Walkthru (apprentice mode)
* Get the Spell of Release from Daelon. Your character may need to
wander until they are available.
* Go to the Barren Rocks and take the left pathway. Use the Spell of
Release to get the Crystal of Kaldar.
* Get the Spell of Seeing from Daelon. Go to the Treefolk Forest and get the Wood
Elf Staff. Go to the Fairy Circle . Cast a Spell of
Seeing, and give the Fairies the Wood Elf Staff.
* Go to the Crystal Castle and use the Crystal of Kaldar on the tigers.
Enter the Crystal Castle and go to the back room. Take the Black Mace.
* Exit and go to the Marsh Wastes. Cast a Spell of Seeing and follow the
sign to Illes.
* Go to the Shimmering Oasis and then to the Temple of Cindra . Then go to the West Sea Coast and use the Black
Mace on the Devil Fish. Go to the East Sea Coast and head toward the
Black Keep.
* Use the Crystal of Kaldar to get past the Plague Magician. Enter the
main door to the Keep and take the Bloodsword.
* Go to the Valley of the Argent Kings and then to Drakesblood's Palace.
Follow the crowns above the door until your character enters the throne room.
Use the Blood Sword to slay Drakesblood to complete the quest.
Walkthru (wizard mode)
Note, this solution is listed by major location, then by sub-location in
partial chronological order.
Click on the Eye Icon and look at the Map Screen. Look at the various
locations available as destinations. If your character is in the forested or
marshy areas near Glendoe, then he is in Wiegard. If your character is in the
southern desert areas, he is in Illes. If your character is in the eastern
areas near the Black Keep and Drakesblood's Palace, then he is in Iscar.
WIEGARD
Listen to the two women. If the blind beggar in the Outskirts of Glendoe
has not been healed, do not go to The Guildhall.
Outskirts of Glendoe
Use the Spell of Seeing to heal the blind beggar. This will allow access
to the Haunted Waterfalls from The Guildhall.
The Guildhall
Do not enter until the blind beggar has been healed.
Haunted Waterfalls
If your character arrived from Daelon's Mansion, then nothing happens.
If your character arrived from The Guildhall, all lives will be
restored.
If your character arrived from Skylar's Temple , the power of Tide
Control will be granted to allow access to the Sea Dwellers' Pavilion.
Upper Pools
The Troglitots will give hints on Tide Control and the Crystal of
Kaldar.
Lower Pools
Do not travel here.
Take the Wood Elf Staff from the Wood Elves when they offer it.
Fairy Circle
Use a Spell of Seeing to make the Fairies appear. Give them the Wood Elf
Staff (see Treefolk Forest ). Do not go to the
Crystal Castle without the Crystal of Kaldar.
Crystal Castle
Use the Crystal of Kaldar (see Barren Rocks) to defeat the Crystal
Tigers.
Interior of Crystal Castle
Selecting the book will display the game credits. Use the Onyx Seal (see
Dunespeople Camp Site) to get into the room containing the Black Mace. Once in
the room, take the Black Mace.
Forester's Camp
Listen to the woman for clues.
Huntsman's Crossroads
Nordon the Huntsman will greet your character with various clues.
Barren Rocks
Use the Cold Fire (see Marsh Wastes) to defeat the Mist Monsters. Use a
Spell of Understanding to read the ancient runes on the rock. The path straight
ahead leads back to the Outskirts of Glendoe while the path that veers to the
left will take your character to the Crystal of Kaldar.
Use a Spell of Release on the Crystal and it will come to
your character. Use the Crystal of Kaldar to defeat the Crystal Tigers at the
Crystal Castle and to dispel the Plague Magician.
Moors
Do not travel here. Your character will be wounded.
Marsh Wastes
Use a Spell of Seeing to gain access to the Open Desert and Illes. Until
then, your character cannot get into Illes without dying. Pick up the Cold Fire
on the ground. It is needed to defeat the Mist Monsters at the Barren Rocks.
Bogs on the Moors
Do not travel here.
Daelon's Mansion
Daelon will give your character spells after a sufficient amount of time
has passed. A good order to take the spells is: Seeing, Release, Understanding,
and Travel. The Spell Of Release is used to get the Crystal of Kaldar, and the
Spell of Understanding is used to get the Onyx Seal.
Plague Magician
Use the Crystal of Kaldar if the Plague Magician is encountered in the
forest. If your character does not have the Crystal he will be wounded.
ILLES
Do not stay here too long or your character will die. If a Spell of
Seeing has not yet been cast in the Marsh Wastes, the path will not be visible
and your character will die immediately.
Desert Oasis
Show the women here the Talisman Scepter (see Temple of Cindra ). They will give
your character the Enchanted Bow. Do not take the Enchanted Bow until it is
offered.
Shimmering Oasis
Do not touch the water here. Your character will be killed.
Do not travel here until your character has the Black Mace (see Crystal
Castle).
This leads to Torlock's secret hiding place. If your character does not
have the Black Mace, he will die. If your character has the Black Mace, use it
to send Torlok out of the Temple .
If Torlok has not been sent away from his hiding place behind the Left
Door of the Temple of Cindra , there will be
nothing of value inside the temple. The door on the right will lead to your
sacrifice. The priests will give your character the Talisman Scepter when he
leaves the Temple after it has been
freed of Torlok's evil influence.
Dunespeople Campsite
The Dunespeople want to see the Talisman Scepter (see Temple Of Cindra ). Since your
character will not have it initially, use a Spell of Understanding. This will
lead to the Onyx Seal that is used to get the Black Mace in the Crystal Castle.
Do not return to the Dunespeople Campsite until your character has the Talisman
Scepter.
Lost Mines
Your character will meet Maluki here.
Maluki's Hut
Maluki will offer hints as well as restore full health.
High Ground
Daelon will transmit an image of himself to offer some hints.
Hills Above Desert
The Bridgekeeper wants the Silver Wheat (see Burial Ground of the Argent
Kings), the harvest of the Argent Kings.
Skylar's Temple
This is the most involved quest of the game, and is timed. First, go to
the Haunted Waterfalls to get Tide Control. Then go to the Sea Dwellers'
Pavilion to get the Golden Chalice. Go back to Drakesblood's Palace to get the
Silver Wheat again for the bridgekeeper. Be wary of the Devil Fish on the West Sea Coast unless your
character has the Enchanted Bow. The Clock Room teleporter in Drakesblood's
Palace may be used to travel quickly if necessary. Once the Golden Chalice is
returned to Skylar, he will give your character the Hunting Horn.
Watch out for the Devil Fish. Use the Enchanted Bow to pass without
harm. Use the Black Mace to pass after being wounded. Without either weapon,
the Devil Fish will kill your character
Sea Dwellers' Pavilion
Your character can only travel here by using Tide Control (see Haunted
Waterfalls, Skylar's Temple ). Tide Control is
activated by clicking on the Tide Control Rock in the bottom right corner of
the screen. The Sea Dwellers will give your character the Golden Chalice to
return to Skylar.
Thieves
If thieves steal your character's pouch, remember the current location.
Then go to the Dunespeople Campsite where your character will be told to return
to the location where the pouch was stolen. Return there to sneak up on the
thieves. Use the small rock on them.
Sand Devils
If the Sand Devils appear, quickly use a Spell of Release.
Plague Magician
If the Plague Magician is encountered again in Illes, use the Crystal of
Kaldar. Without it, he will kill your character.
ISCAR
Daelon transmits his image and gives hints.
Black Keep
The Crystal of Kaldar is needed to escape from the traps around this
location.
Black Keep: Entrance Path
Use the Crystal of Kaldar to defeat the Plague Magician. Otherwise, he
will kill your character. When the top of the path is reached, use the Hunting
Horn or Crystal of Kaldar to defeat the Lizard Men. Note that the Crystal will be lost if
used here and will not be accessible again in the game.
Black Keep: Left Door
Use the Hunting Horn (See Skylar's Temple ) to enter this door
Once inside, cast a Spell of Understanding to get the Runes of Iscar. This is
the last item needed to defeat Drakesblood.
Black Keep: Main Door
This leads to the Blood Sword that is needed to harvest the Silver Wheat
and kill Drakesblood.
Valley of the Argent Kings
Use the Orb of Mobus (see Hedge Maze) to get the Pentacle Coins. When
given to Drakesblood, they will allow access to the Burial Grounds.
The dead sometimes appear to aid the weary traveler. This is also the
exit to the Hedge Maze.
Hedge Maze
Use the Enchanted Bow to find the Orb of Mobus. The Bow will disappear
used here. Another one may be obtained by returning to the Desert Oasis. The
Orb can be obtained by walking through the maze without the using Bow, but it
is very difficult and not recommended.
Drakesblood's Palace
The wizards and inhabitants of the palace do not consider your character
a threat and will allow him free movement.
Drakesblood's Palace: Harp Room
There are several exits here. Going upstairs will lead to the Princess'
Room. The corner doorway will lead to the Clock Room, and the doorway with the
crown above it will lead to the Banquet Hall.
Drakesblood's Palace: Princess' Room
The Princess will give advice. The right door leads back to the Harp
Room. The middle door leads to the Tapestry Room, and the left door with the
crown above it leads to the Banquet Hall.
Drakesblood's Palace: Banquet Hall
Corrupt wizards will offer their snide remarks. The high door leads to
the Princess's Room, the smaller lower right door leads back to the Harp Room
and the door with the crown above it leads to the Throne Room.
Drakesblood's Palace: Clock Room
This room serves as a teleporter to either the East Sea Coast (right archway) or
to Daelon's Mansion (left archway). Note that this is the only way to leave
Iscar without passing by the Devil Fish or using a Spell of Travel.
Drakesblood's Palace: Tapestry Room
Use the Orb on the tapestry to get a preview of Kingdom: Shadoan. The
door to the left of the tapestry returns to the Harp Room or to the Wizards'
Chambers if your character's pouch has been stolen. The other door always leads
back to the Harp Room.
Drakesblood's Palace: Throne Room
Your character can leave alive by only two methods. Give the Pentacle
Coins to Drakesblood for access to the Burial Ground Of The Argent Kings. The
other option is to complete the quest by using the Runes of Iscar, and then the
Blood Sword to slay Drakesblood.
Drakesblood's Palace: Wizards
If your character's items were stolen in the palace by the wizards, they
can be found by returning to the tapestry room and exiting through the door on
the left. Pull the rope when the wizards are sleeping.
Burial Ground Of The Argent Kings
Use the Blood Sword to harvest the Silver Wheat. The only way to reach
this location is to bribe Drakesblood in his palace with the Pentacle Coins.
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