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