1426 lines
85 KiB
Solidity
1426 lines
85 KiB
Solidity
DEATH KNIGHTS OF KRYNN
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INTRODUCTION
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This walkthru is divided into several sections for different levels of help.
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GETTING STARTED will give you tips on party composition, general combat tips,
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and a skeleton storyline which will give you a feel for what you have to do.
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As DEATH KNIGHTS OF KRYNN (DKOK) is a fairly linear game, the segments are
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then listed in order by location, with the goals and events explained. This
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will get you through the game in short order and is good for a transferred
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party from CHAMPIONS OF KRYNN which is well-equipped and experienced.
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Next, the side quests are detailed for those who want to play the whole
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game, or for those using new characters or the party supplied with the game.
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These quests can yield good magic items and experience. "Dave's Challenge" is
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a bonus available after the main game is won, and out of respect for the game,
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I'll only give general information about it. I was able to play the entire
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game at "Champion" level using the starter party, and if you save before the
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tough battles you shouldn't have *much* trouble.
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Finally, I list each location, and where possible, the exact locations of the
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encounters and known treasure caches. This is for those who don't want to miss
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*anything*.
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GETTING STARTED
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The party supplied with DKOK is well suited for the forces you'll encounter
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in the game. Five of the characters are Clerics or have the clerical ability
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to turn Undead (Paladin), important as there are so many of them. In addition,
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one character is a Majere Cleric, allowing him to turn Undead as well as a
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cleric two levels higher. You also have both a Red and White robes Mage, along
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with the spells your high-level Ranger gets. As Skeletal Warriors and other
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Undead are not affected by most magic and are hard to turn, everyone is a good
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Fighter. Add to that the Knight's leadership ability and the Thief's backstab
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(devastating if you set up the enemy properly), and you have a good group.
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If you make your own group, a Knight is a must, for he can use the powerful
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Dragonlance to be found. Despite the slow advancement, if he has sufficient
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statistics to become a Knight of the Rose, the clerical spells and additional
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leadership ability are worth the sacrifice of the Order. There are enough
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chances for experience when playing at Champions level to get him to at least
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level 11. As stated before, Clerics are a must also, and a Thief's backstab
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is handy in a pinch. A Ranger has his bonus against Giant class monsters
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(Zombies, Skeletal Warriors, Golems) and the Paladin has a constant Protection
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from Evil 10' spell in effect and the ability to Heal once per day (useful if
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all your clerics are knocked out). Make sure one mage learns Haste, it can be
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invaluable in key battles.
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Weapons and armor aren't much of a problem, your characters are outfitted
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pretty well at the beginning of the game. Knights are provided with Solamnic
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Plate armor, mages with Bracers AC 6, thieves with Leather Armor +2, and all
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fighters get regular plate armor. Each character gets a plus one weapon that
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is appropriate for his class (Long Sword, Short Sword, Mace, Quarter Staff)
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and 500 steel pieces. Better weapons and armor can be found after key battles
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and side quests, including the Dragonlance. Magic weapons (plus) are a must,
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as most creatures in the game are immune to normal weapons. This also means
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that non-magical ranged weapons (bows, darts, etc.) that you can buy aren't
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much good except to disrupt spellcasters.
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Money certainly isn't a problem. In the version (1.00) I played I never
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seemed to get charged for healing. Every battle with spellcasters yields at
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least one Bracers AC 6, worth 3000 SP each. In fact, aside from thugs, the
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occasional inn, and a magic shop that appears in Cekos after that side
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mission, there really isn't much to spend your money on.
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Most of the "routine" battles involve Evil Warriors, Black Wizards, Rogue
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High Mages, Patriarchs and Skeletal Warriors. Fireballs, Magic Missiles,
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Stinking Cloud, Hold Person, and Silence 15' radius are the best spells
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against all but Skeletal Warriors and other Undead. The most important thing
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is to hit the spellcasters every round, before they cast their Hold Person or
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Slay Living spells. When fighting Skeletal Warriors, work on one at a time,
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and make use of your Thief's backstab; attack from the exact opposite direc-
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tion that the target was last hit or the direction he attacked. Also remember
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that pointed and edged weapons only do half damage to many Undead, so switch
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to maces, staves, and other blunt weapons.
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With the Undead, if they are far enough away, give each cleric character a
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shot at turning them. Fireballs are good against most types, and remember that
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Vampires will stay right where they are, you have to go after them. On Undead
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Beasts, don't waste magic, switch to blunt weapons.
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Dragons: what can I tell you? Remember that their breath attacks will do
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50-100% of their hit points in damage, which can kill most characters. Spread
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out, and with dragons that breathe lightning, stay away from walls! Your
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Knight armed with a Dragonlance does his own (remaining) hit points in damage,
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and dragons are susceptible to Stinking Cloud. Other than these tips, if you
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know dragons are in your future, cast Haste and Resist Fire, and hope for the
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initiative and lucky rolls!
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As soon as you feel up to it, you may want to do the CURSED VILLAGE side
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quest. You'll get Olin's Quarter Staff, a valuable weapon that can stun any
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creature for at least 2 rounds, even dragons.
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Basically, your mission in this game is to defeat Lord Soth, a Death Knight
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intent on stealing the bodies of great Solamnic Knights to convert into an
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army of Death Knights. The only way to defeat Lord Soth is to use the Rod of
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Omniscience to send him into another dimension. You must gain the trust of
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Sebas Astmoor, Soth's former servant cleric, before he'll tell where he laid
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the Rod. After returning from the quests he sends you on, you find he's been
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kidnaped by forces loyal to Kitiara, Lord Soth's consort, who wants the Rod
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for herself. A rescued knight tells you where Sebas hid the rod, which you
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retrieve. Entering Soth's castle, you fight your way to him, uncovering de-
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ceptions and saving the body of the famous hero Sturm Brightblade. Using the
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Rod, you send him away, followed by Kitiara who tries to take the Rod from
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you. In a nutshell, you've saved Krynn again!
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GARGATH OUTPOST
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Gargath outpost is where Sir Karl commanded during CHAMPIONS OF KRYNN, and
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was buried there after being kidnaped and slain in Neraka. Your party has been
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invited back to celebrate the victory over Myrtani one year ago, and to hear
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Maya's eulogy for her fallen love. During the ceremony, Sir Karl himself,
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raised by Lord Soth, swoops down astride a Death Dragon to shower taunts and
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cursed items upon the gathering. Flying away with Maya (in her White Dragon
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form) in hot pursuit, he steals the Dragonlance on display and leaves a force
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of Skeletal Warriors and Nightmares to cover his retreat. This is your first
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battle, and you should have used the rest period offered at the start of the
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game to memorize Fireball and Cure Light Wounds spells.
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After this battle, you take the casualties back to the keep and the exits are
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sealed against the enemy siege. You take the dead and wounded to the temple
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and are offered a chance to heal a wounded person, in exchange for which you
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are given a Ring of Protection +1. Gargath outpost is a place to get used to
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combat, get some background information, and to meet the old knight Sir Thom.
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He will give you the Sleepstone, in which is captured his strange dream con-
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cerning Lord Soth and Sebas Astmoor. Gargath outpost also has an store on the
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north side of the street just inside the gates, a bank (the only one in the
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game, including a vault) across from the temple, a training hall in the south-
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east and a bar south of the store where you might hear more about the Dream
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Merchant (Journal Entry 29).
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There also is an inn in the northwest corner, where you should go and rest in
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the room the innkeeper points out. You'll have to fight two or three battles
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against combinations of Mercenaries, Black Wizards, and Patriarchs before the
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siege lifts. Memorize spells appropriate for the occasion (Magic Missile, Hold
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Person, Stinking Cloud, Silence) as well as one Charm Snakes. You then can go
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to the Commander's office on the upper level (the stairs are directly east
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from the main gates) to receive an assignment from Sir Bertil. It does not
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matter whether you choose Cemetery, Patrol, or Guard duty: if you don't choose
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Cemetery, Bertil will assign it to you after one or two tasks.
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If you choose Guard or Patrol, Sir Bertil will send you to see Ann Rampyke,
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who you find by wandering the upper battlements and towers. When patrolling,
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your encounter should occur at the southwest area of the battlements or the
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northeast area of the outpost, near the cemetery. Guard duty is either by the
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well by the south wall or the temple. When you return to Bertil's office
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after a task, you will first encounter Sir Garren and Commander Bertil arguing
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whether to break the siege. Garren storms out, with a cursed sword which Sir
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Karl dropped during on his visit. Upon returning from your second task, you
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will meet Sir Thom and get the Sleepstone.
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Cemetery duty involves no combat, but you hear the priest's story about the
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disappearance of Sir Karl's body from it's grave. After you help lay the
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fallen to rest, go south and west to the alcove where Sir Karl was buried and
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you will meet the Dread Wolf for the first of several times. This time he's
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just there to taunt you, though carrion snakes will attack (this is why you
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memorize the Charm Snakes spell, otherwise the priest will rescue you).
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After the encounters with Garren, Sir Thom, the priest, and the Dread Wolf,
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the siege will lift. Now you should have a clear idea of where to go and what
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to do. Subsequent visits may reveal a Sivak spy, a attack by Sivaks and an
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attack by Blue Dragons. For defeating these, you will get a Wand of Fireballs.
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KALAMAN
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On the way to Kalaman, of course you will assist the knights being attacked
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by Undead. There are many opportunities for your Knight to get experience, and
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you should seize them all. Kalaman has an inn, a temple, a store in the center
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of the bazaar, and a training hall. Gangs roam the street and will sell you a
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map (Journal Entry 37), useful for finding your way through the bazaar. It
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also shows a spot where a bar opens at night, good for brawls and rumors. The
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gangs will attack you a couple of times in the southeast corner, but after you
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beat them once or twice they'll bother you no more.
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Upon entering Kalaman, the knights will ask you to report to City Commander
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Daine's house in the northeast corner of town. There, Daine, his consort
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Ariela, and Major Tems await your news from Gargath outpost. If you tell Daine
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about the Dream Merchant, Ariela will tell you his pavilion is in the bazaar,
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and warn you about Sebas Astmoor. Ariela is really a Red Dragon in human form,
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serving Kitiara (surprised?) and wants to find Sebas to get the location of
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the Rod of Omniscience. You aren't aware of this at this point, but it ex-
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plains the attack on Gargath (to get Sir Thom) and the soon to come kidnaping
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of the Dream Merchant to learn the meaning of Sir Thom's dream (within the
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Sleepstone you now carry).
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Head for the Dream Pavilion, located in the northwest part of the bazaar.
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Sivaks will attack to slow you down while more Sivaks take the Merchant away.
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The forces will retreat in two directions. One force cuts a pretty clear path
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that leads to the back door of the inn in the SW, a diversion while the other
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group heads into the Commander's house by a secret one way door in the north-
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east. You can't catch either group, so just go to the room in the southwest
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part of the inn, rest and read the kidnaper's note (Journal Entry 58). If you
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don't find the note, it'll find you some other way.
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Return to the bazaar and wait for the meeting. Ariela shows up in her dragon
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form with the Dream Merchant. Keeping the truce earns you experience and you
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avoid fighting 3 blue dragons as well as losing the Dream Merchant's trust.
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Give the Sleepstone to him, and the Dread Wolf sends Soth's forces to stop the
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Merchant from revealing the dream. Soth doesn't want his consort Kitiara to
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get to the Rod, the key to his destruction.
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Ariela flees the scene, the Dream Merchant escapes to Vingaard Keep, and you
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must defeat the troops the Dread Wolf brought (you still don't meet the beast
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in combat...yet). After this battle, you get a Clerical scroll with three
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spells. If you visit the Commander's house, Ariela (you don't know that she's
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a dragon) will let it slip the that Dream Merchant has a shop in Vingaard
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Keep. You'll return to Kalaman later after you find the truth.
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VINGAARD KEEP
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Vingaard is one of the areas of the game where the overhead map view and
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coordinate display are not available. Although it can be mapped into a 16-by-
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16 grid, Crook Street (the only street) has three points which wrap around to
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other points. This will make direction-giving difficult, but there are only
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three locations important to find and remember how to get to. There are
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several taverns and training halls, a fletcher's shop (bows, arrows, etc), an
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armorer, a temple, an inn (just inside the entrance) and other miscellaneous
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shops.
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Lord Soth and Kitiara both have forces searching for Sebas Astmoor. Soth's
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men are usually slinking around between arches or meeting in back rooms while
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Kitiara's Sivaks don't show up much until you find Sebas. There are thugs who
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set up toll gates, after a few beatings they'll leave you alone. The Dread
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Wolf will taunt you with occasional attacks, and visiting the taverns can
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bring on a fight: you can even LEAVE "Too Loudly!"
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To find the Dream Merchant's shop, turn east on Crook immediately after
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entering Vingaard. Continue south, not east, after the well, through the next
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two arches. The shop is on the west side of the street, a door with a half-
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closed eye on it. Make sure you rest and memorize some good healing spells at
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the inn before you seek the Dream Merchant.
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You may have to fight some tough battles before you can rest again. If you
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broke the truce in Kalaman and kept the Sleepstone, you will have to fight a
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dream battle to gain the Merchant's trust. After he explains the dream to you
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(Journal Entries 7 & 12), you may have nightmares and be unable to sleep until
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you defeat the beasts that plague his dreams. Once in a dream battle, you have
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the option to awake after each fight if you are too badly hurt. However, you
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will not be able to rest until you finish all three fights without waking.
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After your nightmares are cured, you can rest in the shop before seeking
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Sebas.
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The candle shop can be reached from the Merchant's shop by going south
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through the arches, turning east at the next arch, continuing east to the well
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then directly south. Or, on return visits, head south from the entrance then
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east. Follow the directions exactly, and ignore the voices. When you first
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meet Sebas, choose "Talk" to start the dialogue and answer the questions to
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stop him from killing himself. If you have a knight, have him answer for the
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party. Sebas then tells his story (Journal Entry 66).
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Sebas still doesn't trust you enough to reveal the Rod's location. The party
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must prove that it is a strong force of good, powerful enough to wield the Rod
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to destroy Soth. He will first send you to the High Clerist's Tower to protect
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the bodies of the Knights within, then to the Dragon Pit to face Lord Soth and
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the Dread Wolf (finally). On your last visit to Sebas' hideout, you will fight
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a Sivak ambush, find Sebas kidnaped, and find the proof of Ariela's treachery.
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HIGH CLERIST'S TOWER
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The first quest that Sebas requires you to do in order to prove yourselves
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involves the defense of the High Clerist's Tower. The crypts within contain
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the bodies of famous Solamnic Knights, including the hero Sturm Brightblade.
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This is an irresistible source of bodies for Soth to convert into Death
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Knights, so he sends his forces to loot the tombs via an underground tunnel.
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Normally, you are only permitted in the room just inside the entrance to rest,
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but during this attack you'll be allowed into the lower levels.
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On the way from Vingaard Keep to the Clerist's Tower, you'll most likely en-
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counter an enemy attack. When you enter the tower, the Knight in charge will
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be skeptical of your report of the imminent attack that Sebas told you to
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defend against. To allay your fears, he takes you down to the crypts, and to
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his surprise, the Undead legion is ransacking the tombs! One aged Knight, Sir
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Durfey, is making a valiant stand but soon will fall. He joins your party and
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together you repel the attack. While other Knights continue the defense, you
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and Sir Durfey go on the offensive, pursuing the Undead who seem to have
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someone helping them with directions.
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During these battles, you can retreat to the rooms upstairs to rest. Once in
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the tunnels, it's usually safe to rest for short periods after a battle. On
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the crypt level, the party is aided by Knights. You can explore all of the
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rooms, discovering more looted tombs, but your objective is to the far south-
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west where Sturm's tomb is located. When you arrive at this location, the body
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has been taken along with a Red Dragon that was imprisoned to the north. You
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can't stop the thefts, you must chase Soth and his troops through the tunnels.
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After entering the tunnels, head south where you'll meet the Red Dragon that
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Soth's forces freed. The leader of the attack turns out to be Sir Garren, who
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is acting under the influence of the cursed sword he obtained at Gargath
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Outpost. He orders the dragon to hurl a boulder at the party, which collapses
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the tunnel behind you. Garren retreats with the bodies, and as you follow, you
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must fight his rear guard at several spots. Stick to the main, wide passage,
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the side corridors lead to Giant Zombies who are trying to destroy the tower's
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supports.
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After fighting two groups of Skeletal Warriors and Undead, the party must
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fight the Red Dragon. Cast Resist Fire on everyone first, and hope for lucky
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rolls. Continue on and you will battle two more guard groups. The first will
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get you a Short Sword +4 and a Staff Sling +3. You find a Hoopak +3 after the
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second battle, then head west to finally meet Sir Garren. Take his cursed
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sword away from him and he'll revert to normal and tell you his story (Journal
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Entry 31). An angry Lord Soth will attempt to slay Garren, have your Knight
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throw himself into the path of the blast for the party to gain experience.
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Turn south and you will see the bodies being loaded onto Nightmares. Jump
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right in and attack to rescue as many bodies as possible. Then comes a mock
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battle with Lord Soth, as he can't be destroyed by physical means. When he is
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defeated, he gets back up, mounts a Nightmare and escapes. Don't worry, he's
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not that easy the next time around. Soth will still get some bodies, including
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Sturm Brightblade's. You'll get the chance to save him later.
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Now rest, return to Vingaard Keep and seek Sebas Astmoor again. He will send
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you to the Dragon Pit, where you'll finally battle the Dread Wolf, see a
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touching end to the love story of Sir Karl and Lady Maya, and retrieve the
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Dragonlance at last.
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THE DRAGON PIT
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Because of your "failure" to stop Soth at the High Clerist's Tower, Sebas
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still won't trust you with the location of the Rod of Omniscience. Instead, he
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sends you to the Dragon Pit, a temple to Takhisis and the stronghold of Sir
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Karl and his Undead forces. You will not be able to enter the main part of the
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temple until Sebas gives you the map (Journal Entry 41). The Dragon Pit is
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located northwest of Vingaard Keep, and the party stands a greater chance of
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encountering dragons in this area.
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Maya will meet you after you enter the Dragon Pit, and when you approach the
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secret entrance that Sebas told you about, she'll leave and fly across the
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chasm to seek Sir Karl. You can't cross the chasm from this side, you'll have
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to take the long way around. There are no absolutely safe places to rest,
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Undead patrols wander the main temple, and on the west and south sides there
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is a chance of disturbing slumbering Undead Dragons.
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Once through the secret passageway, there is a room to the northeast where
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a decomposing Knight is changed into a Wight as you enter. Defeat him and his
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fellow Undead to lay him to rest. The Knight, Sir Bregen, disappeared on
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patrol a few weeks before, as Sir Durfey tells you after the battle.
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From the secret passageway, go west to the T-intersection, south to the next
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intersection then east. The south door leads to the main altar room of the
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temple, where the Dread Wolf appears once again to taunt you, then leaves you
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to battle Skeletal Warriors and Nightmares. After the fight, you will find a
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valuable cache in the altar to the south, containing Plate Mail +3, a Shield
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+2, a White Mage scroll and a Clerical scroll.
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Head all the way west from the altar room and through the arch. Undead
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Dragons sleep here, but will occasionally awake and attack the party. They
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aren't a big threat as they have no breath attacks. Through the first arch to
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the south is another altar room, with Undead Dragons guarding it. A bit fur-
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ther south, a Red Dragon is chained, soon to be converted to an Undead. If the
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party frees it, it will give general directions to find Sir Karl.
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Continue south then east through the arches. The far eastern exit is magic-
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ally warded to allow only non-living creatures by, the party will take damage
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if it tries. Turn north then west, the rooms to the east are a stables for
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Nightmares and a barracks for Skeletal Warriors. At the end of the west pass-
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age, you will confront Sir Karl, who retreats through the north door.
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Follow Sir Karl through the door and he will retreat to the east, finally
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calling on the Dread Wolf to attack the party. Fortunately, in this battle
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he's behind a row of Skeletal Warriors, giving you some breathing room. The
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corridor is only 4 squares wide, so your fighters can work on the Skeletal
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Warriors while the back rank uses any magical ranged weapons (Staff Sling,
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Hoopak) on the Dread Wolf. When you finally are able to attack the Dread Wolf
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directly (and he you), what can I tell you? Hack away, and keep a Cleric away
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from the fray to cast Cure spells. The Dread Wolf gets 3-6 attacks per round
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and can hit pretty hard. Rest before resuming the chase after Sir Karl, who
|
||
fled around the corner to the north.
|
||
|
||
In the open courtyard Maya rejoins the party and asks if you've seen Sir Karl
|
||
anywhere. Before you can answer, Sir Karl steps forward and Maya changes back
|
||
into dragon form. Sir Karl plunges the stolen Dragonlance deeply into Maya's
|
||
side, and although mortally wounded, she lifts off with Sir Karl and the
|
||
Dragonlance. Too bad for you, your party will have to battle Sir Karl's mount
|
||
without that powerful weapon. The Death Dragon was awakened by the fuss and
|
||
attacks. This is one tough battle, the Death Dragon breathes Death, and it can
|
||
do 50-100% of the Dragon's hit points in damage to the characters it hits. At
|
||
Champion level, the damage is 90-180 hit points, enough to kill most of your
|
||
characters outright. You must hope for the initiative and try to immobilize
|
||
the Dragon immediately with Stinking Cloud or stun it with Olin's Quarter
|
||
Staff (if you've done the CURSED VILLAGE side quest).
|
||
|
||
After this climactic battle, you finally recover the Dragonlance for your
|
||
knight to use. Through the eastern doorway is the dragon's hoard, with more
|
||
silver pieces, gems and jewelry than the party can probably carry. Of more
|
||
interest to you is a Short Bow +3, Leather Armor +3 and Plate Mail +2. After
|
||
collecting the loot, take the east door, follow the passage to the chasm which
|
||
is now crossable. Exit the temple and witness the end to the story of Sir Karl
|
||
and Maya, at peace at last.
|
||
|
||
ARIELA EXPOSED
|
||
|
||
With the Dragon Pit quest completed, you should return once again to Vingaard
|
||
Keep to seek Sebas, who is finally going to reveal the location of the Rod of
|
||
Omniscience, right? The door sequence is the same, but the final secret door
|
||
to Sebas' hideout doesn't appear. Pass through two more special doors to the
|
||
*real* hideout. Upon entering, you fight a Sivak ambush for which the party
|
||
gets a Long Sword +3 and a Red Mage scroll. After the battle, you find that
|
||
Sebas has been kidnaped and evidence of Ariela's involvement, an earring!
|
||
Proof in hand, go to Commander Daine's house back in Kalaman and show the ear-
|
||
ring to Daine. He will have Major Tems watch the party while he confronts his
|
||
consort and the Major will tell you of his suspicions (Journal Entry 46). This
|
||
will give you an idea where Ariela goes to meet Kitiara.
|
||
|
||
When Ariela is exposed, she slays Daine and orders some Sivak troops to fight
|
||
you while others take Sebas away (Journal Entry 25). You'll have the help of
|
||
some Solamnic Knights for this battle, afterwards Tems leaves you to guard
|
||
Ariela (you still don't know her true form) while they chase the Sivaks.
|
||
Ariela changes into her Red Dragon form and you must fight her, which should
|
||
be easier if you have a Knight to use the Dragonlance. This battle will get
|
||
the party an Elixir of Youth.
|
||
|
||
With Ariela defeated, pursue the kidnapers west, through the second door to
|
||
the south, and out the secret one way door to the west which leads into the
|
||
bazaar. The Sivaks split into two groups once again, and as before, one is a
|
||
diversion and the other has Sebas. You'll not be able to catch the group with
|
||
Sebas, but defeating the other group will get you a Dart of Hornet's Nest and
|
||
let you rescue the young knight that was in Sir Thom's dream. He was in a cell
|
||
with Sebas inside the Commander's house, and relays the message Sebas gave him
|
||
concerning the Rod (Journal Entry 36). He also teaches you the chant to enter
|
||
Voice Wood. If you don't find the group with the Knight, (in the southwest
|
||
corner of the bazaar), go to Daine's office where Major Tems gives you the
|
||
same message and teaches you the chant.
|
||
|
||
Although you now know that Ariela visited Cerberus to meet with Kitiara
|
||
(there is a tunnel in Cerberus graveyard leading into Daargard Keep), Cerberus
|
||
and the graveyard are really a side quest and are not essential to the story.
|
||
I will describe them later, Dulcimer is the next step in this walkthru.
|
||
|
||
DULCIMER
|
||
|
||
Dulcimer is a twisted duplicate of Cerberus, created by a lich who admired
|
||
the town. Save often here, as the town is inhabited by Undead and once the
|
||
fighting starts, the potential for lost levels is great. Shortly after you
|
||
enter the town, you are greeted by the Lich Mayor and warned to stay out of
|
||
his personal quarters and the eastern exit from the town (which is the en-
|
||
trance to Voice Wood). If you attempt to leave by the eastern exit, a spectre
|
||
appears and tells that the Lich must be destroyed before he can let you pass
|
||
and be freed himself. Slaying the Lich isn't enough, he will keep regenerating
|
||
until you find and destroy the phylactery, which contains his soul.
|
||
|
||
Dulcimer's citizens are all Undead, going through the motions of life. The
|
||
tavernkeeper will serve you a glass of acid, and the Farmer's Market doesn't
|
||
offer anything remotely palatable. There are a few locations in the game where
|
||
your clerics will have less success Turning Undead, Dulcimer is one of them.
|
||
For the most part the town is safe to wander save for an occasional attack by
|
||
Spectral Minions and Wraiths.
|
||
|
||
In the far northeast is a building where Zombie Giants are gambling. You may
|
||
want to battle them before going into Town Hall, as you will get a Scroll of
|
||
Protection against Dragon's Breath, a Long Sword +4, 4 Darts +3, and a Potion
|
||
of Invisibility. These items will free for the taking after the Lich is gone,
|
||
but you may want to have the Potion and Sword for the next battles.
|
||
|
||
The Lich's quarters are in the Town Hall, just go straight north from the
|
||
town entrance. On the side of Town Hall is a live man in the stocks who tried
|
||
to kill the Lich but forgot to destroy the phylactery. Enter Town Hall and
|
||
pass through the door to the north. If you immediately go west and confront
|
||
the Lich, you will face his guard of Spectres and High Wizards as well. Cast
|
||
Protection from Evil spells as well as Bless and Prayer (Haste is helpful,
|
||
also) before entering the room. Well-placed Fireballs will do a lot of damage,
|
||
but try to take out the Spectres first, remembering that a Lich can immobilize
|
||
a character but that it doesn't drain levels.
|
||
|
||
An alternative to battling the Lich and his guard at once is to first enter
|
||
the guard room to the east. If you fight the force in here (Spectres, Zombie
|
||
Giants and Skeletal Giants) and reenter the room to fight another wave; after-
|
||
wards, you can enter the Lich's quarters and battle the Lich alone.
|
||
|
||
If you fight the Lich with his guards, you will may recover some Darts +3, if
|
||
the Wizards haven't used them all. After slaying the Lich, head directly for
|
||
the garden (of sorts), located directly west from the entrance to Dulcimer.
|
||
You may encounter a battle or two along the way, but don't stray or stop to
|
||
rest as the Lich will soon regenerate. You will get three warnings in the form
|
||
of increasing winds before he strikes again. Use the Area command and head
|
||
directly for the center row of rotting asparagus. Dig up the phylactery and
|
||
smash it and all the Undead will crumble, including the Zombie Giants who
|
||
guard the treasure in the northeast.
|
||
|
||
With the evil removed from Dulcimer, the spectre is free to leave as well.
|
||
You may enter Voice Wood via the eastern exit from Dulcimer and recover the
|
||
Rod of Omniscience from the Hall of the Voice.
|
||
|
||
VOICE WOOD
|
||
|
||
After destroying the Dulcimer Lich the party is free to enter Voice Wood if
|
||
it has learned the chant from the young Knight rescued in Kalaman. You must
|
||
make your way through the hedges and trees as well as an enemy attack to the
|
||
Hall of the Voice at the eastern side of the Wood. Although Voice Wood is
|
||
strongly protected from evil forces, powerful High Wizards can cast a short
|
||
lived Protection from Good spell to allow them to enter.
|
||
|
||
The Area command is available inside this area until you receive the Rod, so
|
||
remember the path to the Dulcimer exit. Should you become lost, there are
|
||
arches that will transport you to four different areas of Krynn. The arch in
|
||
the Northwest corner takes you to Throtl, the northeast arch sends you to the
|
||
forest just north of Dulcimer, the arch in the southeast goes to Turef (Dwarf
|
||
Village) and the arch in the southwest corner transports you to the west of
|
||
Turef. There are a few enemy encounters to be found if you wander, a band of
|
||
High Wizards and Undead are in a clearing to the south, Fire Minions leap from
|
||
a rock in a glade to the east, and Whisper Spiders lurk by the far north and
|
||
south walls.
|
||
|
||
Rest in Dulcimer before entering Voice Wood and memorize many healing spells
|
||
and Fireballs. The sprites will allow no one to rest, and the High Wizards
|
||
cast powerful Magic Missiles. The most direct route to the Hall of the Voice
|
||
is almost directly east, you may walk right through the shorter hedges. Upon
|
||
entering the Wood, go directly east through three arches to an altar to
|
||
Paladine. Making an offering here will make your upcoming battle easier. Exit
|
||
through the arch and go north once and east four times. East once more and you
|
||
encounter a large group of High Wizards, Wights, and Giant Undead. The Wizards
|
||
are usually in the front ranks, have your Mages cast Fireball towards the back
|
||
ranks so the edge still hits some Wizards while your fighters work on the
|
||
rest. The number of the enemy will be reduced if you offered to Paladine.
|
||
|
||
Proceed east through the arch and south once. At both spots the party will
|
||
take unavoidable minor damage from limbs and vines. You may avoid one of these
|
||
encounters by taking a slightly different route, but then the battle with evil
|
||
forces will take place in a more open area, allowing more Undead to reach you.
|
||
|
||
Now to the east where you meet Sprites that intend to block your way. This
|
||
is a test of your virtue, if you attack you'll be sent back to the entrance.
|
||
Walk past, through the eastern door into the Hall of Voice Wood. The Voice
|
||
speaks (Journal Entry 39) and you are given the Rod of Omniscience if you vow
|
||
to use it only against Lord Soth. Refuse, and you'll also be sent back. With
|
||
the Rod in your possession the overhead view and coordinate disappears, but
|
||
the maze seems to remain the same. Retrace your steps to the Dulcimer exit,
|
||
and rest.
|
||
|
||
The party now has the Rod with which it can destroy Lord Soth. You may go
|
||
directly to Dargaard Keep (described next) or complete the side quests to gain
|
||
more experience and magic items. It doesn't matter, Soth awaits.
|
||
|
||
DARGAARD KEEP: FIRST FLOOR
|
||
|
||
Dargaard Keep can be entered in two ways, both require that you have found
|
||
Ariela's key after slaying her in Kalaman. You may enter from the Cerberus
|
||
graveyard tunnel using the key, or through the main drawbridge entrance by
|
||
giving the password inscribed on the key (Journal Entry 32). Even if you know
|
||
the password from peeking at the Journal you won't be prompted to enter it
|
||
until you have the key. As in Dulcimer, Clerical Turning ability is diminished
|
||
here, however, the programmers seem to have neglected toning down the
|
||
Paladin's Turning ability. If you have a Paladin in the party, he stands the
|
||
best chance of turning the Spectres and Vampires here.
|
||
|
||
If you entered by the main entrance you will be ambushed by Vampires and
|
||
Wraiths after passing through the doors north of the drawbridge controls. If
|
||
you want to avoid this, enter through the Cerberus graveyard tunnel (see the
|
||
CERBERUS GRAVEYARD side quest). After the battle with the guards or after en-
|
||
tering the Keep via the tunnel, a young woman named Lenore will ask to tag
|
||
along with the party, giving her story (Journal Entry 57). Lenore is really
|
||
Kitiara in disguise, and is waiting for you to destroy Lord Soth so she can
|
||
take the Rod of Omniscience for herself.
|
||
|
||
If the party refuses to allow her to follow, she leaves and if Sir Durfey is
|
||
still with you, he leaves to escort her home. If Durfey is dead but still in
|
||
the party, his body disappears during your first battle. If you allow Lenore
|
||
to follow you, she will "discover" a trap or two, reinforcing her story. If
|
||
the party leaves Dargaard Keep, goes up to the second floor, or enters Camp
|
||
mode for any reason, Lenore will leave and Durfey will leave the party to see
|
||
Lenore safely "home."
|
||
|
||
Once inside the Keep, the party should make its way to the servants' quarters
|
||
in the northwest corner. From the main entrance, go north to the welded doors,
|
||
west and south through the arches. When you approach the door to the south,
|
||
talk to the maid to hear her story and receive the key to the door that leads
|
||
to their quarters. Now south through the door and follow the hall around to
|
||
the north. If you entered Dargaard from the tunnel you should go directly
|
||
south all the way to the welded doors then west all the way (you'll encounter
|
||
the maid along the way). If you encounter any patrols, go ahead and fight
|
||
them, there are four of them on this level and they must be killed to lift the
|
||
geas on the servants.
|
||
|
||
Now, use the key to enter the servants' quarters then north through the next
|
||
door. Here you'll meet the kidnaped citizens from Cerberus and hear how to
|
||
lift the geas that holds them in the Keep (Journal Entry 22). Follow the
|
||
secret passage to the Commander's closet and destroy the Orb. If you try to
|
||
enter the Commander's bedroom from the front you will have to fight two Undead
|
||
guard groups first.
|
||
|
||
If you haven't killed all four patrols, wander the area and you'll find them.
|
||
Once the geas is lifted, a servant will give you a skull stolen from the Com-
|
||
mander that will open the tunnel back to Cerberus graveyard. With the patrols
|
||
eliminated, this area of the first floor is safe to wander.
|
||
|
||
On the east side of this level is a makeshift prison where Sebas was kept for
|
||
a while. Searching any of the rooms in this area will reveal a amulet with the
|
||
initials "S.A.". In the northeast corner of Soth's throne room is a secret
|
||
door. This leads to another secret door where the party will hear priests
|
||
chanting. If you enter the room beyond before the chanting stops you will
|
||
fight the priests and find a 2-Handed Sword +3 on the altar to the east. If
|
||
you wait until the chanting stops the room will be safe to enter, but the
|
||
sword will be gone.
|
||
|
||
Pass through the two doors to the south and the party will enter a room where
|
||
it hears cries for help from a coffin in the southwest. If you open the coffin
|
||
Vampires ambush the party. There's no reward there, it's best to leave it be.
|
||
Go north through the door in the northeast corner of the room to the stairs
|
||
leading to the second floor. If Durfey is still with the party when it goes up
|
||
this stairs, Lenore and he depart.
|
||
|
||
DARGAARD KEEP: SECOND FLOOR
|
||
|
||
On this level, the party chases guards who are rushing their prisoners
|
||
further into the Keep. The prisoners are Clerics from the High Clerist Tower
|
||
and some citizens from Cerberus. The Clerics are here to recover the body of
|
||
Sturm Brightblade before Soth's forces convert him into a Death Knight. You
|
||
will find Sebas on this level and a treasure cache. There are no wandering
|
||
Undead here, but two battles will include a Death Knight.
|
||
|
||
Immediately upon ascending the stair you see the guards to the west, and a
|
||
group of spectres and vampires attack. Chasing the guards, they flee around
|
||
the corner to the south and a portcullis closes behind them. The room to the
|
||
west is guarded by vampires who are distracted by something, allowing the
|
||
party to sneak past into the next room if you wish. However, if you intend to
|
||
leave Dargaard for some reason (training, identifying treasure, restoration)
|
||
you may want to fight them now, otherwise they will appear as you go down the
|
||
stairs.
|
||
|
||
In the center of the room beyond the vampires, pull the lever to raise the
|
||
portcullis. Head east then south through the open portcullis. Cast Resist Fire
|
||
on everyone, as just to the south you will encounter a guard group with Black
|
||
Mages, Vampires, and a Death Knight. The Death Knight is not really tough
|
||
after he casts his Fireball, but he can cause the nearest party members to
|
||
flee from his aura of Fear. After the battle, you rescue the clerics from the
|
||
High Clerist Tower and they ask your help in locating and recovering the body
|
||
of Sturm Brightblade. If you need to leave Dargaard, the clerics will wait at
|
||
the stairs for your return.
|
||
|
||
The remaining guards flee to the west and south through another portcullis.
|
||
The party must fight Flesh Golems in the room to the west to reach the lever
|
||
that opens the portcullis. South from this room you can now reach a row of
|
||
cells, any of which is safe to rest in. When you're ready to move on, go south
|
||
then turn east at the corner. Through the north door is a guard posted with
|
||
Spectres, Flesh Golems and Vampire Mages. This group defeated, exit through
|
||
the east door and enter the first cell to the north. You find Sebas Astmoor,
|
||
tortured to the point of death. His dying speech (Journal Entry 54) warns the
|
||
party to beware of Kitiara, Soth's mistress, who also wants the Rod. Any of
|
||
the other three cells on this hall are safe resting places.
|
||
|
||
After resting (be sure to make sure there's enough Resist Fire spells for
|
||
everyone) go east to the intersection then north. The prisoners from Cerberus
|
||
are about to be converted into rats by evil Clerics. If the party attacks im-
|
||
mediately, the battle is much easier. Afterwards, the few prisoners not
|
||
changed will ask you to find a way to restore their friends to human form.
|
||
If you haven't done the Cerberus quest yet, they will tell you of the trouble
|
||
there. Before you seek the counterspell, you may want to claim the treasure
|
||
cache in the Cleric's quarters. Through the western door and all the way down
|
||
the hall, enter the west room where you find Plate Mail +4, a Wand of
|
||
Lightning, a Potion of Extra Healing, a Necklace of Missiles and a Red Mage
|
||
scroll.
|
||
|
||
Return to the intersection, through the eastern door and enter the room to
|
||
the south. Read the circled incantation in the tome to change the townspeople
|
||
of Cerberus back into humans. Head back to the intersection and go south where
|
||
you find mages and clerics attempting to convert Sturm Brightblade into a
|
||
Death Knight. You interrupt the spell and they attack, with another Death
|
||
Knight. Make sure you have cast Resist Fire on all the party members before
|
||
entering the temple and Fireball the magic users before they can get their
|
||
spells off.
|
||
|
||
With this battle won, the Clerics will shower you with praise, proclaim you
|
||
heroes, and carry Sturm's body back to the High Clerist's Tower. You still
|
||
must find and destroy Lord Soth, deal with Kitiara, and, by the way, where did
|
||
Durfey go? From the temple, pass through the west door and go west then south
|
||
and east around the corner to the stairs to the third floor. Before you make
|
||
this ascent, I advise returning to Kalaman to train, identify items, and rest.
|
||
|
||
DARGAARD KEEP: THIRD FLOOR & ENDGAME
|
||
|
||
Save before climbing the stairs to the third level of Lord Soth's castle.
|
||
Once you get past the first room, there is no way back. This floor has several
|
||
one way doors, fake doors, and dead ends. The Area command is not available,
|
||
and Lord Soth will not allow the party to rest often. There are only two or
|
||
three battles to be fought, unless you pass through a wrong door.
|
||
|
||
Starting from the stairs, go west and enter the room with 3 doors. Soth's
|
||
voice tells you that two of the doors lead to death. That's not quite true:
|
||
the right door is an illusion and will do damage to the party, while the mid-
|
||
dle door leads to a dead end and a battle with weretigers. Pass through the
|
||
door on the left, this is the point of no return. Enter the next room to face
|
||
another set of doors and Soth speaks again. The left door is fake, the right
|
||
door contains more weretigers, and the middle one (one way) leads on.
|
||
|
||
The next room has another trio of doors, the middle and right ones merely
|
||
open into empty rooms. The left door also leads into a room with a secret door
|
||
to the north. Here Lady Lenore rejoins the party, claiming that she and Sir
|
||
Durfey were attacked by Death Knights on the road. She says Durfey was slain
|
||
and made Undead, while she fled and hid here. She follows the party from here
|
||
on, claiming to need "protection," and "helpfully" points out the secret door
|
||
to the north, also one way.
|
||
|
||
Entering the next room, pass through the east door and proceed east then
|
||
south through the archway. If you approach the south doors, trapped with
|
||
spikes and razors, Lenore will tell you there's a secret passage bypassing the
|
||
doors. If a party member attempts to open these doors, it is likely he will
|
||
take damage and be unable to open it. A high-level thief has a better chance,
|
||
but it is wiser to follow the secret passage. The door is in the northeastern
|
||
corner, pass through and go through the door to the east. Now, through the
|
||
door just to the right and follow the narrowing passage to the secret door
|
||
that leads into the room on the other side of the trapped doors. Wasn't Lenore
|
||
helpful?
|
||
|
||
Through the archway to the south then east and you come to a door with two
|
||
statues who warn the party not to proceed. These are Iron Golems, and the
|
||
party may want to attack them now, otherwise they will join in the next fight
|
||
just beyond this door. Enter the next room and confront an Undead Durfey, who
|
||
attacks his old comrades aided by spectres and the pair of Iron Golems (if you
|
||
didn't fight them already). Slay the Undead Durfey to send him to his final
|
||
rest, and prepare to face Lord Soth.
|
||
|
||
East to the hall then north through the door. Save here then cast Resist
|
||
Fire, Bless, Prayer, Protection/Evil and anything else in your spellcasters'
|
||
books that applies (Haste is a good idea). Through the next door waits Lord
|
||
Soth himself, flanked by four more Death Knights and several Iron Golems. If
|
||
you concentrate on one or two Death Knights you may be able to take down at
|
||
least two of them before they can cast their Fireballs, especially if the
|
||
party is Hasted. Once the Fireballs are cast, the fight is mostly a matter of
|
||
brute strength, as most magic spells won't do much good.
|
||
|
||
With Soth down but not out, strike him with the Rod of Omniscience before he
|
||
regenerates. If allowed to rise again, he will inform you that he can not be
|
||
destroyed while Dargaard Keep stands then attacks again. The rod opens the way
|
||
to another dimension and Lord Soth is pulled into the vortex as he calls out
|
||
to Kitiara for help. Once he is banished, Lenore reveals herself to be Kitiara
|
||
and reaches out for the Rod. She recites an incantation she wrested from Sebas
|
||
Astmoor through torture, but Sebas has the last laugh even in death as the Rod
|
||
explodes, banishing her to another dimension and transporting the party to the
|
||
High Clerist's Tower.
|
||
|
||
You are led to the Knight's Council by the poor Knight in front of whom you
|
||
suddenly appeared. After telling your tale, praise is heaped upon the party
|
||
then you are left alone to do as you wish. The land is much tamer now, enemy
|
||
encounters are greatly diminished and friendly people wander freely. Now you
|
||
can finish any side quests you missed or try "Dave's Challenge," an extra
|
||
quest available in the northwest after Soth is defeated.
|
||
|
||
SIDE QUESTS
|
||
|
||
This section details locations in the game that aren't essential to the main
|
||
story but which provide experience and valuable items. If you're not using a
|
||
transferred, well equipped party from CHAMPIONS OF KRYNN, these quests may be
|
||
very good for you. If you see a quest listed that has an item you would like
|
||
and you think your party can handle the monsters, try it.
|
||
|
||
CURSED VILLAGE
|
||
|
||
This small village is located on the piece of land northwest from Vingaard
|
||
Keep where the river forks. A meteorite has crashed into the tavern, convert-
|
||
ing some of the inhabitants into Undead. Black Mages are holding the village
|
||
sorcerer prisoner while an impostor assures the villagers that the meteorite
|
||
is harmless. Undead wander the town and nowhere is safe to rest until the
|
||
meteorite is destroyed by the real sorcerer. The Area command and coordinate
|
||
display are not available here.
|
||
|
||
Upon entering the village, a boy leads the party to the sorcerer's house in
|
||
the southwest corner. The impostor tries to convince you that there is no evil
|
||
in the village. The shopkeeper and the herbalist express their concern when
|
||
visited. The real sorcerer is being held by High Wizards in a building in the
|
||
northeast corner. The High Wizards cast powerful Magic Missiles, cast Hold
|
||
Person, Stinking Cloud and Magic Missile spells to defeat them. Once the
|
||
village sorcerer is free, he fills you in about the meteorite.
|
||
|
||
The sorcerer will follow you to the tavern, the large building in the north-
|
||
west. Once you defeat the Wights, Wraiths and Spectres, the sorcerer will
|
||
destroy the meteorite. The party finds a Ring of Protection +2, a White Mage
|
||
scroll and Olin's Quarter Staff. This weapon can stun any enemy for two rounds
|
||
or more. After the battle, return to the sorcerer's house to confront the
|
||
impostor. This is an easy battle as the High Wizard is surrounded by Fire
|
||
Minions who keep damaging him when they flare.
|
||
|
||
FUN HOUSE
|
||
|
||
On the east side of the pass between Throtl Keep and Gargath Outpost, in a
|
||
little curve of mountain, a Dwarf named Gluten has built a house of riddles
|
||
and monsters. He will award treasure to those who can pass through the house
|
||
using a combination of brains and brawn. The Area command and coordinate dis-
|
||
play are not available here. Resting is completely safe.
|
||
|
||
After Gluten's introduction, enter the door to the north and go north to the
|
||
talking wall, which will ask you a riddle. If the party answers "WATER," it is
|
||
teleported to another talking wall, else it must battle Zombie Giants and
|
||
Spectres before the next riddle. Answer "HANDS" to teleport to the third
|
||
riddling wall, then answer "RING" to the riddle to gain experience. If you
|
||
fail the second riddle or after answering the third (correct or not), you are
|
||
teleported to fight Wraiths and Spectres.
|
||
|
||
Exit south from the last room, west then north at the corner. Pass through
|
||
the one way door to the west, then south through the next two doors. The party
|
||
battles a Lich and Wights and finds a Mace +4. Pass through the secret door in
|
||
the southeast, then south, west, north and east to teleport back to the en-
|
||
trance. Gluten appears and gives the party a Red Mage Scroll and a Girdle of
|
||
Giant Strength, which increases a character's strength to 23 when worn.
|
||
|
||
FATHER OF TREES
|
||
|
||
In the south central part of the land, near the bottom of the map, a faerie
|
||
forest is dying. The Father of Trees, which is the life force of the forest,
|
||
is under attack from within by evil forces. A Faerie Warrior ventured inside
|
||
with a wand of tree healing to heal the tree was captured. The party has only
|
||
one chance to do this mission, do not approach this area unless you are ready.
|
||
No magic will work inside the tree and if the party leaves before rescuing the
|
||
Faerie Warrior and recovering the wand, the quest ends and the forest dies.
|
||
Once again, the Area command and coordinate display are unavailable.
|
||
|
||
There are some tough battles in this area, Wights to the southeast, Wraiths
|
||
in the center, Whisper Spiders in the southwest, and Wyndlass in the north-
|
||
east. However, the only fight necessary to complete this quest is in the far
|
||
northwest corner where a High Wizard is using Fire Minions to burn the tree. I
|
||
advise the party (especially less experienced characters) to go straight here,
|
||
as the other battles are much harder, especially the Wyndlass. The High Wizard
|
||
can't cast spells, and the Fire Minions damage him as well you. You release
|
||
the Faerie Warrior held here and recover the wand of tree healing. The party
|
||
finds a Periapt Proof vs. Poison and Boots of Speed, which double a charac-
|
||
ter's movement points and lower his armor class by two while worn! Return to
|
||
the entrance to heal the tree and the forest, completing the quest.
|
||
|
||
SHIPWRECK
|
||
|
||
Follow the sea shore northeast from Kalaman to find a ruined pirate ship,
|
||
cursed by a Wizard whose ship the pirates sank. There is good treasure here,
|
||
but some tough Undead, and Clerical Turning ability is diminished as well.
|
||
Save often as the possibility of lost levels is significant. Giant Zombies,
|
||
Giant Undead Rats and Wraiths occasionally attack, and nowhere is totally safe
|
||
to rest. The Area command and coordinate display are unavailable.
|
||
|
||
Use the rope to enter the ship, the ladder will break, injuring the party.
|
||
Directly to the east you encounter a large number of Giant Zombies, some of
|
||
the former crewmembers. Through the north door and to the east are the offi-
|
||
cers' quarters, inhabited by wraiths. Jewelry and gems are found after this
|
||
fight. Across the hall to the west and through two doors you fight the spectre
|
||
captain, his wraith officers and Giant Undead Rats to find jewelry, gems, and
|
||
a Mace +4.
|
||
|
||
The hall turns the corner to the north and descends into the ship's hold.
|
||
Move east from the ladder and fight a Giant Zombie and a small army of Giant
|
||
Undead Rats. In the northwest corner of the hold is a secret passage trapped
|
||
with crossbows which you may be able to detect and disarm, else everyone takes
|
||
damage. Through the passage the party finds the pirate's treasure, jewelry,
|
||
gems, silver pieces, Banded Mail +3 and a Long Sword +3.
|
||
|
||
TUREF
|
||
|
||
Turef is a Hill Dwarf village located on the end of the mountain range south
|
||
from Throtl Keep. Upon entering, you'll meet Skomp, a Mountain Dwarf who is
|
||
trying to unite the dwarf villages against evil. This village is under the
|
||
control of evil forces, and they are using cursed items to convert the Dwarves
|
||
into their warriors. Skomp is knocked from his wild boar mount and set upon by
|
||
the crazed Dwarves. The party should immediately attack and help Skomp, listen
|
||
to his story (Journal Entries 6 & 20), then agree to help him.
|
||
|
||
The village is patrolled by a wide variety of evil creatures (Wraiths,
|
||
Wights, Vampires, Ghouls, Ghasts, crazed Dwarves, Black Mages and Priests),
|
||
and the composition of each group as well as the number of the attackers is
|
||
very unpredictable. You should save after every encounter. Only one location
|
||
is totally safe to rest in, but resting indoors is safer than outdoors.
|
||
|
||
Upon entering the village, you should enter the building to the east. A
|
||
scholar will tell you about the ransacking of his study and the theft of a
|
||
book called "Ambush Made Easy" (Journal Entry ). The enemy is using it to pro-
|
||
tect the entrance to their headquarters in the center of the village. If the
|
||
party tries to enter, it will face an overwhelming series of battles. Once the
|
||
book is returned, the scholar will tell you how to avoid the ambush.
|
||
|
||
Using the Area command is probably the easiest way for me to direct you to
|
||
the locations in Turef. You will spot Skomp's boar between the two buildings
|
||
in the southeast corner of the village, just south from the building shaped
|
||
like a cross. The party should choose to follow Skomp to gain experience, if
|
||
it chooses to fight the patrol instead, it will find Skomp badly injured
|
||
later. Following Skomp will lead the party to a random location, and the boar
|
||
is still loose. You will not find the boar until you defeat the Evil Mages and
|
||
Blue Dragons in the room beyond the ambush.
|
||
|
||
In the south central section of Turef is a tavern and a locksmith shop. To
|
||
the east of the tavern is a house where an anguished mother asks you to spare
|
||
her son, who wears a purple hat. Just to the north of this location and
|
||
through the east door you will fight some sentries, after which you continue
|
||
east, north then east again to the one safe resting place. Searching here will
|
||
also yield some gems.
|
||
|
||
In the northwestern corner of the village is a building where brainwashed
|
||
dwarves are given combat training. The young dwarf wearing a purple hat will
|
||
rush the party, you should wrestle him to the ground, knocking him unconscious
|
||
until after you battle the rest of the dwarves in the building. Following the
|
||
fight, the dwarf recovers, thanks you and mentions that he saw a soldier hid-
|
||
ing a book inside a shield. If you return to the mother's house, you will
|
||
receive a Cloak of Displacement.
|
||
|
||
Just to the west of the entrance to the village is a barracks with many
|
||
soldiers and a Blue Dragon, all asleep. Take the shield propped against the
|
||
Dragon (a Shield +4) and the book "Ambush Made Easy" will fall out. The troops
|
||
and the Dragon will awaken as you take the shield, the troops will attack and
|
||
the Dragon will flee. After the battle, return to the scholar and give him the
|
||
book. He will explain that there is a way around the ambush through a secret
|
||
passage in the tavern. If you have a drink or two with Milo at the tavern, he
|
||
tells you about the secret passage and that the key required is #88.
|
||
|
||
The locksmith shop to the south of the tavern sells keys for 100 sp apiece,
|
||
and will ask you for the key number. If you carry more than one key, they may
|
||
rattle and attract a patrol. Ask for key 88, then return to the tavern. The
|
||
passage is in the northwest corner, pass through it and west to rescue the
|
||
village magistrate from her torturers and receive gems. Now north through the
|
||
next three doors to surprise soldiers and spellcasters in the center of the
|
||
cross-shaped room. The next door takes you behind the ambush in the open area,
|
||
and if you choose to fight the remaining bushwackers flee after the first
|
||
fight.
|
||
|
||
The door to the east is one way and leads to the room where the mages are us-
|
||
ing the cursed items to brainwash the Dwarves. After defeating the force here,
|
||
you must stop the three Blue Dragons who are loaded with the cursed items and
|
||
preparing to flee. This ends the evil in the village, and the dwarves return
|
||
to normal. Exit through the eastern one way door to discover Skomp's slain
|
||
wild boar, whereupon Skomp leaves the party. You may not leave Turef with the
|
||
boar carcass, but if you take it directly east and give it to the cook for his
|
||
meatless stew he'll give you a Short Sword +2.
|
||
|
||
KUO-TOA SLAVE SHIP
|
||
|
||
This quest may start automatically as the party wanders near the river, you
|
||
get no choice whether or not to participate. I advise you to stay away from
|
||
the river (as much as possible) if you aren't ready for this adventure. The
|
||
party sees peasants being put on a ship by Kuo-Toa warriors, but can't attack
|
||
directly for fear that the slaves will be killed. You don disguises and hide
|
||
your weapons (sure... your knight just pockets his Dragonlance!) then allow
|
||
yourselves to be led aboard and put in a cell. The cells are the only safe
|
||
places to rest, and after the fight in the temple you can't return there.
|
||
There are no wandering patrols until after the alarm sounds, and once the fire
|
||
starts the Kuo-Toa are usually more interested in fleeing into the water.
|
||
|
||
Once in your cell, you show your weapons to a slave, who tells you to rest
|
||
up then meet the slaves in the room to the east of the cells. Fireballs and
|
||
healing spells are needed for this segment, as are Dispel Magic. The Kuo-Toa
|
||
clerics cast Poison, so after the fighting starts, save often.
|
||
|
||
With the party rested, exit the cell and go east to join the meeting and hear
|
||
the slave leader's escape plan (Journal Entry 15). The meeting is broken up by
|
||
guards who order you to report to the galley. Pass through the north door and
|
||
enter the room to the west. Fight the Kuo-Toa here, then continue out the west
|
||
door, around the corner and through the north door and another attack. You
|
||
find a Long Bow +3, Chain Mail +4 and 10 arrows +3. Neither battle raises an
|
||
alarm and you hide the bodies.
|
||
|
||
Return to the hall and follow it north to the galley. Meet the slave in the
|
||
pantry, he gives you some more advice, then exit through the east door of the
|
||
galley. Proceed to the dining room, ignore the insults and the Kuo-Toa will
|
||
become bored and let you pass. The Kuo-Toa in the next room will ignore you if
|
||
you caused no trouble in the previous room, otherwise they attack. Continue
|
||
through the south door and down the hall. Be sure you are fully rested before
|
||
you enter the temple, then attack immediately for an easier battle with the
|
||
Kuo-Toa Monitors and Clerics.
|
||
|
||
The battle in the temple sets the ship on fire, making it impossible for the
|
||
party to return the way it came. Leave the temple by the east door and go all
|
||
the way north and through the door. Fight Kuo-Toa who are searching this room
|
||
for loot, then enter the room to the east and fight more Kuo-Toa. In the small
|
||
closet in the east wall the party will find a Mace +4, but only after search-
|
||
ing and taking damage from fire. Now back to the bow, through the east doors
|
||
to fight the Kuo-Toa here who are trapped and desperate. With these defeated,
|
||
continue east and rendezvous with the slaves who will defend your rear as you
|
||
dive into the water and swim for the shore.
|
||
|
||
QUAZLE
|
||
|
||
A small gnome village north of Vingaard Keep is in chaos because a mad gnome
|
||
invented a picture making device and locked himself in his workshop. The Sage
|
||
Gnomes, who draw pictures of everything, saw this device as a threat and asked
|
||
the Mechanical Engineering Gnomes to make a device to counter the mad gnome's
|
||
invention. The Mechanical Engineering Guild created such noisy and dangerous
|
||
devices that the town thought it was under attack, and soon the gnomes were
|
||
running around with weapons that often misfired, adding to the massive confu-
|
||
sion. An Evil Mage seeking to increase his power came upon the village and
|
||
killed the mad gnome. He took over the workshop, set traps around it and
|
||
turned a pack of Undead Beasts loose to maintain the chaos.
|
||
|
||
The party is met by the Foreign Relations guild when it enters Quazle. The
|
||
gnomes point out the various guilds, then you sent are on a tour of the Hall
|
||
of Technological innovations. After the party is shown several exhibitions,
|
||
the game warns that they risk being bored to death. It didn't happen to me,
|
||
but you should escape regardless, as you have something more important to do.
|
||
You may be drawn back by the persistent gnome, then you must escape again.
|
||
|
||
There are a limited number of Undead Beasts in the Evil Mage's pack, and the
|
||
party encounters them in groups of two while wandering the village. You will
|
||
fight the remaining ones along with the Wizard when it enters the shop in the
|
||
northwest corner. Wander around the village and fight the Undead Beasts you
|
||
encounter until it seems there are no more, this will make the battle with the
|
||
Evil Mage much easier. The encounters with the gnomes around the village and
|
||
in the guilds are amusing, and the party gains experience for healing the
|
||
injured gnome in the hospital.
|
||
|
||
The entrance to the workshop is protected by three poison gas clouds that
|
||
will damage the party. Two of them can be avoided by passing through the
|
||
Mechanical Engineering guild, the building to the north of the entrance to
|
||
Quazle. Immediately destroy the machine when you enter the building or the
|
||
party will take damage. The workshop door can be opened by a Knock spell cast
|
||
by a mage, by bashing it or by picking the lock. The Evil Mage tells his story
|
||
(Journal Entry 41) and the fight ensues. The party finds Eyes of Charming, a
|
||
Potion of Healing, and a Potion of Speed.
|
||
|
||
CEKOS
|
||
|
||
Dragons have taken control of this town, and with their Sivaks have made
|
||
magic illegal and made the people their servants. Magic is still practiced in
|
||
secret, but the people are wary of all strangers. Some of the townspeople will
|
||
allow the party to rest in their homes, and the town cleric will allow you to
|
||
stay in his house in the northwest part of Cekos. There is a shop in town that
|
||
sells normal weapons, but after the party clears out the dragons it will sell
|
||
Darts of Hornet's Nest and Arrows +3 for high prices.
|
||
|
||
After entering the town, go directly north and you meet an old woman whose
|
||
daughter was taken by the dragons. The party should agree to help locate her,
|
||
then the woman gives you an amulet and a Quarter Staff +2. In a building to
|
||
the west of the entrance a wizard teaches magic. If the party talks to him, he
|
||
will give information then disappear. If you attack, he casts a Fireball be-
|
||
fore vanishing.
|
||
|
||
Continue north from the entrance, past the statue of Cekos in the center of
|
||
town. If this statue is approached after 14:00 (night), it appeals to the
|
||
party to save the town and gives them a White Mage scroll with three 8th level
|
||
spells. On the east central side of town are a tavern and an inn. If you de-
|
||
cline to drink while in the tavern, you'll hear a tale of treasure hunters
|
||
(Journal Entry 59). If the party refuses to leave the inn when requested,
|
||
Sivaks attack. Along the wall north from the tavern, you encounter a vagabond
|
||
who tells you about Cekos and the statue (Journal Entry 28) if the party gives
|
||
him some steel pieces.
|
||
|
||
To the north of the statue of Cekos and slightly west are two small build-
|
||
ings. If you enter the northern one, rogues will offer food and drink which
|
||
will mildly damage the party if accepted. In the southern building the party
|
||
meets Igorf, here to reclaim his "family's fortune" (Journal Entry 33). Igorf
|
||
is really a copper dragon in human form, and if allowed to join the party will
|
||
transmogrify during battle. He's a good ally, but his presence may make more
|
||
townspeople (including the cleric) unwilling to let you rest in their homes.
|
||
He will take a portion of the treasure the dragons have kept in their hoard
|
||
when you defeat them, but there's plenty left for the party.
|
||
|
||
The town hall is in the northeast corner of town, trying to pass the Sivaks
|
||
in the first room will cause them to attack. Pass through the north door and
|
||
battle more Sivaks, after which the party finds a key that will open a secret
|
||
passage to the dragons' lair. A building to the north of the entrance has a
|
||
jail on it's western side. Free the prisoners there to gain experience, and
|
||
they will tell you why they were imprisoned. The south door of this building
|
||
leads to a kitchen where you may see a servant carrying food. You have a ran-
|
||
dom chance to be able to follow her to the passage to the dragons' lair. Pass
|
||
through the north door from the kitchen and you meet the "mayor," a Sivak in
|
||
disguise, attack him to reach the secret passage to the west.
|
||
|
||
With the key from the fight with the Sivaks you can pass through to the en-
|
||
trance to the dragons' lair. Exit this room to the south, follow the hall to
|
||
the west, out the west door then south. Sneak past the Sivak guard post, then
|
||
through another secret door to the east. The party must defeat 5 Blue Dragons
|
||
here, but if Igorf is here he takes one on himself, leaving you four. After
|
||
the battle, Igorf takes his share of the treasure and leaves, and you find
|
||
jewelry, gems, silver and a Wand of Paralyzation. If you have the amulet that
|
||
the mother gave you near the entrance, the daughter (a princess) will follow
|
||
you back to her mother and you will receive gems.
|
||
|
||
THROTL KEEP
|
||
|
||
An evil priest named Lessiter has taken over Throtl Keep and has turned it
|
||
into a base of operations from which to create Undead armies. There are no
|
||
wandering patrols, but many encounters with High Priests, Skeletal Warriors,
|
||
Undead Dragons, and other Undead. Nowhere is completely safe to rest, and
|
||
there are some tough battles.
|
||
|
||
Upon entering, the party is met by Lessiter, and when it attacks he flees to
|
||
the east. You fight Skeletal Warriors and Wights, then you can chase him east-
|
||
ward or take a more direct route directly north. If you follow the chase
|
||
route, there will be several very tough battles. Pass through the arch to the
|
||
east and through the door, turn north at the corner and you will encounter
|
||
Undead Dragons. East then through the north arch and directly east is the door
|
||
to the Throtl vault, where the party finds money, a Composite Bow +2 and 10
|
||
Arrows +2. The party may continue to the north and around to the west, but it
|
||
will face some hard fights with Patriarchs and Undead. Alternatively, you can
|
||
retrace your steps back to the entrance and pass north through the arch and
|
||
the next two doors. Both routes lead to the same four-way intersection where
|
||
you face a difficult battle with Priests, Wights, Ghouls and Skeletal
|
||
Warriors.
|
||
|
||
From the intersection, continue north through the door and all the arches,
|
||
west through the next two doors. You meet Sarah, a Priestess of Mishakal who
|
||
is looking for her love, Sir Michael. They came to Throtl to rid it of evil,
|
||
and the Knight was captured. Continue to the west and you encounter a large
|
||
group of priests and wights. Exit the room to the south and immediately take
|
||
the eastern door. In the center of this room Sir Michael is held, and as Sarah
|
||
rushes to heal him, the party must fight Lessiter and his force of Wights,
|
||
Ghasts, Skeletal Warriors, and Priests.
|
||
|
||
With Sir Michael reunited with Sarah, the party can leave the Keep. If it ex-
|
||
plores the rest of Throtl, there are more encounters with Priests and Undead.
|
||
You can find a cache of jewelry, gems, and steel pieces in the southwest. If
|
||
there is a good Thief in the party, he can disarm a trapped door near the
|
||
central part of the Keep and the party fights Patriarchs to gain a Wand of Ice
|
||
Storm. This is a very hard battle considering what you get, and considering
|
||
that the Priests cast Slay Living spells.
|
||
|
||
CERBERUS
|
||
|
||
Although it is not necessary to do the Cerberus and Cerberus Graveyard seg-
|
||
ments to complete the game, you may want to do them before fighting Lord Soth
|
||
on level 3 of Dargaard Keep. You are nudged towards them at several spots in
|
||
the game, and if you don't do these quests before facing Lord Soth, they will
|
||
be gone. I only put them in as side quests because they aren't essential to
|
||
winning the game.
|
||
|
||
If the party enters the town before the attack in the graveyard, it finds
|
||
some of the citizens in mourning garb. The town is fairly normal, the map is
|
||
the same as Dulcimer, the bizarre duplicate created by the Lich. There is a
|
||
garden to the west of the entrance and a Farmer's Market to the east. The main
|
||
part of town lies through the arches to north, and contains little of note
|
||
until the attack on Cerberus begins. The town hall, directly to the north, is
|
||
vacant as the mayor is recently deceased. The building to the east houses an
|
||
inn where the party may stay for free and a tavern where you hear about the
|
||
mayor, who was assassinated, and of the funeral to be held in the graveyard.
|
||
|
||
To the east of the tavern is an oddities shop whose owner will pay for a rare
|
||
rug. However, I was not able to find a rug anywhere in the game that he would
|
||
buy. In the northwest corner of town is the town cleric's house, and Zakarie
|
||
will tell you about the mayor, and the citizens of Cerberus who were taken to
|
||
Dargaard Keep for servants. The party now should leave Cerberus to attend the
|
||
Mayor's funeral, triggering the attacks on the town and graveyard.
|
||
|
||
After banishing the evil from Cerberus Graveyard, you return to the town and
|
||
are attacked by Wights and Spectres upon entering. Zakarie has been kidnaped,
|
||
the town is being pillaged by Undead while the people have fled into town hall
|
||
and barricaded it against the evil forces. The party heads straight for the
|
||
town hall and defeats a group of Zombie Giants to gain entrance. The towns-
|
||
people tell you that they need the weapons in the town armory and that only
|
||
Zakarie can open it (Journal Entry 48).
|
||
|
||
The cleric is being held in the fortune teller's tent, located in the south-
|
||
east corner of the Farmer's Market. Head directly there, fighting random Un-
|
||
dead patrols along the way, then defeat the spellcasters to free Zakarie.
|
||
Return him to the town hall and he will release the magical barricade to allow
|
||
the townspeople to arm themselves from the armory in the northeast corner of
|
||
town. You may now go there yourselves and claim what remains: A Mace of Dis-
|
||
ruption, Ring of Protection +3, Chain Mail +2, and Gauntlets of Ogre Strength
|
||
which raise a character's strength to 18(00) when worn!
|
||
|
||
CERBERUS GRAVEYARD
|
||
|
||
The funeral for the assassinated mayor of Cerberus is being held here in the
|
||
graveyard. The funeral is interrupted by an Undead attack, triggered by enter-
|
||
ing the mausoleum. If the party has entered from the tunnel in Dargaard Keep,
|
||
the attack begins as they exit the building. After you repel the attack and
|
||
secure the graveyard, you return to Cerberus and find it besieged. This is one
|
||
of the game locations where Clerical Turning ability is diminished.
|
||
|
||
As you enter the graveyard for the first time, a man gives directions to the
|
||
funeral. You also notice the first of four evil runes that are allowing the
|
||
attackers to pass the fence. Once the attack begins the party must fight
|
||
Undead to exit this gate. Just northeast from the gate, a dog sits at his
|
||
master's grave. If you call him, he'll remain with the party until you leave,
|
||
and will watch over you while you rest.
|
||
|
||
The mausoleum is slightly west from the center of the graveyard, and when you
|
||
enter you see the mayor's body twitch. The townspeople will not listen to
|
||
your warnings, and the attack on the graveyard begins, starting with the party
|
||
fighting the Undead Mayor. With the attack underway, you'll encounter random
|
||
groups of Undead as you wander, until you replace the evil runes. In the
|
||
southwest corner is a building where you find the cleric's diary (Journal
|
||
Entry 38) and learn of his concerns about the gravedigger and the protective
|
||
runes.
|
||
|
||
The gravedigger is in the northwest corner, to reach his house you must
|
||
fight some Undead Rocs to pass through the gate. Once inside, smash the ruby
|
||
ring he wears and with the curse lifted he'll tell you about the cleric and
|
||
the runes he removed from the fence (Journal Entry 51). Use the shovel he
|
||
gives you to recover the runes he buried just outside his door, then follow
|
||
the fence around the graveyard and replace the evil runes. With the last rune
|
||
replaced, the graveyard will be at peace, and the party should return to the
|
||
town of Cerberus. The tunnel entrance into Dargaard Keep is in the northeast
|
||
corner of the building in the northeast part of the graveyard and may be
|
||
opened if you have Ariela's key.
|
||
|
||
Before you replace the runes, there are two rescues you may do to gain
|
||
experience. North five spaces and east once from the entrance the party may
|
||
rescue a woman buried alive if it has the shovel or the dog. To the east, a
|
||
mourner is held by Undead, fight them to save him.
|
||
|
||
DAVE'S CHALLENGE
|
||
|
||
After Lord Soth is defeated, the mountains can be passed in the northwest
|
||
corner of the map. In the extreme northwest corner of the land lies a buried
|
||
temple to Takhisis. When you enter, the spirit of Sir Vansward tells you the
|
||
history of the temple (Journal Entry 45). The only hint I'll give is that a
|
||
thief is really necessary to survive here. Have fun!
|
||
|
||
COORDINATE LISTINGS
|
||
|
||
This section lists most of the locations of encounters and treasures in each
|
||
segment of the game where the coordinate display is available. You shouldn't
|
||
miss anything with this, except in those areas in which the overhead view is
|
||
not available.
|
||
|
||
GARGATH OUTPOST
|
||
|
||
The main entrance/exit is at 4,(7,8); the rear exit is at 6,11. The store is
|
||
at 5,6. The Bank/Vault is at 7,5. The Training Hall is at 10,11. The Temple is
|
||
at 6,9. Treasure: Ring of Protection +1 for healing the sick. The Bar is at
|
||
5,9. The inn is at 6,4 (your room is at 7,4). Commander Bertil's office is at
|
||
11,8 on the upper level of the keep. The cemetery is at 11,3. Sir Karl's grave
|
||
is at 9,5. The party encounters the enemy while on patrol at 9,3 or 6,13. The
|
||
party is relieved from patrol duty at 5,8 or 5,7. The party guards 6,8
|
||
(Temple) or 8,10 (Well).
|
||
|
||
KALAMAN
|
||
|
||
The main gates are located at (5,6),15. The Whistling Whale Inn is at 4,14
|
||
(your room and ransom note are at 0,15). The Temple of Kal is at 11,15. The
|
||
Training Hall is at 13,8. The party meets Daine and Ariela at 15,3. The party
|
||
fights Sivaks at the entrance to the Dream Pavilion at 2,3. The party meets
|
||
the kidnapers at 6,6. Treasure: Clerical scroll with 3 spells. The party
|
||
fights Ariela in dragon form at 15,0. Treasure: Elixir of Youth. The party
|
||
rescues the young Knight at 0,11. Treasure: Dart of Hornet's Nest. The back
|
||
entrance to the inn is at 0,13.
|
||
|
||
VINGAARD KEEP
|
||
|
||
No coordinates available. Treasure: Long Sword +3, Red Mage scroll (after
|
||
the Dragon Pit mission).
|
||
|
||
HIGH CLERIST'S TOWER
|
||
|
||
The entrance/exit is at 0,1. The party may rest (except during the attack) at
|
||
3,1. A good place to rest during the attack is at 13,1. Sir Durfey joins the
|
||
party after battling Undead at 11,3. Battles occur at: 14,5; 14,9; 14,13;
|
||
1,10; 5,10; 4,4; 4,7. The entrance into the tunnels is at 1,15.
|
||
|
||
HIGH CLERIST'S TOWER (TUNNELS)
|
||
|
||
The party enters from the tower at 1,0. The party first meets Sir Garren and
|
||
the Red Dragon at 1,3. Delaying attacks by Undead occur at 3,7(8) and 8(9),5.
|
||
The party fights the Red Dragon at 12,0(1). Another delaying attack at
|
||
14(15),7. Treasure: Short Sword +4, Staff Sling +3. Yet another delaying
|
||
attack occurs at 12,11(12). Treasure: Hoopak +3. The party meets Sir Garren
|
||
again and takes his cursed sword at 7,11(12). Lord Soth confronts the party at
|
||
the exit 5(6),15.
|
||
|
||
DRAGON PIT
|
||
|
||
The entrance/exit is located at 15,8. The secret passage is located at 13,2.
|
||
Wights convert Sir Bregen into one of their own at 11,0. The party fights Un-
|
||
dead at 9,6. Treasure: Plate Mail +3, Shield +2, a White Mage scroll, and a
|
||
Clerical scroll. Undead Dragons guard at 3,6. Spark, a Red Dragon, is chained
|
||
at 2,9(10). The exit, warded against the living is at 15,14(15). A stable for
|
||
Nightmares is at 14,11. Barracks for Skeletal Warriors are at 15,12. The party
|
||
first meets Sir Karl at 4,12. The party finally fights the Dread Wolf at 3,10
|
||
while Sir Karl retreats. Sir Karl and Maya meet, and the party fights the
|
||
Death Dragon at 6,8. Trea sure: Footman's Dragonlance. The Dragon's Lair is at
|
||
11,8. Treasure: Short Bow +3, Leather Armor +3, and Plate Mail +2. The rope
|
||
bridge can be repaired at 12,6 to cross the chasm to 12,4.
|
||
|
||
DULCIMER
|
||
|
||
The main entrance/exit is (6,7,8),15. The tavern is at 10,7. The inn is at
|
||
10,5. The stocks are at 6(8),3. The spectre appears as the party approaches
|
||
the door at 15,8 or 7,0. The Lich's guards are at 9,0. The Lich's quarters are
|
||
at 6,0. The Zombie Giants who are gambling are at 14,0. Treasure: Long Sword
|
||
+4, Scroll of Protection against Dragon's Breath, Potion of Invisibility, and
|
||
4 Darts +3. The Lich's phylactery is at 2,13.
|
||
|
||
VOICE WOODS
|
||
|
||
Note: You may find the same encounters in locations other than those listed,
|
||
especially if you stray from the walkthru. Exit back to Dulcimer is at 0,8.
|
||
Encounters with sprites may occur at: 1,8; 0,4; 0,10; 4,7; 10,10 as well as
|
||
several other locations. Altars to Paladine are at 4,8 and 7,11. A large group
|
||
of Black Wizards, Wights and Giant Zombies can be found at 8,7. A different
|
||
group of Mages and Undead can be found at 11,4. The party fights Fire Minions
|
||
at 5,9. Whisper Spiders attack at 7,0 and 7,15. Limbs and vines damage the
|
||
party at 9,(6,7,8) 4,4 and numerous other locations. Arches teleport the party
|
||
to different locations: 0,0 to Throtl Keep; 13,0 to Forest north from Dulci-
|
||
mer; 13,15 to Turef; 0,15 to West of Turef. Warrior sprites guard at 10,6(8).
|
||
The Hall of Voice Wood is at 12,7.
|
||
|
||
DARGAARD KEEP: FIRST FLOOR
|
||
|
||
Drawbridge entrance/exit is at 7(8),15. Tunnel from/to Cerberus graveyard is
|
||
at 8,1. Drawbridge controls are at 7(8),14. The party meets Lenore after the
|
||
ambush at 7(8),13; else, it meets her at 8,2. The party meets the maid and is
|
||
given a key at 7(8),4 or 4(5),13. The door to the servant's quarters is at
|
||
1,9. The party meets the servants at 1,4. The front entrance to the comman-
|
||
der's chambers is at 4,3. The commander's closet is at 3,1. The temporary
|
||
prison is at 12,9. The secret passage to the temple begins at 10,2 and ends at
|
||
11,2. The party fights clerics at 11,3 if it didn't wait at 11,2. Treasure at
|
||
13,3: 2-Handed Sword +2. The party hears cries for help at 13,6 coming from a
|
||
coffin at 12,7. The party may take stairs up at 14,0 only if it has the Rod of
|
||
Omniscience.
|
||
|
||
DARGAARD KEEP: SECOND FLOOR
|
||
|
||
The party enters this level at 8,1 and immediately fights Undead. The port-
|
||
cullis at 5,3 is raised by the lever at 1,1. The party may sneak by the
|
||
Vampires at 4,2 to reach 1,1. The party battles the guards holding the clerics
|
||
at 5,5. The portcullis at 2,7 is raised by the lever at 3,3. The party must
|
||
fight Flesh Golems at 3,5 to reach 3,3. The cell at 1,7 and all the cells
|
||
along this hall are safe for resting. The party fights an Undead guard group
|
||
at 5,9. The party finds Sebas Astmoor at 8,7. The cell at 8,9 and the other
|
||
cells on this hall are safe for resting. The party fights to save the Cerberus
|
||
townspeople at 14,2. The tome containing the counterspell is at 13,9. The
|
||
cleric's chamber is at 7,3. Treasure: Plate Mail +4, Necklace of Missiles,
|
||
Wand of Lightning, and a Red Mage scroll. The party fights to rescue the body
|
||
Sturm of Brightblade at 14,13. The stairs up to the third floor of the Keep is
|
||
at 8,14.
|
||
|
||
DARGAARD KEEP: THIRD FLOOR
|
||
|
||
No coordinates available.
|
||
|
||
CURSED VILLAGE
|
||
|
||
No coordinates available. Treasure: Ring of Protection +2, Olin's Quarter
|
||
Staff, and White Mage Scroll.
|
||
|
||
FUN HOUSE
|
||
|
||
No coordinates available. Treasure: Girdle of Giant Strength and a Red Mage
|
||
Scroll.
|
||
|
||
FATHER OF TREES
|
||
|
||
No coordinates available. Treasure: Periapt Proof vs. Poison and Boots of
|
||
Speed.
|
||
|
||
SHIPWRECK
|
||
|
||
No coordinates available. Treasure: Mace +4, Banded Mail +3, and Long Sword
|
||
+3.
|
||
|
||
TUREF
|
||
|
||
The main entrance/exit is located at 10,0; the rear exit is at 8,15. The
|
||
Tavern is at 7,10. The Locksmith is at 7,12. The only completely safe place to
|
||
rest is at 13,7. Skomp spots his boar at 12,13. The party finds the slain boar
|
||
at 9,4 after the fight at 6,5. The dwarf cook is at 13,4. Treasure: Short
|
||
Sword +2 (for giving the boar carcass from 9,4 to the cook). The party meets
|
||
the scholar at 12,1 and returns "Ambush Made Easy" here. The party finds the
|
||
book "Ambush Made Easy" then fights soldiers at 7,1. Treasure: Shield +4. The
|
||
ambushers lie in wait at 8,8. The secret passage that leads behind the ambush
|
||
is entered at 6,9. The party meets the young dwarf's mother at 9,11. Treasure:
|
||
Cloak of Displacement (after rescuing the young dwarf). The party finds the
|
||
dwarf in the purple hat at 2,1. Sentries are posted at 9,10 and 10,14. The
|
||
magistrate is held at 4,9. Evil forces await at 4,4. The party battles sol-
|
||
diers followed by a trio of Blue Dragons at 6,5.
|
||
|
||
KUO-TOA SLAVE SHIP
|
||
|
||
The party begins this quest inside a cell at 1,15. The slaves meet at 4,14.
|
||
The party fights Kuo-Toa at 4,11 then at 0,9. Treasure: Chain Mail +4, Long
|
||
Bow +3, and 10 Arrows +3 after the fight at 0,9. The galley is at 0,4 and the
|
||
pantry is at 1,1. Kuo-Toa dining rooms are at 6,2 and 6,7. The party inter-
|
||
rupts the human sacrifice in the temple at 8,13. After the battle at 8,13 the
|
||
doors at 8,12 and 10,14 are ablaze. The party fights Kuo-Toa at 10,3 and 12,4
|
||
to reach 14,5. The burning closet is at 14,5. Treasure: Mace +4. The party
|
||
battles the fleeing Kuo-Toa at 11,(6,7,8). The party dives from the burning
|
||
ship at 15,(6,7,8).
|
||
|
||
QUAZLE
|
||
|
||
The entrance/exit is located at 0,14. The Medical Guild is at 7,14. The
|
||
Military Planning and Weapons Guild is at 10,13. The Education Guild is at
|
||
12,13. The Sage Gnome Guild is at 6,2. The Hall of Technological Innovation is
|
||
at 13,9. The party destroys the machine in the Mechanical Engineering Guild at
|
||
1,9. Poisonous gas clouds are at: 0,3; 1,3; 2,3. The party fights the Evil
|
||
Mage at 0,1. Treasure: Potion of Speed, Potion of Healing, and Eyes of
|
||
Charming.
|
||
|
||
CEKOS
|
||
|
||
The entrance/exit is located at (7,8),15. The party may rest at 2,3. The Inn
|
||
is at 14,10. The Tavern is at 14,7. The shop is at 11,9. The party meets the
|
||
old woman at 7,13. Treasure: Quarter Staff +2; Gems when party returns with
|
||
daughter. The statue of Cekos speaks to the party at 8,8 (at night). Treasure:
|
||
White Mage scroll with 3 8th level spells. The party encounters the Wizard at
|
||
2,14. The party meets Igorf at 7,5. The servant is found in the kitchen at
|
||
6,10 (during the day). The vagabond is found at 11,6. The Sivak mayor is at
|
||
6,7. The prisoners are held at 2,8. The party must fight Sivaks at (10,11),4
|
||
and 11,1. It finds the key at 11,1. The secret entrance to the Dragon's Lair
|
||
is at 4,7. No coordinates are available for the Dragon's lair. Treasure: Wand
|
||
of Paralyzation.
|
||
|
||
THROTL KEEP
|
||
|
||
The entrance/exit is located at 7,15. The party encounters Undead Dragons at
|
||
11,14 and 0,5. The Throtl Vault is located at 14,13. Treasure: Composite Long
|
||
Bow +2 and 10 Arrows +2. Skeletal Warriors and Zombie Minotaurs attack at:
|
||
13,12; 14,15; 14,9; 2,3. Evil Priests and Zombie Minotaurs guard at 10,12. The
|
||
party battles "The Beast Master" and Undead at 9,11. Secret passage at 8,12
|
||
leads to the hall at 7,12. The party fights a large force of Priests and
|
||
Undead at 7,9. Sarah, Priestess of Mishakal, meets the party at 5,1. A large
|
||
patrol of Priests and Undead guard at 3,1. Lesster and his army await at 4,2.
|
||
The party fights Skeletal Warriors and Nightmares in the stable at 2,15. Many
|
||
Priests ambush the party through a trapped door at 5,9 (very tough). Treasure:
|
||
Wand of Ice Storm. Skeletal Warriors and Undead guard the hall at 1,11. The
|
||
party fights Priests and Undead at 1,10 for much jewelry, gems and money.
|
||
|
||
CERBERUS
|
||
|
||
The entrance/exit is located at (6,7,8),15.
|
||
|
||
Before the attack: The tavern is at 10,7. The Inn is at 10,5. The oddities
|
||
shop is at 14,6. The party meets Zakarie at 2,0.
|
||
|
||
During the attack: The party battles Undead to enter the town at (6,7,8),15.
|
||
Spectres attack at 10,5. The party must defeat Giant Zombies at 7,5 to enter
|
||
Town Hall. The party meets the townspeople in Town Hall at 7,4. Zakarie is
|
||
being held by the Fortune Teller at 15,15 (you must reach 7,4 first). The
|
||
party enters the armory at 14,0 after returning Zakarie to Town Hall (7,4).
|
||
Treasure: Chain Mail +2, Ring of Protection +3, Mace of Disruption, and
|
||
Gauntlets of Ogre Strength.
|
||
|
||
CERBERUS GRAVEYARD
|
||
|
||
The main entrance/exit is located at 8,15. The party finds the dog sitting on
|
||
it's master's grave at 10,13. The cleric's diary is found at 0,15. The mayor's
|
||
funeral is at 5,7. Undead creatures attack at 4,1 and 11,1. The gravedigger is
|
||
at 1,1; the party finds his shovel. The four good runes are buried at 2,1.
|
||
The four evil runes are at: 8,13; 0,7; 8,0; 15,7. The party may rescue the
|
||
girl buried alive at 9,9 if it has the shovel or dog. The party fights Undead
|
||
to rescue a mourner at 12,10. The tunnel entrance to Dargaard Keep is at 15,0.
|
||
|
||
DEATH KNIGHTS OF KRYNN is published by Strategic Simulations, Incorporated.
|
||
|
||
|
||
|