOS          BARROW
EOEN            BARK                   FSAOT           BROOM
HLALV           TOWEL                  HSKO            LAKE
JARMLAY         PROMISE                KIIEN           ONION
KOSPL           SNAIL                  KLICBTR         KNOCKER
LEIELT          ICICLE                 MBTN            ROPE
MAOHLL          JACKET                 MORIT           RIVER
OHDE            PIPE                   PERDE           WRONG
PHENGSS         THOUGHT                PLESR           WATER
PATD            WIND                   PSAOS           ARROW
PSTE            LIFE                   RTLE            HOLE
ROBN            RIGN                   RHEDLS          CANDLE
RCONCADGSR      GLAMREDHEL             ROSET           HASTE
RSOE            RAIN                   RHNBFT          SHADOW
RWRDLATJEN      TRADE MARES            RAE IN SOL      EYE TO EYE
RARPE           WAGON                  RMEES           SMOKE
RIAC            RAIN                   RSMST           HONEY
SOOES           SWORD                  SASSU           CHEST
SHUETSEC        GAUNTLET               SARDS           STARS
SOSK            MILK                   SLLAT           CARDS
SAMT            WALL                   SELET           GRAVE
SHT WESD        THE DEAD               SHORAS          GLOVES
SOSLPLG         NOTHING                SLCK            BELL
SARD            EYES                   SAETES          WALNUT
SHSTE           THORN                  SLOOY           ASHES
TERIES          STAIRS                 THAORT          ORANGE
TRAK            DRUM                   TOGY            EGGS
THR             ICE                    TULD            RUST
TRKY            HAIR                   TRLDRY          SPIDER
TASDOY          PADDLE                 TIAD            LOGS
TOTELC          TROLLS                 THDELY          SADDLE
TEFBT           STAKE                  THACK           DEATH
TATE            CANE                   TUORBCNT        SUNSHINE
TREGCDS         OUTSIDE                THTHCS          BREATH
THPLE           COALS                  TNFIFDRKY       SNOWFLAKE
TOB             KEY                    TORA            BOOK
TCKD            ECHO                   TIAPY           WEARY
TROPS           BLOOD                  TRSE            NAME
TAEDIE          CANDLE                 TOLIELIOE       YESTERDAY
THEDTS          BRIDGE                 THIURS          BRIARS
TATHEENW        DARKNESS               TAALREWL        TREASURE
TUVETED         SILENCE                TIWE            SAWS
TOSES           NOOSE                  THTATW          SHADOW
WORGSEL         HANGMAN                WEMHI           HOLES
WSTE            FIRE                   WOTSOMEN        HORSEMEN



Top of page | 



Solution for Betrayal at Krondor


Файл сочинен Афанасьевым Сергеем.
МИССИЯ 1.
В первой миссии вы должны доставить Гораха в Крондор. После чего если
вы поводите мышкой по экрану , рано или поздно вы обнаружите напись
SEWER , что означает канализация, накупив факелов в магазине , отправляйтесь
туда. В подземелье вам повстречается Джеймс и сунет Вам ключ. Этим ключом в
одном из залов нужно открыть лестницу ведущую наверх.


МИССИЯ 2.
В второй миссии вы должны прийти в Ромний ,и зайти в нем в таверну.
Для того чтобы обезопасить себя вы должны достать в подземелии
заклинание Skin Of Dragon , в подземельи вы должны отыскать Овина,
а это не сложно. Да совсем забыл , для того чтобы войти в
Ромний вам понадобиться на востоке от Литона найти поле , а на нем фермера
, поболтать с ним и зайти в дом , и там спереть все что есть а потом
только идти в Ромний.

МИССИЯ 3.
В третей миссии вначале приятное известие , цены в магазине в Ромнии
поднялись до небес , а это значит что продавать нужно только там.
В Кетинг Раше есть колодец который открывается виртуальным ключем,
откройте его и соприте там коня. Потом надо скрепя сердце пойти в
Кахульскую церкву выкинуть перед ней всю жратву , поголодать сутки
и поболтать в ней. После чего вам жратву вернут , и вы тихо-мирно
пойдете к Ромнию . Да , кстати не забудте прибить Hавона Дю Сандау,
вы найдете много интересного на его трупе, и идите к водопаду
который находиться неподалеку от Prank's Stone, вторая сельскоя дорога
по левой стороне если идти от Ромния ведет к водопаду, там мучайте мышь
до тех пор пода не появиться 'ВОЙДИТЕ' . Войдите и убивайте все и вся пока не
найдете сундук со словом DARKNESS.

МИССИЯ 4.
В четвертой миссии вы должны выбраться из северных земель. Сделать это
проще всего так : Для начала выбраться из подземелья. для этого в нем
вы должны найти ключа с набалдашником в виде черепа. Потом вернуться в
ту комнату из которой вы начинали миссию и открыть этим ключем дверь
которая ничем другим не открывалась. Выйдя из Сар-Саргота идите по
правую руку убивая все что нападает , когда вы повстречаете неубиваемых
, тогда обогните их и двигайтесь в том же направлении , а именно на
запад. У моста вас спросят какой-то пароль, убейте их и перейдите через
мост , там вас ожидает еще одна битва, после нее вы повстречаете Финна
который и выведет вас с этой Колымы.

МИССИЯ 5.
В пятой миссии к вам присоеденился редкий придурок маг Патрус, от
которого не стоит ожидать существенной помощи, да кстати не забудьте
в умения поставить все мечи красным ( естественно те которые ставятся ).
Так как с вами нет Гораха то вы вынужденны будете пользоваться заклинанием
Union для того чтобы суметь что-то прочесть в сундуках. В этой миссии вы
должны будете исполнять поручения Дюка Мартина. В первом задании вам
нужно отравить еду в трех сундуках которые находятся неподалеку от того
места где вы повстречаете Дюка Мартина а именно около второй развилки
если двигаться от Hортвардена . Второе задание включает а себя то , что
вы должны отыскать в сундуке в подземелье , а именно 'гадальные камни'
которое можно найти двигаясь по направлению к Decamp on the Teeth и свернув
на первой серой дороге. Далее вы должны отнести эти камни в серый дом к
менестрелю, для того чтобы попасть в серый дом купите желтую бутылку,
которая поднимает силу, если у вас сила 30 или больше ничего покупать
не надо. Менестрель даст вам 3 алмаза продав которые вы сможете пройти
через троллей и выполнить следующее задание . Прийдите в Раглам,
напоите Патруса до 100 процентов , и войдите в дом который находиться
рядом с таверной, согласитесь сыграть там , и найдите дом Кроделча,
он даст вам задание починить катапульту, для этого двигайтесь к реке
она там одна так что найдете рядом с мостом вы увидите сундуки в
одном из них вы найдете шестеренку которая нужна для починки катапульты,
идите к катапульте и ткните курсором в нее а потом скажите YES и идите
к Кроделчу , там вы сопрете Лимс-Крагму , а это очень хороший меч, и
ноту. Hоту вы отдатите Дюку и перед вами последнее задание , вы должны
прибить шестерку магов которые обитают на SW от Decamp On The Teeth ,
для этого нажритесь зеленых бутылок и запишитесь. После чего идите к
Дюку , поговорите с ним и идите в Hортварден , где вы зайдете в дворец.

МИССИЯ 6.
Прочитайте мечи штучные в Decamp on teeth можно прорваться в этой
миссии с помощью телепортатора.
В 6 миссии вы окажетесь в канализации Крондора. Идите на второй этаж
в самом его начале будет сундук который взрывается. В нем идол и
Лимс-Крагма. Потом выползите из Крондора и идите в Малак Кросс.
Зайдите в церковь и побазарьте с аббатом. Он вас пошлет искать
мужика. Мужик находиться в Sloopе рядом с лавкой в доме. Он вам
даст записку отнесите ее аббату. Далее Идите к Крондору. Рядом
с ним лежит труп, а на трупе ключ. Потом идите в Eggley и тыкайте
в дома пока не откроете и не возмете ноту. Идите с ней в Sarth
и залезте в подземелье выбиретесь на второй этаж и окажетесь в
библиотеке. Посмотрите там и соприте книгу и изумруды. Потом
идите в подземелье рядом с Ламутом. Выбирайтесь через другой
этаж и попадете в Эльвандар. Hайдите Калина, он находиться на
NE . А потом пробивайтесь по большой дороге до ее конца.

МИССИЯ 7-я.
В самом начале двигаться на SE. Потом перейдя мост держаться восточнее.
Повстречаете Мартина.Потом идите на NE повстречаете Обхара. Потом
убейте гоблинов охраняющих мост. После моста на E пока не встретире
Мореаульфа. Потом на SW до сундука в котором то что разрушает
Рифт машину, кодовое слово в нем victory. Потом на N до Филиппа,
он охраняется 2-мя пачками гоблинов 6 и 7 штук. Потом в центр леса
на полуостров полностью закрытый грядой гор. Горы иллюзия , пройдите
через них, замочите 2-х магов и ткните в Рифт Машину.

МИССИИЯ 8-я.
Посох находиться на NE. Потом идите на N найдите столбы и потыкайте в них.
Потом на SE найдите Cup of Rlnn Skr и обратно к столбам. Ткните в столб с
оракулом и он перенесет вас к Пугу.После этого идите на SW и используйте
трубу в дурках в земле найдете 3 доспеха и 2 Strangth Draina. Потом к реке
а от реки к подземелью (налево).Там и найдете Гамину.

МИСИИЯ 9-я.
Снимите ключ с мертвого коблина убитого вами в первой схватке.
Потом идите на нижний этаж и перебейте 6 магов в белых халатах.
Потом к началу миссии в ту комнату в которой вы дрались с гоблинами
и в северную дверь . Оракул находиться на NE. Он отобрав Гораха
пошлет вас к Макале. Грохните его. И все.



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Solution for Betrayal at Krondor


Chapter One

Q: What is my objective in chapter one?
A: Locklear and Owyn escort a Moredhel prisoner named Gorath, to Krondor.
The strategic and political importance of this trip South will become clear
soon enough...

Q: Where is Krondor?
A: Krondor is the Southernmost city in the Kingdom of Midkemia. If you are
having trouble finding it, refer to the color map included in your box. You
will find it along the coast of the Bitter Sea, just East of Sorcerer's
le.

Q: How do I open the Moredhel word locks?
A: Spin the tumblers on the chest until they spell the correct answer to the
riddle! All of the riddles and their answers are available for download and
viewing in a text file named KRONDOR.TXT in the SIERRA LIB of our Library of
Files online.

Q: How do I get past the magical trap South of Zun?
A: South of Zun you will encounter a magical trap with four crystals that
rise out of the ground. You may click on your RETREAT button, (it could take
several tries), and bypass this trap, taking another route to Krondor; or
you could attempt to "solve" the puzzle. In this case, walking between like
colored crystals will trigger a magical lightning bolt that could kill a
member of your party. Try walking around the deadly pairs. Tap the "G" key
on your keyboard if you need extra help.

Q: My characters suddenly became sick or poisoned. Why?
A: Be sure to "examine" every package of rations you find in the world.
Click on the object with your right mouse button, then pay close attention
to the information in the upper left corner of the display. If your
characters DO become poisoned you will have to find some anti-venom, or pay
for a cure in a local temple. Restoratives and plenty of rest will also help
heal this condition. Getting "sick" from eating spoiled rations can usually
be overcome by sleeping for more than 12 hours.

Q: What should I do at Krondor?
A: When you get close to Krondor, you will be prompted as to whether you
want to continue following the road that leads toward the castle. Answer
"YES" then wait until the picture of the castle appears. Move your cursor
over this picture and you will see it change to words like "SHOP", "INN" and
"PALACE." If you left click when the cursor says "palace" you will learn
that the gates have been jammed. Move your cursor down to the cliff face
beneath the gates and you will find an alternate entrance into the castle.

Q: I'm in the sewer. Where is James?
A: You will not be able to get into the palace from the sewers until you
have found a character named James. He has been cornered by a group of
Nighthawks (wearing black) in the NW corner of the sewer network. You must
kill them, then head down the side passage that branches off to the North.

Q: Which grate leads up to the palace?
A: James will give you a key to unlock one of the grates leading up into the
palace. (The key will show up with your other keys automatically.) You'll
find the grate in a room East of where you found James. When you see a
ladder, click on it with your left mouse button. From the "lock screen" drag
James' key to the lock and release your button. (HINT: Try right clicking on
the lock for more information.) If you've found the correct ladder, the lock
will open and you will have successfully completed the first chapter!

Chapter Two

Q: What is my objective in chapter two?
A: James and Gorath meet Owyn in the sewers under Krondor and together they
head to the town of Romney to rendezvous with a detachment of King Lyam's
troops at the Black Sheep Tavern.

Q: How do I get out of the sewers in chapter two?
A: The sewer exit is South. You will exit the sewers through the same
entrance that you used in chapter one.

Q: How do I defeat the Nighthawks near the temple of Ruthia (between Krondor
and Malac's Cross)?
A: Nighthawks dress all in black and you'll encounter a powerful group of
them near the temple of Ruthia. If you are having trouble killing them, try
hugging the mountain range South of the road and you should be able to slip
past them without being detected.

Q: How do I get into Romney. Mitchell Waylander won't let us through!
A: Due to the Guild war in and around Romney, Mitchell Waylander will refuse
to allow you into town without a Glazer's Guild seal. If you haven't been to
Silden yet, you will find an important clue regarding the Guild seals in a
chest outside the city.

Q: Where can I get a Glazer's Guild Seal?
A: Search for a farmhouse just West of the town of Lyton. (You may run into
Max Feeber, the farmer who lives there.) Search the barn and inside you will
find four Glazer's Guild seals!

Q: We've all come down with plague on our way into Silden!
A: The fever mad townsfolk who attack you outside Silden will give you the
plague. For a cure, continue into town and left click on the ship on the
right side of the screen---it will take you to the Temple of Eortis on
Temple Isle. Inside the temple, left click on the curtains that lead into
the cloisters and then choose the TALK option from the menu. The priestess
will cure you of the plague as you leave.








Chapter Three

Q: What is my objective in chapter three?
A: James, Owyn and Gorath must discover who was responsible for killing the
King's soldiers at the Black Sheep Tavern. They must solve the mystery of
the spyglass and the spider, then find enough evidence to convince Arutha
that Nighthawks are operating in the area. You should start by talking to
the people in and around Romney.

Q: Who was responsible for killing the King's men at the Black Sheep vern?
A: You will uncover many clues by talking to the people in and around
Romney, but you will learn the most valuable information by heading North
toward the town of Kenting Rush. Check out the Temple of Kahooli North of
town and talk to the Priest.

Q: How do I get the priests at the Temple of Kahooli to give me
formation?
A: You won't learn anything at the temple of Kahooli until you have proven
you are pious in the eyes of their god. To do this you must drop ALL your
food in a bag, then use the ENCAMP option until all your characters are
"starving." Only then should you enter the temple and talk to the priest.

Q: Where is Navon Du Sandau?
A: The priests at the temple of Kahooli will implicate Navon Du Sandau as
the leader of the Nighthawks and the man responsible for slaying the King's
soldiers. You will find him on the road, in or around the town of Kenting
Rush.

Q: I've killed Navon Du Sandau. Where are the Nighthawk Headquarters?
A: Having killed Navon Du Sandau you must now find evidence of Nighthawk
involvement in a Moredhel attack on the Kingdom...to take back to Prince
Arutha in Krondor. You may find what you seek behind the waterfall, which is
just North of the Temple of Banath, between Cavall Keep and Prank's Stone.
It will be down a dirt road that branches West off the main road.

Q: How do I get through the locked door entrance to the Nighthawk
Headquarters?
A: To enter the caverns behind the waterfall, move your cursor around near
the base of the falls until it changes to the word ENTER, then press your
left mouse button. You will need a "Knight's Piece" to get past the door.

Q: Where can I find the Knight's Piece?
A: Head back to Kenting Rush and attempt to use the well on the South side
of town.

Q: How do I unlock the virtue well?
A: The lock on the well in Kenting Rush can only be opened with a "virtue
key." You will find such a key in the shop in Kenting Rush. There is also a
key located in a grave North of Prank's Stone, next to the river.



Q: How do I obtain the evidence I need against the nighthawks?
A: Once you've entered the caverns behind the waterfall, head NE. You will
need Navon Du Sandau's cellar key to get into his room. Once inside, you
will find a Moredhel wordlock chest, which contains the evidence you need to
end the chapter! The answer to the riddle is: "Darkness."


Chapter Four

Q: What is my objective in chapter four?
A: Owyn and Gorath must escape from the dungeons at Sar-Sargoth and then
fight their way South to The Teeth of the World...and freedom!

Q: How do I escape the dungeons at Sar-Sargoth?
A: The door South of your starting location when the chapter begins, is the
only way to get to the upper level of the mine. To open that door you will
need to find an interdictor key. You may find an interdictor key by going
through the East door. You will need a Guildis Thorn key to open the East
door. Once through the South door, simply head south, then west. The upper
level is much smaller then then other levels. The exit is NE of the
airway.

Q: Where is Nalar's Rib?
A: Nalar's Rib is an extremely powerful, yet non-essential item that you may
want to spend some time looking for. It can be tricky to find. First, you
must collect the emerald and the note from the skull at Sar-Sargoth. Then,
when you leave the city, head south -- off the main road -- until you hit a
mountain and a graveyard. Go around the West side of the mountain and
continue heading south until you trigger a magical trap with three Ogre
magicians in it. Once this is dealt with, head SW and look for a large stone
slab among a group of trees.

Q: How do I get out of the Northlands?
A: The easiest and most painless way to get out of the Northlands is to find
Irmelyn in the Giant's Broth Tavern in Armangar. He will ask you to rescue a
character named Obkhar from the naphtha mines nearby.

Q: Where is Obkhar or the naphtha mines?
A: The naphtha mines are located NE of Armangar. Go around the North side of
the mountains separating the river and the road, then follow the river
South. You can squeeze between the river and the mountains and enter a
secluded canyon. The entrance to the naphtha mines is across the bridge.
Obkhar is located NE of the cave entrance. (HINT: Do NOT attempt to light a
torch in the naphtha mines!!! Use Owyn's Candleglow spell, or a Bracer of
Prandur to create artificial light.)

Q: I've rescued Obkhar from the naphtha mines and received my reward. I
can't find Cullich!
A: Cullich can be found in a house South of Caern and West of the crossroads
that lead to Raglam and Wyke. Use your brass spyglass, or have Owyn cast an
Eyes of Ishap spell if you are still having trouble.


Q: Where is Moreaulf?
A: Moreaulf is located in the town of Harlech in one of the Northern
dwellings.

Q: How do I speak with Moreaulf?
A: You will need to cast the spell "And the Light Shall Lie" in order to
speak with him. (Only Cullich can teach you this short duration spell. HINT:
It can be cast several times in succession to increase the duration.)
Moreaulf will only give you the password for the guards on the bridge if you
have talked to them first.

Q: How do I cross the bridge that leads out of the Northlands?
A: Before you talk to Moreaulf (using the spell "And the Light Shall Lie, of
course) you should attempt to cross the bridge by heading south past
Armangar. This way you will be able to ask him about a "password." Once you
have received the password from Moreaulf, simply head back to the bridge and
you will be allowed across.


Chapter Five

Q: What is my objective in chapter five?
A: James, Locklear and Patrus help Duke Martin and Baron Gabot prepare a
defense for the impending Moredhel attack on Northwarden. The first place
you should go is back to Northwarden to talk with Baron Gabot. Then head
south and look for Duke Martin, he won't be too far from the castle.

Q: I'm having trouble with the three chests Duke Martin told me about.
A: The three chests Duke Martin tells you to find aren't far away. Head NW
and walk around the hills if you have to. When you find the chests the
wordlock answers are: "onion", "outside" and "door." The only poison that
will work on the rations is "coltari" poison, which can be purchased nearby.
You must put the rations in your inventory, poison them, then return them to
each chest.

Q: How can I help Tamney the Minstrel?
A: Tamney the Minstrel can be found in a barn near the town of Dencamp on
the Teeth. To open the barn door, at least one member of the party must have
a STRENGTH rating of 30 or more. If this is a problem, you can buy a
strength booster called "Fadamor's Formula" at a shop nearby. The geomancy
stones Tamney asks about are in a cavern East of Dencamp. There are two side
roads that lead North to the cave entrance. Once inside you will find the
stones in a chest to the North.

Q: How do I get past the goblins guarding the pass into the Northlands?
A: There are FAR too many goblins guarding the entrance from the Kingdom
into the Northlands. You have no other choice but to pay them what they are
asking. The quickest way to raise the money is by selling the diamonds you
got from Tamney. It might be worth your while to search around for a shop
that will give you the best price.



Q: Where can I find the war plans in Raglam?
A: Captain Kroldech is occupying one of the houses in Raglam, and he has the
plans. To get the plans away from him, talk to the engineer who lives in the
house next to the tavern in Raglam.

Q: How can I make the engineer tell me where the missing catapult part is?
A: The engineer will only talk to the group if Patrus plays the lute POORLY.
The trick here is to lower Patrus' barding skill. The easiest and safest way
to do that is to get him drunk!

Q: I fired the catapult. What do I do next?
A: The engineer will tell you where to find the missing catapult part.
Retrieve it from the box near the river (be careful, it is trapped), then
head to the catapult and click on it with your left mouse button. Once the
catapult has been activated, head back to Raglam and click on Kroldech's
house. The plans are inside.

Q: Where can I find the invisible Moredhel spellcasters?
A: After returning to Duke Martin with the Kroldech's plans, the Duke will
give you one more task. This one will involve finding six invisible Moredhel
spellcasters and eliminating them. (They are SE of Dencamp on the Teeth,
near a house and well, which are both South of the main road.)

Q: How do I defeat the six Moredhel spellcasters?
A: THIS IS AN EXTREMELY DIFFICULT COMBAT SCENARIO and it may be necessary to
try it many times before you succeed. Here are some tips: Use restoratives
before the combat to boost your characters up to full HEALTH, and use them
during combat if possible. Move your fighters into their ranks -- they can't
use their magic if you are standing right next to them. Also, make sure your
armor and weapons are in peak condition, and if you have any potions or
weapon or armor enhancers -- use them!


Chapter Six

Q: What is my objective in chapter six?
A: Owyn and Gorath must find Pug and Gamina. Their only clue is a cryptic
message burned onto the wall in Pug's room at Krondor: The Book of Macros.
When the chapter begins, search the sewers carefully.

Q: How do I get through the sewers under Krondor?
A: You will encounter a character named Katt in the SE corner, almost where
the hallway dead ends. (Try heading East from the four way intersection near
the entrance.) She will ask you for the Idol of Lassur, which is located in
the second level of the sewers. The chest it is located in, is trapped.

Q: How do I defeat the Pantathian serpent priests outside Malac's Cross?
A: If you head East towards Malac's Cross, watch out for the Pantathian
serpent priests surrounding the town. There are a lot of them and they are
very difficult to kill. Stock up on restoratives and use them before and
during the battle if possible. This would be a good place to use your armor
and weapons enhancers, as well. (HINT: You might pay a visit to Malac's
Dragon while you are in the area. It is NW of Malac's Cross.)

Q: How do I help Abbot Graves?
A: When Abbott Graves asks you to find Mitchell Waylander, head to Sloop.
His house is located near the shop. He will give you a note to take back to
the Abbott.

Q: Where is the key to Stellan's house?
A: The key to Stellan's house is located on a dead body just outside
Krondor. Stellan's house is located in Eggley. Once inside you will find a
map that will lead you through a secret entrance into the libraries at
rth.

Q: How do I get to Sarth?
A: You will not be able to get into Sarth by the normal means. Find the key
to Stellan's house and retrieve the map that will allow you to enter the
library through the caverns underneath. You can enter the caverns by left
clicking near the bottom of the Sarth background, when your cursor changes
to the word "ENTER." Once you have found the stairs leading up to the
library, search the shelves carefully until you find the information you are
seeking.

Q: Where is the entrance to the Elvandar Forest?
A: There is only one way to get into Elvandar: through the mines of the Mac
Mordain Cadall. You will find the mine entrance on the Western side of the
road, South of LaMut.

Q: What do I do in Elvandar?
A: Prince Calin will help you get through the Elvandar Forest. He is located
in the NE corner in a secluded area. Do not cross the river if you hope to
find him.

Q: Where is Tomas?
A: Tomas can be reached by either passing through the Ancient Ruins, or by
fighting your way to the NW corner of the forest. The Ancient Ruins are
located on the Western side of the forest, North of a river intersection.
When you reach the Easternmost mountains, head North to avoid the deadly
Sleeping Glades. You will need a key of lineages which you can get from
Prince Calin.


Chapter Seven

Q: What is my objective in chapter seven?
A: James, Locklear and Patrus search the Dimwood forest for the Rift
Machine. To start, head SE when the chapter begins, and cross the small
bridge when you come to it. Head SE from the bridge until you encounter Duke
Martin. If you continue to head SE you will also run into Obkhar. Both will
give helpful information.

Q: What is the password to cross the bridge guarded by goblins?
A: The password for the bridge can be found in a Moredhel lock chest in the
NE corner of the forest. The answer to the lock chest is "snowflake."

Q: I'm across the goblin bridge. What do I do now?
A: Once you've crossed the bridge you will have to find and talk to
Moreaulf. Head East along the river until you run into him.

Q: Where is the chest described by Moreaulf?
A: The chest is located in the SW corner of the forest in a box canyon. The
answer to the wordlock puzzle is "victory."

Q: I've opened the chest that Moreaulf described, but still see no sign of
the magical item that will destroy the Rift Machine.
A: You will need to find Squire Phillip. Look for him due North of the
chest, but it will be necessary to go around several mountains and
foothills. He is heavily guarded so be careful!

Q: Where is the Rift Machine?
A: The Rift Machine is located near the center of the forest on a peninsula
surrounded by rivers and mountains. One of the mountains is just an
illusion, conjured up by enemy magicians to hide the location of the
machine. This mountain must be walked through.

Q: How do I defeat the enemies surrounding the Rift Machine?
A: Goblins are particularly susceptible to the Mind Melt spell. If you don't
already possess this spell it might be a good idea to find it. The other
option would be to take a chance on Rorics Seal. This magical item will
automatically cast Mind Melt, but there is about a 30% chance it will
backfire and affect the caster instead.


Chapter Eight

Q: What is my objective in chapter eight?
A: Owyn and Gorath search for Pug and Gamina on a hostile, alien world. It
would be a good idea to head north when the chapter begins. Find the
marble-looking pillars and click on them. It would also be a good idea to
stock up on food...you'll need it in chapter nine!

Q: How do I use magic in chapter eight?
A: To use magic in this strange world, Owyn will first have to find a
crystal staff. You can find a crystal staff in one of the dwellings in the
NE corner of the island, next to a mountain. There may be others as well.
You will also need crystallized manna to "rub" on the staff. Raw manna can
be found by left clicking on certain crystal growths out in the world.

Q: My health is suffering mysteriously while traveling through the SW corner
of the island!
A: There is a dangerous area in the SW corner of the island. You may not
pass through this area until you have found the pillars to the North and
freed Pug.

Q: Where is the Cup of Rlln Skrr?
A: The cup of Rlnn Skrr is located near the SE corner of the island. You
will find it in a dwelling, heavily guarded by Panth-Tiandns.

Q: Where is Pug?
A: You will find Pug in the NE area of the island, in a dwelling next to a
main road. (HINT: If you return the cup of Rlnn Skrr to the pillar of
Dhatsavan, then click on the pillar again you will be teleported to Pug's
location.)

Q: I've freed Pug but can't locate his daughter Gamina!
A: Gamina is trapped in a crystal cage in an underground cavern. The
entrance to the cavern is west of the three bridges, and on the north side
of the river.
                                        
Q: How do I defeat the Wind Elementals in the underground cavern?
A: The Wind Elementals you will encounter in the underground cavern can ONLY
be killed with a spell called "Strength Drain" (This spell is located in the
SW corner of the island.) Because the Wind Elementals regain strength and
health every turn, you must deplete them completely in order to kill them.
The easiest way to do this is to have both Pug and Owyn cast the spell on
the same creature. If the first blast doesn't kill it, the second surely
will.


Chapter Nine

Q: What is my objective in chapter nine?
A: Owyn, Gorath and Pug must prevent Makala from reaching the Lifestone.
This means they will have to find and kill the six spellweavers that the
Tsurani Great One brought with him from Kelewan. It is important to retrieve
a key called a "Ward of Ralen-Sheb" from the body of a goblin in the first
room you encounter.

Q: Where is the Oracle of Aal?
A: The Oracle of Aal can be found by going through the North door of the
first room you come to. The Oracle of Aal is located in the NE area of the
caverns.

Q: Where is the entrance to the second level?
A: The second level entrance is on the NE side of the caverns. Head through
the East door and avoid the deadends to reach the entrance.

Q: Where are The Six?
A: It will be necessary to search nearly every room and passageway to find
The Six. You will discover they are all heavily guarded.

Q: How do I defeat the enemies in the final combat?
A: The cup of Rlln Skrr may be used over and over again in Chapter Nine to
learn spells. Pug will eventually learn every spell in the game, but this
will take time and use up a lot of rations.



Top of page | 



Solution #2 for Betrayal at Krondor


Betrayal at Krondor

This is the full walkthrough of the best RPG game in the history. You can
solve all the sidequests, gain all the scrolls from throughout the area, know
all the stories inside, and even get the codes for the cheat chest. I try to
make these hints as thorough as possible. For the sidequests, you can try them
in any order you like. I've just put them in the sidequest section in every
chapter. I've played this game 3 times and still don't get bored with it. So,
buckle your belt and get ready for the ADVENTURE of a life time.

-----------------------------------------------------------------------------



Chapter 1 : Into a Dark Night

Q: What is my objective in chapter one?
A: Locklear and Owyn escort a Moredhel prisoner named Gorath, to Krondor. The
strategic and political importance of this trip South will become clear soon
enough...

Q: Where is Krondor?
A: Krondor is the Southernmost city in the Kingdom of Midkemia. If you are
having trouble finding it, refer to the color map included in your box. You
will find it along the coast of the Bitter Sea, just East of Sorcerer's isle.

Q: How do I open the Moredhel word locks?
A: Spin the tumblers on the chest until they spell the correct answer to the
riddle! All of the riddles and their answers are available at the end of this
walkthrough

Q: How do I get past the magical trap South of Zun?
A: South of Zun you will encounter a magical trap with four crystals that rise
out of the ground. You may click on your RETREAT button, (it could take
several tries), and bypass this trap, taking another route to Krondor; or you
could attempt to "solve" the puzzle. In this case, walking between like
colored crystals will trigger a magical lightning bolt that could kill a
member of your party. Try walking around the deadly pairs. Tap the "G" key on
your keyboard if you need extra help.

Q: My characters suddenly became sick or poisoned. Why?
A: Be sure to "examine" every package of rations you find in the world. Click
on the object with your right mouse button, then pay close attention to the
information in the upper left corner of the display. If your characters DO
become poisoned you will have to find some anti-venom, or pay for a cure in a
local temple. Restoratives and plenty of rest will also help heal this
condition. Getting "sick" from eating spoiled rations can usually be overcome
by sleeping for more than 12 hours.

Q: What should I do at Krondor?
A: When you get close to Krondor, you will be prompted as to whether you want
to continue following the road that leads toward the castle. Answer "YES" then
wait until the picture of the castle appears. Move your cursor over this
picture and you will see it change to words like "SHOP", "INN" and "PALACE."
If you left click when the cursor says "palace" you will learn that the gates
have been jammed. Move your cursor down to the cliff face beneath the gates
and you will find an alternate entrance into the castle.

Q: I'm in the sewer. Where is James?
A: You will not be able to get into the palace from the sewers until you have
found a character named James. He has been cornered by a group of Nighthawks
(wearing black) in the NW corner of the sewer network. You must kill them,
then head down the side passage that branches off to the North.

Q: Which grate leads up to the palace?
A: James will give you a key to unlock one of the grates leading up into the
palace. (The key will show up with your other keys automatically.) You'll find
the grate in a room East of where you found James. When you see a ladder,
click on it with your left mouse button. From the "lock screen" drag James'
key to the lock and release your button. (HINT: Try right clicking on the lock
for more information.) If you've found the correct ladder, the lock will open
and you will have successfully completed the first chapter!


The Sidequests :

Q : The Makala's Ruby, where can I find the ruby ?
A : Go to La Mut, and talk to the commander of the garrison in the castle.
Some grey warriors have stolen the Makala's ruby and escape to Loriel. Go to
Loriel, find Keifer the Gem Master and talk about the ruby with him ( he sold
it to Isaac ). Find Isaac at the street north of Hawk's Hollow. Pay him some
money to retrieve the ruby. Go back to La Mut, talk to the commander and
received your reward of 100 sovereigns.

Q : Brakk Nurr, where can I kill Brakk Nurr ?
A : Learn about the dwarf's problem from a dwarf in the La Mut's inn. Go to
dwarven mine south of La Mut ( it's at the end of a path to western hills ).
Go to Northwestern path of the mine, kill it. Go back to the entrance of the
mine and tell the dwarf about it. Receive another 100 sovereigns.Note : You'll
find a chest contains book of mine's history in the room just left of the
first crossroad from the main entrance (It's behind the locked door. Use the
guilder passkey to unlock the door). Ask the dwarf about Ruarrgh room. It's
behind the Brakk Nurr chamber, but you can't go inside yet. Check it back
later.

Q : The Dream Sender, where can I find him ?
A : The priests of the Temple of Sung have a big problem with a wicked man
called the Dream Sender. He is the advisor of Delekhan. First, find Rowe near
the crossroad south of Questior View (it's at the road to Krondor). Pay his
barn. Then go to Sarth. Ask the priest about the situation around Sarth. Learn
about Brother Marc. Find him at the corn field south of Sarthand talk about
Rowe. Talk to the priest of Temple of Sung about the Dream Sender. Go to the
barn near Temple of Sung. Get ready ..... kill Nagu, the Dream Sender.
Retrieve the note from his body. Return to Temple of Sung and received your
reward : Hoco's Haven Spell

Q : What other things can I do in chapter 1 ?
A : You can get the Flame Cast Spell in the locked chest near Sarth (behind
the trap poles) or the locked chest near Zun. You can learn lockpicking from
Lucan in the Hawk's Hollow (his house is beside the tavern) and sword skill
from Tad in Questior View (talk first to his brother about him, his brother's
house is in front of his house). You can learn about a Moredhel Conspiracy
from a note on the 2 Moredhel warriors who guarded a trapped chest on the road
to Sarth. Inside the chest you'll find the proove (2 expensive red diamonds).
Use Scent of Sarig's spell to untrapped the chest.

-----------------------------------------------------------------------------



Chapter 2 : Shadows of The Nighthawks

Q: What is my objective in chapter two?
A: James and Gorath meet Owyn in the sewers under Krondor and together they
head to the town of Romney to rendezvous with a detachment of King Lyam's
troops at the Black Sheep Tavern.

Q: How do I get out of the sewers in chapter two?
A: The sewer exit is South. You will exit the sewers through the same entrance
that you used in chapter one.

Q: How do I defeat the Nighthawks near the temple of Ruthia (between Krondor
and Malac's Cross)?
A: Nighthawks dress all in black and you'll encounter a powerful group of them
near the temple of Ruthia. If you are having trouble killing them, try hugging
the mountain range South of the road and you should be able to slip past them
without being detected.

Q: How do I get into Romney. Mitchell Waylander won't let us through!
A: Due to the Guild war in and around Romney, Mitchell Waylander will refuse
to allow you into town without a Glazer's Guild seal. If you haven't been to
Silden yet, you will find an important clue regarding the Guild seals in a
chest outside the city. Go to the tavern and face the death of King's man.

Q: Where can I get a Glazer's Guild Seal?
A: Search for a farmhouse just West of the town of Lyton. (You may run into
Max Feeber, the farmer who lives there.) Search the barn and inside you will
find four Glazer's Guild seals!

Q: We've all come down with plague on our way into Silden!
A: The fever mad townsfolk who attack you outside Silden will give you the
plague. For a cure, continue into town and left click on the ship on the right
side of the screen---it will take you to the Temple of Eortis on Temple Isle.
Inside the temple, left click on the curtains that lead into the cloisters and
then choose the TALK option from the menu. The priestess will cure you of the
plague as you leave.


The Sidequests

Q : James' twin brother, where can I get some info about him ?
A : Go to Malac's Cross and browse around the inn. Meet this woman, Petrumph.
Ask about trouble in Sethanon. Learn about James' twin brother, Lysle. She
says that Lysle has gone to Darkmoor to hide away from Delekhan's man. Ask
Ivan Skeeld the innkeeper about Lysle. Go to Darkmoor. Find an abandoned barn
there. Go inside and meet Lysle Riggen. Learn that the bunch of thieves has
split up into two groups. One group goes to Silden (it's the main plot) and
the other goes to Krondor. Go to Krondor and head into the sewer. Find Limm
near the entrance of the sewer. Tell him about Lysle's info. In return he'll
give you a guild seal (if you follow the main plot, you'll find the guild
seals in Maxie Feeber's barn). Pay him for the note concerning about the
thieves from Malac's cross. Note : Learn also that someone named Glover in
Lyton has tried to buy the Glory Hand from Sethanon.

Q : The Haunted Shop, how can I solve this mistery ?
A : On the road near Sethanon (east of Sethanon) there is a tavern called Six
Toe Tavern. The owner has a problem with a ghost who disturbs her shop in
front of the tavern. First talk to Nivek in the tavern at Krondor. He gives
you an important clue about Maxie Feeber's habit, digging graves !!! Rumor
said that he digged Jarud's grave and steal his skeleton's hand to gain some
power of Glory Hand. Learn some info about a guy from Lyton named Glover from
Lysle at Darkmoor. Go to the inn in Lyton and find out more about Maxie Feeber
(his house is west of Lyton, near Sethanon). Talk to the owner of Six Toe
Tavern. Try to dig Jarud's grave behind the small bushes near the locked shop.
Notice that his hand is missing. Find Maxie Feeber's house. Get inside and
pick up the burial cloth. Find Maxie at his corn field. Tell him about Nivek's
suspicion. He told you that he drops the hand near Hershel's house. Go to
Hershel's house. Talk to him. Find out that Maxie is lying. Go to Lyton. Talk
to a young man in the tavern. Then go to Glover's house beside the tavern. Pay
him for the hand. Then buries the hand in Jarud's grave. Tell the owner of Six
Toe Tavern about it. Received a powerful sword : Galon Griefmaker

Q : The Mystery of Sethanon, how can I defeat the ghost in Sethanon ?
A : Learn about Sethanon from Petrumpth in an inn in Malac's Cross. Go to
Sethanon. Fight all of the ghost there. If you have already learn about the
Flame Cast and Skyfire spell and also received the Galon Griefmaker sword you
should beat them easily. If not yet, just use the "Hit and Run" tactic. Just
injure them as badly as you can then runaway. Return again to finish them. You
should bring lots of restoration and food to do it. Don't worry, it's worth
it. Inside Sethanon you can get 3 powerfull spells : Dannon's Dellusion,
Dragon's Breath, and Grief of 1000 Knights.

Q : The Lyton's taxman, how can I get pass this annoying taxman in the street
of Lyton ?
A : There is a bunch of bandits who threaten all the people in Lyton. They ask
some money as a toll payment. Fisrt, find Lord Lyton house (it's the house
with a big corn field northeast of Lyton). Talk to him. He needs 6 kingdom
armor to defeat them. Then go west to Sethanon's area. On the way you should
fight with 3 nighthawks. Beat them and get their armor. Then near that area,
there is a small pathway to a house to the south. Get inside and fight another
3 Moredhels. That should do it : 6 armors. Repair them all then bring them to
Lord Lyton. Now, he'll give you a note about some Moredhel wordlock. Find the
chest behind the thick bushes to the northeast of Lord Lyton house. Inside the
chest with word "SWORD", you'll find a blessed armor.

Q : What else can I find in chapter 2, I want more magic !!!!!
A : In the chest in front of Sethanon's entrance, you'll find Thought Like
Clouds Spell. You can learn more usefull lockpicking technique from Abuk on
the road to Silden. You can learn more about the Moredhel and Duke's man from
the house inside Malac's Cross city. Go to the Temple of Ishap and buy the
ticket to the house from the priest. Go back to the house and learn about the
Duke's man, and you'll receive a magic book.

-----------------------------------------------------------------------------



Chapter 3 : The Spyglass and The Spider

Q: What is my objective in chapter three?
A: James, Owyn and Gorath must discover who was responsible for killing the
King's soldiers at the Black Sheep Tavern. They must solve the mystery of the
spyglass and the spider, then find enough evidence to convince Arutha that
Nighthawks are operating in the area. You should start by talking to the
people in and around Romney.

Q : The poisoned keg, who brought the wine to Romney ?
A : Go to Upside Down Keg Tavern in Sloop. Learn about the poisoned keg
ordered by Mitchel Waylander. Go to his house nearby, in the village of Sloop.
Fight the 5 nighthawks who guard his house. Talk to Mitchel Waylander about
the keg, and he'll tell you to go to Silden. Go to the tavern and talk to
Jamurk about the spyglass. Talk to the man on the left side and listened at
the secret conversation about some secret house in Silden. Go outside tavern
and "click" on the magnifying glass icon. Retrieve the power bag and give it
back to Jamurk. He'll tell you a secret about the spyglass.

Q : Where is Arlie Steelsoul ?
A : Talk to the governor of Romney about the murders. He'll tell you if you
can find Arlie first. Go to the house with 2 corn fields near Sloops. Take
some spoiled rations with you (you can buy it in Silden, if you can't find any
around) and approach the house. Solve the trap poles. Tell him that the
governor of Romney wants to speak to him.

Q: Who was responsible for killing the King's men at the Black Sheep vern?
A: You will uncover many clues by talking to the people in and around Romney,
but you will learn the most valuable information by heading North toward the
town of Kenting Rush. Check out the Temple of Kahooli North of town and talk
to the Priest.

Q: How do I get the priests at the Temple of Kahooli to give me formation?
A: You won't learn anything at the temple of Kahooli until you have proven you
are pious in the eyes of their god. To do this you must drop ALL your food in
a bag, then use the ENCAMP option until all your characters are "starving."
Only then should you enter the temple and talk to the priest.

Q: Where is Navon Du Sandau?
A: The priests at the temple of Kahooli will implicate Navon Du Sandau as the
leader of the Nighthawks and the man responsible for slaying the King's
soldiers. You will find him on the road, in or around the town of Kenting
Rush.

Q: I've killed Navon Du Sandau. Where are the Nighthawk Headquarters?
A: Having killed Navon Du Sandau you must now find evidence of Nighthawk
involvement in a Moredhel attack on the Kingdom...to take back to Prince
Arutha in Krondor. You may find what you seek behind the waterfall, which is
just North of the Temple of Banath, between Cavall Keep and Prank's Stone. It
will be down a dirt road that branches West off the main road.

Q: How do I get through the locked door entrance to the Nighthawk
Headquarters?
A: To enter the caverns behind the waterfall, move your cursor around near the
base of the falls until it changes to the word ENTER, then press your left
mouse button. You will need a "Knight's Piece" to get past the door.

Q: Where can I find the Knight's Piece?
A: Head back to Kenting Rush and attempt to use the well on the South side of
town.

Q: How do I unlock the virtue well?
A: The lock on the well in Kenting Rush can only be opened with a "virtue
key." You will find such a key in the shop in Kenting Rush. There is also a
key located in a grave North of Prank's Stone, next to the river.

Q: How do I obtain the evidence I need against the nighthawks?
A: Once you've entered the caverns behind the waterfall, head NE. You will
need Navon Du Sandau's cellar key to get into his room. Once inside, you will
find a Moredhel wordlock chest, which contains the evidence you need to end
the chapter! The answer to the riddle is: "Darkness."


The Sidequests

Q : Madame Haphra's dreams, how can I help her ?
A : Find her house on the road between Sloop and Romney. Enter the house. Pay
her some money to do some reading for the future. Reject her reading and
suddenly she get mad and the rusalki will come out of his body and go away.
Follow it out and kill it. Go back to the house and receive a valuable info
about the murderers in Romney.

Q : Ivan's chess move, how I can defeat him ?
A : Remember Ivan from Malac Cross ? When you've met Navon Du Sandau at
Kenting Rush, you can ask him for his special chess move. Then if it's not
enough, try to find Brother Marc at the Abbey of Sarth. Ask him for the most
powerfull move in the game of chess : Abbor's Turn. Now you can go back to
Malac's Cross and challenge Ivan for a game of chess. Don't forget to bring
some emerald for the betting. You'll received an expensive emerald as a
reward. Note : if you ask Brother Marc about the nighthawks, you can buy Final
Rest spell for 100 sovereigns (that's 1/3 price from the shop).

Q : Where is the most complete magic shop in the world of Krondor ?
A : Look for a shop in the middle of the east forest between Prank Stone and
Caval Keep, Dabeh's Fanciful Trinkets. He sold lots of useful spells like
Final Rest, Nacre Cicatrix, The unseen, Nightfingers, Unfortunate Flux, Bane
of Black Slayers, Fetters of Rhime, and Stardusk.

Q : The Magic Test, what's the answer of the magic test in Kenting Rush ?
A : In the first house on the left when you enter Kenting Rush, there's a
magician who'll bet his Lightning Staff with a test. The answer is : Yes, No,
and you'll trick him. Receive the most powerful staff in the game : Lightning
Staff.

Q : What else can I do in Chapter III ?
A : You can learn about fighting skill from a nobleman in Kenting Rush (the
first house on the right from Caval Keep), learn about temple Kahooli's
principal from Prelate (the house with many guards in the east forest of
Kenting Rush), pick up Steelfire Spell from a chest with word HOLES on it
(near the river between Silden and Sloop) and Eyes of Ishap (near the HOLES
chest), and learn about the most powerful sword in the game : The Guarda
Revanche and the magic shell to repair it from a book (use the noble passkey
to unlock the door) inside the cavern behind the waterfall near Caval Keep.
Look for the sword later when you visit the Elvandar forest.

-----------------------------------------------------------------------------



Chapter 4 : Marked for Death

Q: What is my objective in chapter four?
A: Owyn and Gorath must escape from the dungeons at Sar-Sargoth and then fight
their way South to The Teeth of the World...and freedom!

Q: How do I escape the dungeons at Sar-Sargoth?
A: The door South of your starting location when the chapter begins, is the
only way to get to the upper level of the mine. To open that door you will
need to find an interdictor key. You may find an interdictor key by going
through the East door. You will need a Guildis Thorn key to open the East
door. Once through the South door, simply head south, then west. The upper
level is much smaller then then other levels. The exit is NE of the airway.

Q: How do I get out of the Northlands?
A: The easiest and most painless way to get out of the Northlands is to find
Irmelyn in the Giant's Broth Tavern in Armangar. He will ask you to rescue a
character named Obkhar from the naphtha mines nearby.

Q: Where is Obkhar or the naphtha mines?
A: The naphtha mines are located NE of Armangar. Go around the North side of
the mountains separating the river and the road, then follow the river South.
You can squeeze between the river and the mountains and enter a secluded
canyon. The entrance to the naphtha mines is across the bridge. Obkhar is
located NE of the cave entrance. (HINT: Do NOT attempt to light a torch in the
naphtha mines!!! Use Owyn's Candleglow spell, or a Bracer of Prandur to create
artificial light.)

Q: I've rescued Obkhar from the naphtha mines and received my reward. I can't
find Cullich!
A: Cullich can be found in a house South of Caern and West of the crossroads
that lead to Raglam and Wyke. Use your brass spyglass, or have Owyn cast an
Eyes of Ishap spell if you are still having trouble.

Q: Where is Moreaulf?
A: Moreaulf is located in the town of Harlech in one of the Northern
dwellings.

Q: How do I speak with Moreaulf?
A: You will need to cast the spell "And the Light Shall Lie" in order to speak
with him. (Only Cullich can teach you this short duration spell. HINT: It can
be cast several times in succession to increase the duration.) Moreaulf will
only give you the password for the guards on the bridge if you have talked to
them first.

Q: How do I cross the bridge that leads out of the Northlands?
A: Before you talk to Moreaulf (using the spell "And the Light Shall Lie, of
course) you should attempt to cross the bridge by heading south past Armangar.
This way you will be able to ask him about a "password." Once you have
received the password from Moreaulf, simply head back to the bridge and you
will be allowed across.


The Sidequests

Q : Are there any sidequests in this chapter ?
A : There are few sidequests here like the Nalar's Rib and finding few magic
items. You'll find lots of useful scrolls here, like :

  * Inside the cavern in Sar Sargoth, behind the East door from the first
    place you were captured, there's a trapped chest contain Evil Seek scroll

  * Outside Sar Sargoth, to the southwest, there's a chest with word EGGS on
    it. Inside you'll find Nightfinger scroll

  * In a well, west of Sar Sargoth, you'll see a vision about magician. Go
    to the tent nearby, and you'll find Unfortunate Flux scroll

  * In an abandoned house in Wyke (first house on the left) you'll find The
    Fetters of Rhime scroll

  * In a tent west of Cullich house you'll find Wrath of Killian scroll

Q: Where is Nalar's Rib?
A: Nalar's Rib is an extremely powerful, yet non-essential item that you may
want to spend some time looking for. It can be tricky to find. First, you must
collect the emerald and the note from the skull at Sar-Sargoth. Then, when you
leave the city, head south -- off the main road -- until you hit a mountain
and a graveyard. Go around the West side of the mountain and continue heading
south until you trigger a magical trap with three Ogre magicians in it. Once
this is dealt with, head SW and look for a large stone slab among a group of
trees. Nalar's Rib will kill all the Nalar's tribe in the forest, so you'll
get an easier combat after using that.

-----------------------------------------------------------------------------



Chapter 5 : When Rivers Run Blood

Q: What is my objective in chapter five?
A: James, Locklear and Patrus help Duke Martin and Baron Gabot prepare a
defense for the impending Moredhel attack on Northwarden. The first place you
should go is back to Northwarden to talk with Baron Gabot. Then head south and
look for Duke Martin, he won't be too far from the castle.

Q: I'm having trouble with the three chests Duke Martin told me about.
A: The three chests Duke Martin tells you to find aren't far away. Head NW and
walk around the hills if you have to. When you find the chests the wordlock
answers are: "onion", "outside" and "door." The only poison that will work on
the rations is "coltari" poison, which can be purchased nearby. You must put
the rations in your inventory, poison them, then return them to each chest.

Q: How can I help Tamney the Minstrel?
A: Tamney the Minstrel can be found in a barn near the town of Dencamp on the
Teeth. To open the barn door, at least one member of the party must have a
STRENGTH rating of 30 or more. If this is a problem, you can buy a strength
booster called "Fadamor's Formula" at a shop nearby. The geomancy stones
Tamney asks about are in a cavern East of Dencamp. There are two side roads
that lead North to the cave entrance. Once inside you will find the stones in
a chest to the North.

Q: How do I get past the goblins guarding the pass into the Northlands?
A: There are FAR too many goblins guarding the entrance from the Kingdom into
the Northlands. You have no other choice but to pay them what they are asking.
The quickest way to raise the money is by selling the diamonds you got from
Tamney. It might be worth your while to search around for a shop that will
give you the best price.

Q: Where can I find the war plans in Raglam?
A: Captain Kroldech is occupying one of the houses in Raglam, and he has the
plans. To get the plans away from him, talk to the engineer who lives in the
house next to the tavern in Raglam.

Q: How can I make the engineer tell me where the missing catapult part is?
A: The engineer will only talk to the group if Patrus plays the lute POORLY.
The trick here is to lower Patrus' barding skill. The easiest and safest way
to do that is to get him drunk!

Q: I fired the catapult. What do I do next?
A: The engineer will tell you where to find the missing catapult part.
Retrieve it from the box near the river (be careful, it is trapped), then head
to the catapult and click on it with your left mouse button. Once the catapult
has been activated, head back to Raglam and click on Kroldech's house. The
plans are inside.

Q: Where can I find the invisible Moredhel spellcasters?
A: After returning to Duke Martin with the Kroldech's plans, the Duke will
give you one more task. This one will involve finding six invisible Moredhel
spellcasters and eliminating them. (They are SE of Dencamp on the Teeth, near
a house and well, which are both South of the main road.)

Q: How do I defeat the six Moredhel spellcasters?
A: THIS IS AN EXTREMELY DIFFICULT COMBAT SCENARIO and it may be necessary to
try it many times before you succeed. Here are some tips: Use restoratives
before the combat to boost your characters up to full HEALTH, and use them
during combat if possible. Move your fighters into their ranks -- they can't
use their magic if you are standing right next to them. Also, make sure your
armor and weapons are in peak condition, and if you have any potions or weapon
or armor enhancers -- use them!


The Sidequests

Q : What is the sidequest in this chapter ?
A : There's no sidequest in this chapter, but you can find magic scroll and
one deadly sword around, like :

  * Black Nimbus spell from the troops near the south border to the Prank
    Stone. Defeat them and search for their belongings

  * The sword of Lims Kragma, this is the second powerful sword for human
    race. You'll find it along with the plans of the Moredhel in Kroldech's
    house in Raglam

  * There are minor jobs like : accept the night duty job at Northwarden
    (you'll learn about how the Moredhel can go inside the castle and receive
    an Euliko Armor as a reward), find 2 notes near the south border of Caval
    Keep that proove this imposters, and help Thea at the house near the
    cavern west of Decamp of Teeth to teach her husband some fighting skill
    (you'll received a crossbow as a reward)

Chapter 6 : Betrayal

Q: What is my objective in chapter six?
A: Owyn and Gorath must find Pug and Gamina. Their only clue is a cryptic
message burned onto the wall in Pug's room at Krondor: The Book of Macros.
When the chapter begins, search the sewers carefully.

Q: How do I get through the sewers under Krondor?
A: You will encounter a character named Katt in the SE corner, almost where
the hallway dead ends. (Try heading East from the four way intersection near
the entrance.) She will ask you for the Idol of Lassur, which is located in
the second level of the sewers. The chest it is located in, is trapped.

Q: How do I defeat the Pantathian serpent priests outside Malac's Cross?
A: If you head East towards Malac's Cross, watch out for the Pantathian
serpent priests surrounding the town. There are a lot of them and they are
very difficult to kill. Stock up on restoratives and use them before and
during the battle if possible. This would be a good place to use your armor
and weapons enhancers, as well. (HINT: You might pay a visit to Malac's Dragon
while you are in the area. It is NW of Malac's Cross.)

Q: How do I help Abbot Graves?
A: When Abbott Graves asks you to find Mitchell Waylander, head to Sloop. His
house is located near the shop. He will give you a note to take back to the
Abbott.

Q: Where is the key to Stellan's house?
A: The key to Stellan's house is located on a dead body just outside Krondor.
Stellan's house is located in Eggley. Once inside you will find a map that
will lead you through a secret entrance into the libraries at rth.

Q: How do I get to Sarth?
A: You will not be able to get into Sarth by the normal means. Find the key to
Stellan's house and retrieve the map that will allow you to enter the library
through the caverns underneath. You can enter the caverns by left clicking
near the bottom of the Sarth background, when your cursor changes to the word
"ENTER." Once you have found the stairs leading up to the library, search the
shelves carefully until you find the information you are seeking.

Q: Where is the entrance to the Elvandar Forest?
A: There is only one way to get into Elvandar: through the mines of the Mac
Mordain Cadall. You will find the mine entrance on the Western side of the
road, South of LaMut.

Q: What do I do in Elvandar?
A: Prince Calin will help you get through the Elvandar Forest. He is located
in the NE corner in a secluded area. Do not cross the river if you hope to
find him. Note : He'll give you the Thy Master Will spell. It can help you to
defeat the dragonfly easily as long as you bring some eggs with you.

Q: Where is Tomas?
A: Tomas can be reached by either passing through the Ancient Ruins, or by
fighting your way to the NW corner of the forest. The Ancient Ruins are
located on the Western side of the forest, North of a river intersection. When
you reach the Easternmost mountains, head North to avoid the deadly Sleeping
Glades. You will need a key of lineages which you can get from Prince Calin.


The Sidequests

Get ready for lots of sidequests in this chapter. There are more than 8
sidequests in this chapter. Solved it and you'll find it worthy.

Q : Festival of Silban, where can I find the Collector ?
A : When you first visit the tavern in Eaggley, you'll meet a strange guy
called Devon. He's the only inhabitants of Eaggley. He'll tell you that all
others people in Eaggley are afraid of a guy called the Collector. This guy
takes the money from the people everytime the Festival of Silban celebrated.
Now go visit the Temple of Silban (west of Eaggley and north of the first
crossroads, the temple is at the second crossroad). Talk to the priest after
you defeat the guards in front of the temple. They told you to find the
Collector and a guy named Franklin. First go find Franklin at the house north
of Eaggley (the house near the corn's field) and tell him that he's free to go
'cuz you have defeat the guards. Then continue your journey to Eaggley. Enter
the tavern and talk to Devon. Notice that now the inhabitants of Eaggle are
back again. Devon will tell you that maybe you can find the Collector in
Tanneur. Go to Tanneur and ask the guy on the left. He'll tell you about the
Collector. Go inside the inn and tell the collector to go to temple of Silban.
Go there and receive lots of restoration

Q : Petrumph's ale, where should I return her ale ?
A : On the way to Malac Cross (outside of Darkmoor) you'll meet Petrumph. She
has been fleeing from Malac Cross. The serpent man have conquered the city.
So, she asks you to pick up her valuable ale at Malac Cross. Go there and
visit the inn. Ivan Skeeld will give you the ale. Bring the ale to Ulam's
house at Darkmoor (the first house on the right) and you'll received a small
reward from Petrumph : lockpicks and Fadamor Formulas.

Q : Dagger 'n Star's problem, where can I find the ale for this tavern ?
A : In Kenting Rush, there is a problem with ale. There are to many moredhel
there that cause the disappearence of the supply of ales. One of the tavern,
Dagger 'n Star, will trade the ale with something valuable. You can find the
ale in the northeastern area of the forest (behind the illusion wall). Use the
spy glass to locate this secret valley. There're 5 chest containing ales in
that valley. It's just east of the entrance of the city of Kenting Rush (or
you can buy them at a shop in Loriel, they sold lots of Keshian ale there).
Bring the keshian ale and receive another Sword of Lims Kragma.

Q : Grimm the sad Sumani, how can I make him laugh ?
A : In Baboon's inn at Questior View there is a very sad Sumani warrior. The
innkeeper offer 80 sovereigns for anybody who can make him laugh. Try to make
him laugh first, if it doesn't work, go to La Mut. Talk to the dwarf about
Sumani then talk to the innkeeper about the jokes. Go back to Questior View
and tell the jokes. Receive the reward.

Q : The Kobolt of dwarven mines, where can I find the grey tower armor for him
?
A : In the lower level of the mines, there's a kobolt who lives in a deep pit.
He wants you to find him a grey tower armor. Ask the dwarf at the entrance of
the mine about the armor and the pit. He tells you about the armor and where
you can find it. Go to the north path passing the city of Yabon. Near the
bridge, examine the right side of the bridge (don't cross it, just walk around
and Gorath will notice the armor from the ground). Bring the armor to the
kobolt and he'll heal all of your party.

Q : How can I help the scribe in a house north of Yabon ?
A : First look at the house near the bridge (the one with field nearby). The
owner will tell you about the noise in the west. To go the house southwest of
it. Inside you'll find a young scribe who wants you to open a trapped chest,
west of Hawk Hollow. Go there, untrapped the chest and tell the scribe about
its contents. He'll give you the book of Tyr's of Migration. This book can
boost up Owyn's skill. Note : to the east from this house you can also find 3
spells inside the moredhel's chest with passwords : SHADOW (Eyes of Ishap) and
CANDLE (Stardusk and Flamecast).

Q : The scorpion's curse, how can I help this poor guy ?
A : If you have time, try to travel to Dimwood forest through the path between
Hawk Hollow and Eaggley. At the southwest area of Dimwood forest, there is a
house with scorpions curse on it. Everytime you talk to the owner there are
lots of scorpions show up to kill you. To release the guy from this curse,
find a shop south east of the house (the one with many scorpions outside of
it). Talk to the owner after you kill the scorpions. Then go to the well
nearby. Pour the anti venom in it. Then go back to the shop and tell her about
the poisoned well. She'll take back the curse and give you some Newton's
concentrate.

Q : Ruarrgh Room, where is this room ?
A : In the lower level of the dwarven mine, there's a heavy guarded room with
3 chests in it. This is the Ruarrgh room. You can meet Ruarrgh, the dragon, in
the upper level guarding a chest. Inside this room you can retrieve powerfull
spells : Gambit of the Eight and Black Nimbus from a moredhel chest, the
password is BUTTON. You'll find lots of money too in this room.

Q : The Guarda Revanche, where can I find this famous cursed sword ?
A : The priest at Malac's Cross will tell you the story of this cursed sword.
The sword is separated in 2 pieces. One is in the ancient ruins, west of the
Elvandar forest (In a chest with word : GLAMREDHEL). The other is near the
west river bed (south of the strange island in the middle of the river). To
have this other part (the magic shell), you have to perform a mini quest for a
rusalki. Follow this route to reach the rusalki : take the small south path
(the grey one) until Gorath hear something in the north, quickly go north and
talk to rusalki. Then go west then north until you reach the western land's
end. Fight the magician and retrieve the heart. Give the heart back to
Rusalki. Retrieve the reward : magic shell and lots of foods. Then head north
to the ancient ruin. After you get the handle of the sword, use the shell to
repair the sword. From now, you can throw away the other weapons you have and
use the most deadly sword in this game : THE GUARDA REVANCHE.

Q : The Dragon Tail well, where is this magical well of strength ?
A : This magical well will boost up your strength permanently. It can be used
over and over again to increase the strength. Before you use this well, make
sure that you have the Fadamor's formula with you. From the north bridge (the
one that heavily guarded) follow the big path to the north. Then go to the
east small grey path. Follow the path and you'll see the well on the right
side of the path. Use the spyglass to help you.

Q : I want powerfull magic now !!!!!
A : You ask for it, then you'll get it. Elvandar forest is full of deadly
spell. Check this out :

  * To the south western side of the forest you'll find 3 chest (use the map
    and the spyglass). One of them is trapped. Unlock the chest and retrieve
    this spells : Wrath of Killian, Mad God's Rage, and Wind of Eortis. Mad
    God's Rage is the most powerfull spell in this game. It can kill all the
    enemies around you.

  * To the north eastern side of the forest (accross the river) there is a
    camp of enemy (there is 3 camps). Kill the magician and retrieve the
    Firestorm spell from him. This spell is as deadly as the Mad God's Rage.

  * North East of the camp, you'll find 3 more chests. Inside one of them
    (the one with word "STARS" on it) you can get the River Song spell. It
    summons the rusalki.

  * Inside the ancient ruin : you'll get 2 more usefull spell. They are Mad
    God's Rage and Mirrorwall (inside the chest with word "EQUALS" on it).

Chapter 7 : The Long Ride

Q: What is my objective in chapter seven?
A: James, Locklear and Patrus search the Dimwood forest for the Rift Machine.
To start, head SE when the chapter begins, and cross the small bridge when you
come to it. Head SE from the bridge until you encounter Duke Martin. If you
continue to head SE you will also run into Obkhar. Both will give helpful
information.

Q: What is the password to cross the bridge guarded by goblins?
A: The password for the bridge can be found in a Moredhel lock chest in the NE
corner of the forest. The answer to the lock chest is "snowflake."

Q: I'm across the goblin bridge. What do I do now?
A: Once you've crossed the bridge you will have to find and talk to Moreaulf.
Head East along the river until you run into him.

Q: Where is the chest described by Moreaulf?
A: The chest is located in the SW corner of the forest in a box canyon. The
answer to the wordlock puzzle is "victory."

Q: I've opened the chest that Moreaulf described, but still see no sign of the
magical item that will destroy the Rift Machine.
A: You will need to find Squire Phillip. Look for him due North of the chest,
but it will be necessary to go around several mountains and foothills. He is
heavily guarded so be careful!

Q: Where is the Rift Machine?
A: The Rift Machine is located near the center of the forest on a peninsula
surrounded by rivers and mountains. One of the mountains is just an illusion,
conjured up by enemy magicians to hide the location of the machine. T