Just Adventure original
Betrayal at Krondor Walkthrough
CRASH
WALKTHROUGHS
BETRAYAL
AT KRONDOR
The Ultimate
Walkthrough by Crash
Special add-on
from Deborah at Special side
quest
in Chapter 1 and 2
This is the full walkthrough
of the best RPG game in the history. You can solve all the side quests,
gain all the scrolls from through the area, know all the stories inside,
and even the codes for the cheat chest. I try to make this hints as
thorough as possible. For the side quests, you can try them in any
order you like. I’ve just put them in the side quest section in every
chapter. I’ve played this game 3 times and still don’t get bored with
it. So, buckle your belt and ready for the ADVENTURE of the life time.
CONTENTS :
- Chapter 1 : Into a Dark Night
- Chapter 2 : Shadows of The Nighthawks
- Chapter 3 : The Spyglass and The Spider
- Chapter 4 : Marked for Death
- Chapter 5 : When Rivers Run Blood
- Chapter 6 : Betrayal
- Chapter 7 : The Long Ride
- Chapter 8 : Of Lands A Far
- Chapter 9 : Mad Gods Rage
- Moredhel Wordlock
- Cheat code
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
Side quests :
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.
SPECIAL
SIDEQUEST
Q
: The Grain Quest, how can I solved this ?
A : This is an unique sidequest that must be done in several
chapters. Here it is : After you have increased strength and weaponry,
go NE Yabon to the Temple of Dala. Priestess will tell you that she
needs a bag of grain for her congregation and that there is a reward.
Also gives the name of daughters further east who may have some.Turn
back towards Yabon or south to Loriel. Do not go east. There are near
invincible troops of trolls. You can’t beat them yet without proper
weapons. To be continued …….
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.
SPECIAL
SIDEQUEST
Q
: The Grain Quest part II, how can I solved this ?
A : Go find Temple of Ruthia. Outside of Temple of Ruthia,
a fight with 5 assasins will yield up a tuning fork. Keep. You can
go on to solve this sidequest or just make an easy path like : I waited
until I had made a lot of gold in chapter 3 from the guild wars before
I headed back north to Dala and Highcastle. Checked in with priestess
and headed east. Use the tuning fork in battle to scare away trolls
and take no damage. On road east meet first sister Larisssa. Open
her barn (use fadamor to increase strength if necessary) she gives
you a second tuning fork, keep. Go further east to meet sisters Gena
and Andrea, trade 1 tuning fork for leggings. Third sister, Sara,
is SE of Highcastle crossroads. She trades leggings for grain. Requires
the same room as armor. Get great armor/weapons in Highcastle. Go
back to Dala with grain. Priestess increases whole party’s defence
and Bonus defence increase to one member. Choose Owyn.
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. 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)
- River Song
- 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)
- Mirrorwall
- 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)
- Mad God’s Rage
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