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Kingdom - The Far Reaches (e)

Cover
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[KDM]                     Kingdom: The Far Reaches
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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

Center of Glendoe
    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.

Treefolk Forest
    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.

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

Open Desert
    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.

Temple of Cindra
    Do not travel here until your character has the Black Mace (see Crystal
    Castle).

Temple of Cindra: Left Door
    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.

Temple of Cindra: Front Door
    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.

West Sea Coast
    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

East Sea Coast
    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.

Temple Ruins
    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.