KINGDOM: THE FAR REACHES, BOOK ONE Walkthrough by Mr. Bill In this animated cartoon-like adventure (which is great fun for the whole family) you start out as Lathan, an Apprentice Wizard. It can be played in an easy (Apprentice) mode or difficult (Wizard) mode. I would recommend the easy mode first in order to become familiar with the interface, which is quite easy to learn. However, this walkthrough is for the Wizard mode. The major problem with this game is that you can save only one game. So unless you plan on following this walkthrough to the letter, expect to start new games several times. Fortunately this game is fairly short, so this does not become a serious problem. To save the game, if you believe all is well so far, click on the question mark (?) to the right of the active game window (which will say help when the cursor is over it). Here you will find several options (one of which is to save). Also it is not clear as to how to restore a game back to where you had previously saved. To do that you need to click on the question mark (?). Here you will find several options (again one of which is to save, but you don’t want it this time). If you made a mistake you will want to load or restore your saved game at a point before the mistake you have made - notice that those options are not available here (strange). Choose NEW GAME which will then take you to a new option window where you can see LOAD as an option. Choose LOAD, which will take you back to the game at the point before you made the mistake. A very useful option for this game is the REPLAY recurved arrow that is in front of the help question mark option to the right of your active game window. This allows you to replay the last video or animation over and over again until you are either able to decipher the words or you get the information written down for fututure reference. If an inventory item is potentially useful in the active game window it will appear on the tree log below the window. If an item does not show itself on the tree log, even though you know it’s in your inventory, then it is of no use to you at this point in the game. You can look into your entire inventory by clicking on the pouch to the right of the active game window, however you cannot select items from the pouch, but only from those items on the tree log. To close the inventory pouch click on the pouch again. Use your spells wisely since you will only be given three of each spell. If you use a spell in the wrong place, chances are you will have to start the game over. You will be given four types of spells. You need to get them from Daelon the Wizard as quickly as possible. I might add that you also have to be very careful as to how you use other inventory items besides the spells. You can travel to other places just by clicking on the map icon which has the Eye (Eye of Journey) on it (or by clicking on the right mouse button) and then choosing where you want to go. You will also be able to travel using a Spell of Traveling, but use these carefully and only when you cannot use the other map to get where you need to go because TIME becomes a factor later. This means of travel becomes especially useful near the end of the game. I found the Spell of Traveling to be especially helpful in another way, though, without actually using it. If you click on it from the tree log a map of all the Kingdoms (Weigard, Illes and Iscar) can be seen. This way you can become more familiar with all areas. In order to get back to the story after viewing the travel map (without actually using the traveling spell), click on the bottom of the map where no location/area is indicated. By the way, new areas will show up on the maps as they become mentioned by the various characters in the story. Your health status or number of lives is shown by the length and color of the tree branch above the active game window. If it extends all the way to the left of the active game window you still have three lives. If the end of the branch is gray rather than green and brown then that life is in poor health. You will not be able to travel with the use of your Spell of Travel when in a weakened condition. Also your Spell of Traveling will cause you to become weakened in health because it takes so much of your energy to use them (again another reason to use them sparingly). There are two locations where you can go to heal yourself. The Haunted Waterfalls will give you new strength. You can only go to the falls from the Guildhall after you have cured the blindman. The other location is Maluki's House, but you must first visit the Shimmering Oasis (don’t touch the pool unless you save first) and then visit the Lost Mines. After you visit the Lost Mines, Maluki’s House will appear on the map. He is capable of restoring a life back to you if you happened to have died once. This game gives you three lives (three strikes and you’re out) to lose before your quest is over one way or another (success or failure). Reading the manual that is on the CD will provide background history for the game and instructions on how to play the game. ____________________________________ STARTING THE GAME AS A WIZARD Starting the game as a Wizard, you will begin your quest in Glendoe. After listening to the two women tell you to go to the Marsh Wastes which leads to the Illes, go to the outskirts of Glendoe where you will meet a blind man. Go to Daelon’s Mansion to receive 3 Scrolls of Seeing, choose the Scrolls of Understanding next for your future use, and then choose to travel to the Treefolk Forest (Eldridge Forest). At the Treefolk Forest, the Wood Elves will give you a Wood Elf Staff. Take the staff and go to the Fairy Circle, where you can hear the Fairies, but cannot see them. Use a Spell of Seeing so that you can now see the Fairies and then give them the Wood Elf Staff. The Fairies in return will make the Castle of Crystal appear. SAVE before you investigate the Crystal Castle. Not ready for the Crystal Castle yet, are we? OK, go to the Forester’s Camp and learn from his mother about the use of Cold Fire. Before you get there you may encounter a black-cloaked, evil-looking individual known as the Plague Magician who will cast a spell on you that weakens your health. Then go to the Huntsman's Crossroads and learn about the Crystal of Kaldar. Sounds like this crystal will be helpful back at the Crystal Castle (hmm). Now go to the Outskirts of Glendoe and cure the blind man with a Spell of Seeing. He says that you can now visit the healing Haunted Waterfalls ("It is the law"). Let’s go back to Daelon’s Mansion to get the Spells of Understanding, have him prepare the Spells of Release for you, and then go to Glendoe where the two women say how proud of you they are and that you will even be received at the Guildhall. Now go to the Guildhall and they will escort you to the healing Haunted Waterfalls. After you are healed go to the Upper Pools and listen carefully to the three Water Imps. This crystal must be important! SAVE first if you decide to visit the Lower Pools. Go to the Treefolk Forest where they will tell you about the Plague Magician (whom you have probably already seen somewhere). Go to the Forester’s Camp again and his mother will tell you about your mother and a Golden Chalice. Next go to the Huntsman's crossroad and learn about the Hunting Horn and Skylar (Keeper of the Clouds), then go to the Outskirts of Glendoe and the cured man will warn you of danger and tell you about a relic hidden in the Crystal Castle. He will also tell you about the fairies guarding the path to this castle, but we already know that. OK, let’s go to Daelon’s Mansion again and pick up the Spells of Release and have him prepare the Spells Of Traveling next for us. Instead of taking one of Daelon’s places to go next, use your map and go to the Marsh Wastes. What a dreary place. You need to use a Spell of Seeing so that you can find your way. While there pick up some Cold Fire that the forester’s mother told you about. Click on the sign where it says path. This shows you that the sign points the way from the Kindom Of Weigard (where we have been up till now) into the desert kingdom known as Illes. Let’s now go to the Barren Rocks. Oh No, the Mist Monsters! Use the Cold Fire on them and they won’t bother us again here at the Barren Rocks. Notice that we have two paths available and a big rock with inscriptions on it. Click on the rock and he will notice the ancient runes (inscriptions) on the rock. Use a Spell of Understanding on the Runes and we learn about a place called the Black Keep that houses the Runes of Iscar which possess The Power Of Law. Wow! The Power Of Law sounds powerful. Now SAVE if you want to try the right path. Wasn’t correct was it? OK, take the left path which leads to a crystal attached to a rock. SAVE before you try to take it (Ouch! - Restore!). We should have used a Spell of Release on the crystal. Nordan, The Huntsman said it would help us with the Crystal Tigers that guard the Crystal Castle. Go to the Huntsman’s Crossroads, then go to the Fairy Circle. Once again you may encounter that black-cloaked Plague Magician, but now you have the powerful Crystal of Kaldar. Use it! OK! That made him leave. Now let’s deal with those Crystal Tigers. Click on the Crystal Castle and just before the Crystal Tigers try to smash you into the ground you pull out the Crystal Of Kaldar. Well, those pussycats are gone for good so let’s go through the door and see what we can find. A locked door and a book, hmm. Look in the book, Quality Testers for this game and a commercial for Stonekeep. Will these gaming companies stop at nothing, or what? Click on the locked door. What is that shape on the door? Is that the shape of the key or something that will open it? I guess we should make a sketch of it so we will know it when we have found it. Go to the Forester’s Camp, then to the Huntsman’s Crossroads, then to the Barren Rocks and then the Marsh Wastes, then click on the sign to Illes. At this time you may get caught in a sand storm, and Lathan says "I will die if I stay here", so just click on the map icon (eye) or right button on the mouse when your cursor comes back and go to the Shimmering Oasis. SAVE first if you plan on playing in the pool. OK, now let’s go to the Dunespeople Campsite. They will threaten you and demand proof of your intentions. At this point you will use a Spell of Understanding which will confuse and frighten them long enough for you to pass through and receive a gift from an old man. It is an Onyx Seal and looks familiar. Oh yes, this is the shape on the door in the Crystal Castle. Now we go to the Shimmering Oasis. At this point it is possible that we will be robbed of our entire inventory. Man oh man! Well don’t worry. Let’s go back to the Dunespeople Campsite. The old man meets us there and tells us to go back to the scene of the robbery and sure enough, he was right, the robbers are encamped here. Use the rock lying next to you. Well I’ll be, we got our inventory back. Whew! Now let’s go to the Open Desert, then the Marsh Wastes, then the Barren Rocks, then the Huntsman’s Crossroads, then the Fairy Circle and then the Crystal Castle. Enter the Crystal Castle and use the Onyx Seal on the locked door. Now you go through the door and see a Black Mace on a pedestal. Take the Black Mace. Congratulations, you have collected your first Relic of Mobus (only two more to go). Time to travel again. Let’s go through the door we entered and go back outside the Crystal Castle. Go to the Fairy Circle, then the Huntsman’s Crossroads, then the Barren Rock, then the Marsh Wastes and click on the sign. Now let’s go to the Desert Oasis. Uh oh! You will need the Crystal of Kaldar to defeat these three monsters of fire, water and rock which were created by that evil Plague Magician. Then we meet the Amazon Tribe and notice the Enchanted Bow she is carrying. SAVE first if you decide to take the bow now, then restore. That bow has got to be important. Next go to the Temple of Cindra. Trouble again! Use a Spell of Release on the sand devil. Good, we’ve made it to the temple. Enter the front door. If you wish to experiment with other doors rather than the one I specify I recommend you SAVE first each time you wish to stray. Ok, after the Monk tells you that not all in the temple are under the influence of Torlok, take the right doorway; then after hearing that the Talisman Sceptre holds power only in Illes, take the doorway to the left. Use the Black Mace to reflect Torlok’s spell and then take the path. After hearing about the Blood Sword of the Argent Kings being found at the Black Keep, take the doorway straight ahead. The Monks are no longer under Torlok’s evil influence so they graciously give you the Talisman Sceptre. This sceptre gives you leadership to the people that live in the Kingdom of Illes (the desert kingdom). Use it wisely. Go to the Desert Oasis and read the red writing which says "Hills lead to temple". Next show the Amazons the Talisman Sceptre and they will give you the Enchanted Bow telling you to use it at the beginning of the Hedge Maze of the Argent Kings. Go to the West Sea Coast. Oh my - More trouble! A giant red Devil Fish is attacking. Shoot it with your Enchanted Bow. Nice shot! Looks like we are about to enter a third kindom called Iscar according to the sign. Go to the Black Keep, enter the archway and use the Crystal of Kaldar to destroy the Plague Wizard. Again try to enter the archway and. just as you think you can enter the Black Keep, two more monsters show up. Whip out the Crystal of Kaldar once again. OK, maybe we can now enter the Black Keep. Did you notice that the door to the left was to a locked room? What’s in there? Oh well, let’s see what’s inside, so go through the doorway. This must be the Blood Sword of the Argent Kings. Take the sword and then SAVE. This would be a good time to find out where the door and the archway can lead to. Experiment and then restore back to just after taking the sword. Take the doorway to the left. Go to Marelda’s Hut, then enter the door. She’ll tell you that only the Blood Sword of the Argent Kings can harvest the Silver Wheat. Go to the Valley Of The Argent Kings and you will be told what you need in order to take the Pentacle Coins. SAVE first if you decide to take the coins now (restore)! Need the Orb Of Mobus, hmm. Go to the Temple Ruins where you will learn more about the Pentacle Coins and how to use them. Next comes the Hedge Maze of the Argent Kings where you will be met by Isambay, Grand Master of the Hedge Maze. Use the Enchanted Bow which will find the center of the maze, then follow the Golden Path to the center where you will find another relic known as the Orb Of Mobus. Take the Orb Of Mobus. To leave the Hedge Maze use the Golden Path again, which takes you into the Temple Ruins again. Go to the Valley of the Argent Kings. Use the Orb Of Mobus to take the Pentacle Coins. Ok, let’s be off to Drakesblood’s Palace, where we are greeted and warned that we will not be welcomed by Drakesblood and the other Wizards that have been corrupted by Torlok. Enter the door to the palace which leads into the Great Hall where we talk with the harpist. If you wish to explore all three doorways that are available to us here, SAVE first, then restore back to this point in the game. Go through the doorway on the left at the top of the stairs. This is Princess Grace Delight, the rightful ruler to the throne of Iscar that the Harpist plays for. She tells us that maybe we can learn something by revealing the secret of the Ancient Tapestry. Go through the middle door into a hall that contains the Ancient Tapestry. Use the Orb Of Mobus on the Tapestry. Oh no! Another commercial for Shadoan, the sequel to this game. Like I said before, "Will these gaming companies stop at nothing?". OK, enter the doorway immediately to the left of the Tapestry and we will once again be in the Great Hall. The Harpist will tell us something about your father and Torlok. Again go through the doorway at the top of the stairs on the left that leads into Princess Grace Deligh’s chambers. This time she tells you that you will need the Hunting Horn in order to get into the Black Keep. Oh that’s right, the Runes of Iscar which contain the Power of Law are still there behind that locked door. Gee, can’t we use the Crystal of Kaldar again? Opps, we don’t have the crystal anymore. OK, we need to find the Hunting Horn. Leave the Princess’s chamber by way of the door on the right which leads you back into the Great Hall, then go through the doorway on the far right behind the Harpist. Uh Oh! We’ve been robbed again, but this time by the corrupted wizards. Take the doorway to the left which again leads into the Great Hall, then go to Princess Grace’s Chambers again at the top of the stairs on the left, and then again through the middle doorway that leads to the Ancient Tapestry. Again go through the doorway immediately to the left of the Tapestry. Ahhh! The thieving Wizards are asleep here. If you want to pull the chain or grab your pouch which is hanging on the lion head, save and go ahead and give them a try. Well those ideas didn’t work! Pull the rope and you will get all your inventory back and end up once again in the Great Hall. Hurray! NOW ON WITH THY QUEST! Go through the doorway on the right into the Banquet Hall, and then through the doorway on the left which leads into King Drakesblood’s Chambers. After he threatens you give him the Pentacle Coins. This time he lets you escape through a secret passageway. As you leave Drakesblood’s Palace you are told to look to water to find the Chalice (Golden Chalice that your mother once had) and that your greatest test lies in the Kingdom of Illes. Use the Blood Sword of the Argent Kings to harvest the Silver Wheat which lies to your left. SAVE first, if you decide to pull up the Silver Wheat with you hands, then once again restore! After you harvest the Silver Wheat you are reminded that it will return to this spot after you make use of it. Again go to the Valley of the Argent Kings. Use the Orb of Mobus again to take more Pentacle Coins and then go to the East Sea Coast. Next go to the West Sea Coast. Drat it! That blasted red Devil Fish is back. Oops, we don’t have the Enchanted Bow any longer. Better try the Black Mace. Whew! We made it, but our health has weakened. We are now at the border between the kingdoms of Iscar and Illes. Illes, we were told, will this time be our greatest test. Go to the Temple of Cindra and then to the Desert Oasis. Darn! You may or may not get caught here in swirling dust storm. If not, you will be with the Amazons in the Desert Oasis. If you do, Lathan will say "I’ll die if I stay here". When your cursor comes back, click on the Eye of Journey (or right click of mouse) for your map and then again select the Desert Oasis. How did the Amazons get the Enchanted Bow? I thought we had it? Oh well, show them the Talisman Sceptre again so we can get the bow back. Next go to the Shimmering Oasis (don’t touch the pool), and then the Dunespeople Campsite. Again you will need to show them the Talisman Sceptre to prove your leadership. Then go to the Lost Mines. Again we may or may not get caught in the swirling dust storm. If not, we will meet Maluki, the wise man at the Lost Mines. If you do, Lathan will say "I’ll die if I stay here". When your cursor comes back, click on the Eye of Journey (or right click of mouse) for your map and then again go to the Shimmering Oasis. Then go to the Dunespeople Campsite once again, then the Lost Mines, and finally Maluki’s Home where he will strengthen your health. Now we’re ready for the last of Thy Quest. We hope! Let’s head to the Hills Above Desert. Once again you may or may not get caught in a swirling dust storm. If not, you will meet a guard here demanding a toll. If you do, Lathan will say "I’ll die if I stay here". When your cursor comes back, click on the Eye of Journey (or right click of mouse) for your map and then again go to the Shimmering Oasis. From here go to the Dunespeople Campsite, and then the Hills Above Desert. When you finally get to the Hills Above Desert a guard will ask you for a toll which is the harvest of the Argent Kings. Ah Ha! He wants the Silver Wheat. Give him the wheat and he will let you pass. A bridge will appear. Cross the bridge. Beyond the sign that says The Cloud Keep you see what appears to be a temple. Click on the temple where you see the words "Cloud Keep" on it. SAVE! SAVE! SAVE! Now the fun begins. This will be a timed miniquest, but your life depends on it so read the rest of this paragraph and the next before doing anything else. Since you have saved though, you can experiment if you wish. Don’t waste time listening to different people, cut them off whenever you can and then go on to the next locatoion. The first stop at the Haunted Falls is the only exception because it gives you new information. Go through the archway. Uh Oh! He doesn’t believe you and is giving you a limited amount of time to get the Golden Chalice back to him. The wizards stole it from him and you’re a wizard so you’re responsible. If you can get the Golden Chalice back to him before the hour glass empties he will give you the Hunting Horn. You will die AGAIN if you don’t get back with the chalice in time. Now you know why we saved those three travel spells, because now we have to do some quick traveling. He gives us a choice of two places to go and, of course, the only safe one is Haunting Falls, the farthest from where we want to be. When you arrive at the falls you will be told that you have control of the tides till the next moon. Use your first Spell of Traveling and go to the Lost Mines. Remember that using these spells is hard on your health and you won’t be able to use another one until you are strengthed again. So let’s visit Maluki’s Home where he strengthens us again. Use a second Spell of Traveling and go to the Sea Dwellers’ Pavillion (remember you are weakened again), then click on the Grey Tide Control Rocks in the lower righthand corner of your screen. Suddenly the Sea Dwellers appear with the Golden Chalice. Don’t chat, just take the chalice, then go to the East Sea Coast, then the Valley of the Argent Kings, and finally Drakesblood’s Palace. Don’t chat! Enter the doorway into the Great Hall, then go through the doorway to the far right (Banquet Hall), then go through the doorway on the far left (King’s Chambers). Give the king the Pentacle Coins and again he will let you go out the secret passageway. Harvest the Silver Wheat on your left with the Blood Sword of the Argent Kings, then go to the Temple Ruins, then to the Valley of the Argent Kings, and again to Drakesblood’s Palace. Enter the palace, then from the Great Hall click on the doorway at the bottom of the stairs on the left. After the clockworks stops, quickly go through the doorway on the left, which will take you back to Daelon’s Mansion. Go to the Outskirts of Glendoe, then the Center of Glendoe, then the Guildhall, where they will escort you to the Haunted Falls. You become healed once again, then use your last Spell of Traveling to the Hills Above Desert. Give the guard the Silver Wheat and then cross the bridge. Click on Skylar’s Cloud Keep Temple and then go through the archway. Whew!!!! We made it in the nick of time! When he asks us where we want to go, you can select the Valley of the Argent Kings, then the Black Keep, and then go through the archway. When the two Monsters appear, blow the Hunting Horn. When the monsters disappear, enter through the doorway on the left (the one we couldn’t go through earlier). The Runes of Iscar will suddenly appear before us. Use the Spell of Understanding to interpret the Runes of Iscar and they will enter your pouch (inventory). You now have the Power Of Law in Iscar. Leave through the doorway on the right which should take you outside, then go to Drakesblood’s Palace. Enter the palace into the Great Hall, then go through the doorway on the right into the Banquet Hall, then through the doorway on the left into the King’s Chambers. After he threatens you first pull out the Runes of Iscar and then throw the Blood Sword at him. Sit back and enjoy the celebration before you go on to your next quest. THY QUEST HAS ENDED SUCCESSFULLY (That is, this part of thy quest has ended successfully). The completion of the Quest to unite the five realms by finding two more Relics of Mobus continues in Kingdom: Shadoan, Book 2. Copyright March 1998, Mr. Bill For comments, corrections or suggestions send email to mrbill@acd.net Check out Mr. Bill’s Page Of Non-Violent Games at: http://www.recomnet.net/~wsj/mrbills/mrbpage.htm