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Betrayal at Krondor Walkthrough

by Crash 21 sections about 53 minutes to read

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. 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.

The
Sidequests

Q : The iron traps,
how can I get the iron trap ? Everytime I enter this area I got sick.
A : In the southeast area of Dimwood forest, there is a man live
in a house. He lost his iron trap in the cursed area to the east.
He wants you to find out about this curse and retrieve the traps.
Go to the east, accross the bridge. You’ll find a special area that
can make you sick everytime you enter this area. Get in as quickly
as possible (use the herbs if you have to) and find the panathian’s
priest. Kill them all and the curse will be over. Get the iron trap
from the chest nearby. Give back the trap to the man.

Q : The magic flying
chest, where can I find this chest ?
A : You can get this chest from the house of the cursed man after
you help him to get rid off the curse. The chest can help you to locate
the Rift gate easily.

Q : Where can I get
powerfull spells here ?
A : You can get spells scattered around this Dimwood forest, like
:

  • In the northwest area
    (top left in the map) :
    • River Song
      (at the west end side of the river, the hole with rusalki guarding
      it)
    • Nightfinger
      (north of the River Song’s hole, in a chest with word STOVE)
    • The Unseen
      (in the chest with word PATH, follow the river to the north
      then go to the east)
  • In the middle area (top
    middle in the map) :
    • Mirrorwall
      (in the chest with word MATTRESS, follow the river to the north)
    • Gambit of The
      Eight
      (in the chest with word TROLLS, follow the river to
      the southeast)
    • The Blessed Grey
      Tower armor
      (in the chest with word MIRROR, near TROLL’s
      chest)
  • In the northeast area
    (top right in the map) : The Unseen
  • In the cursed area in
    the northeast : Wind of Eortis (in a chest near the chest
    with word LAKE)
  • In the big south area
    (bottom area in the map)
    • Mad God’s Rage
      and The Unseen (in the chest with word LOGS, follow river
      to northwest : near the second intersection)
    • Grief of 1000
      Knights
      (in the chest with word FARRIER, near LOGS’s chest)

Chapter 8 : Of Lands
A Far

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.

The
Sidequests

Q : Is there any sidequest
in this chapter ?
A : There are no more sidequests starting from this chapter. Your
objection is clear enough and you won’t find any person at all in
this journey.

Chapter 9 : Mad Gods Rage

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. Now prepare yourself for killing
fields……

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. Just use
SKIN DRAGON and FIRESTORM repeatedly and you’ll destroy Makala once
and for all !!!!

Moredhel Wordlocks

  • 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 usto glory And provide Newlands 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 : It
    asks no questions, but demands many answers. Don’t knock it until
    you are ready to see what waits on the other side.
  • CHEST : 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 moredhelin 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 curse them. 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 : 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 : Round
    as an apple, Deep 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 within 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 anddented by rocks
    and sticks. Still it toils as it helps feedthe 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 notan herb, can help comfort the weak and
    the dying. It can even be used torally 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 equal ease.
  • 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 cellarwith 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.

Cheat Code

To access this wonderful
chest, just press Alt, Right Shift, and ~ buttons in the travel map
mode. This motherlode chest can be used as the alternate chest for
keeping things and heals all your characters in no time. Use it wisely.

MotherLode Codes
:

  • 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.

Copyright @1997 : Crash
Thanks goes to : V&D, ABC, and all persons that hangin’ around
the Krondor Hints Page

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