Kingdom: The Far Reaches solution
Apprentice mode solution
Get the Spell of Release from Daelon. Your character may need
to wander until they are available.
Go to the Barren Rocks and take the left pathway. Use the Spell
of Release to get the Crystal of Kaldar.
Get the Spell of Seeing from Daelon. Go to the Treefolk Forest
and get the Wood Elf Staff. Go to the Fairy Circle. Cast a Spell
of Seeing, and give the Fairies the Wood Elf Staff.
Go to the Crystal Castle and use the Crystal of Kaldar on the
tigers. Enter the Crystal Castle and go to the back room. Take
the Black Mace.
Exit and go to the Marsh Wastes. Cast a Spell of Seeing and follow
the sign to Illes.
Go to the Shimmering Oasis and then to the Temple of Cindra. Then
go to the West Sea Coast and use the Black Mace on the Devil Fish.
Go to the East Sea Coast and head toward the Black Keep.
Use the Crystal of Kaldar to get past the Plague Magician. Enter
the main door to the Keep and take the Bloodsword.
Go to the Valley of the Argent Kings and then to Drakesblood's
Palace. Follow the crowns above the door until your character
enters the throne room. Use the Blood Sword to slay Drakesblood
to complete the quest.
Wizard mode solution
Note: This solution is listed by major location, then by sub-location
in partial chronological order.
Wiegard
Center of Glendoe
Listen to the two women. If the blind beggar in the Outskirts
of Glendoe has not been healed, do not go to The Guildhall.
Outskirts of Glendoe
Use the Spell of Seeing to heal the blind beggar. This will
allow access to the Haunted Waterfalls from The Guildhall.
The Guildhall
Do not enter until the blind beggar has been healed.
Haunted Waterfalls
If your character arrived from Daelon's Mansion, then
nothing happens. If your character arrived from The Guildhall,
all lives will be restored. If your character arrived from Skylar's
Temple, the power of Tide Control will be granted to allow
access to the Sea Dwellers' Pavilion.
Upper Pools
The Troglitots will give hints on Tide Control and the Crystal
of Kaldar.
Lower Pools
Do not travel here.
Treefolk Forest
Take the Wood Elf Staff from the Wood Elves when they offer
it.
Fairy Circle
Use a Spell of Seeing to make the Fairies appear. Give them
the Wood Elf Staff (see Treefolk Forest). Do not go to the Crystal
Castle without the Crystal of Kaldar.
Crystal Castle
Use the Crystal of Kaldar (see Barren Rocks) to defeat the
Crystal Tigers.
Interior of Crystal Castle
Selecting the book will display the game credits. Use the
Onyx Seal (see Dunespeople Camp Site) to get into the room
containing the Black Mace. Once in the room, take the Black Mace.
Forester's Camp
Listen to the woman for clues.
Huntsman's Crossroads
Nordon the Huntsman will greet your character with various
clues.
Barren Rocks
Use the Cold Fire (see Marsh Wastes) to defeat the
Mist Monsters. Use a Spell of Understanding to read the ancient
runes on the rock. The path straight ahead leads back to the Outskirts
of Glendoe while the path that veers to the left will take
your character to the Crystal of Kaldar.
Crystal of Kaldar
Use a Spell of Release on the Crystal and it will come to
your character. Use the Crystal of Kaldar to defeat the Crystal
Tigers at the Crystal Castle and to dispel the Plague Magician.
Moors
Do not travel here. Your character will be wounded.
Marsh Wastes
Use a Spell of Seeing to gain access to the Open Desert
and Illes. Until then, your character cannot get
into Illes without dying. Pick up the Cold Fire
on the ground. It is needed to defeat the Mist Monsters at the
Barren Rocks.
Bogs on the Moors
Do not travel here.
Daelon's Mansion
Daelon will give your character spells after a sufficient
amount of time has passed. A good order to take the spells is:
Seeing, Release, Understanding, and Travel. The Spell Of Release
is used to get the Crystal of Kaldar, and the Spell of Understanding
is used to get the Onyx Seal.
Plague Magician
Use the Crystal of Kaldar if the Plague Magician is encountered
in the forest. If your character does not have the Crystal he
will be wounded.
Illes
Open Desert
Do not stay here too long or your character will die. If a
Spell of Seeing has not yet been cast in the Marsh Wastes,
the path will not be visible and your character will die immediately.
Desert Oasis
Show the women here the Talisman Scepter (see Temple of
Cindra). They will give your character the Enchanted Bow.
Do not take the Enchanted Bow until it is offered.
Shimmering Oasis
Do not touch the water here. Your character will be killed.
Temple of Cindra
Do not travel here until your character has the Black Mace
(see Crystal Castle).
Temple of Cindra: Left Door
This leads to Torlock's secret hiding place. If your character
does not have the Black Mace, he will die. If your character has
the Black Mace, use it to send Torlok out of the Temple.
Temple of Cindra: Front Door
If Torlok has not been sent away from his hiding place behind
the Left Door of the Temple of Cindra, there will
be nothing of value inside the temple. The door on the right will
lead to your sacrifice. The priests will give your character the
Talisman Scepter when he leaves the Temple after it has been freed
of Torlok's evil influence.
Dunespeople Campsite
The Dunespeople want to see the Talisman Scepter (see Temple
Of Cindra). Since your character will not have it initially,
use a Spell of Understanding. This will lead to the Onyx Seal
that is used to get the Black Mace in the Crystal Castle.
Do not return to the Dunespeople Campsite until your character
has the Talisman Scepter.
Lost Mines
Your character will meet Maluki here.
Maluki's Hut
Maluki will offer hints as well as restore full health.
High Ground
Daelon will transmit an image of himself to offer some hints.
Hills Above Desert
The Bridgekeeper wants the Silver Wheat (see Burial Ground
of the Argent Kings), the harvest of the Argent Kings.
Skylar's Temple
This is the most involved quest of the game, and is timed.
First, go to the Haunted Waterfalls to get Tide Control.
Then go to the Sea Dwellers' Pavilion to get the Golden
Chalice. Go back to Drakesblood's Palace to get the Silver
Wheat again for the bridgekeeper. Be wary of the Devil Fish on
the West Sea Coast unless your character has the Enchanted
Bow. The Clock Room teleporter in Drakesblood's Palace
may be used to travel quickly if necessary. Once the Golden Chalice
is returned to Skylar, he will give your character the Hunting
Horn.
West Sea Coast
Watch out for the Devil Fish. Use the Enchanted Bow to pass
without harm. Use the Black Mace to pass after being wounded.
Without either weapon, the Devil Fish will kill your character
Sea Dwellers' Pavilion
Your character can only travel here by using Tide Control
(see Haunted Waterfalls, Skylar's Temple). Tide
Control is activated by clicking on the Tide Control Rock in the
bottom right corner of the screen. The Sea Dwellers will give
your character the Golden Chalice to return to Skylar.
Thieves
If thieves steal your character's pouch, remember the current
location. Then go to the Dunespeople Campsite where your
character will be told to return to the location where the pouch
was stolen. Return there to sneak up on the thieves. Use the small
rock on them.
Sand Devils
If the Sand Devils appear, quickly use a Spell of Release.
Plague Magician
If the Plague Magician is encountered again in Illes,
use the Crystal of Kaldar. Without it, he will kill your character.
Iscar
East Sea Coast
Daelon transmits his image and gives hints.
Black Keep
The Crystal of Kaldar is needed to escape from the traps around
this location.
Black Keep: Entrance Path
Use the Crystal of Kaldar to defeat the Plague Magician. Otherwise,
he will kill your character. When the top of the path is reached,
use the Hunting Horn or Crystal of Kaldar to defeat the Lizard
Men. Note that the Crystal will be lost if used here and will
not be accessible again in the game.
Black Keep: Left Door
Use the Hunting Horn (See Skylar's Temple) to enter
this door Once inside, cast a Spell of Understanding to get the
Runes of Iscar. This is the last item needed to defeat Drakesblood.
Black Keep: Main Door
This leads to the Blood Sword that is needed to harvest the
Silver Wheat and kill Drakesblood.
Valley of the Argent Kings
Use the Orb of Mobus (see Hedge Maze) to get the Pentacle
Coins. When given to Drakesblood, they will allow access to the
Burial Grounds.
Temple Ruins
The dead sometimes appear to aid the weary traveler. This
is also the exit to the Hedge Maze.
Hedge Maze
Use the Enchanted Bow to find the Orb of Mobus. The Bow will
disappear used here. Another one may be obtained by returning
to the Desert Oasis. The Orb can be obtained by walking
through the maze without the using Bow, but it is very difficult
and not recommended.
Drakesblood's Palace
The wizards and inhabitants of the palace do not consider
your character a threat and will allow him free movement.
Drakesblood's Palace: Harp Room
There are several exits here. Going upstairs will lead to
the Princess' Room. The corner doorway will lead to the
Clock Room, and the doorway with the crown above it will
lead to the Banquet Hall.
Drakesblood's Palace: Princess' Room
The Princess will give advice. The right door leads back to
the Harp Room. The middle door leads to the Tapestry
Room, and the left door with the crown above it leads to the
Banquet Hall.
Drakesblood's Palace: Banquet Hall
Corrupt wizards will offer their snide remarks. The high door
leads to the Princess's Room, the smaller lower right door
leads back to the Harp Room and the door with the crown
above it leads to the Throne Room.
Drakesblood's Palace: Clock Room
This room serves as a teleporter to either the East Sea
Coast (right archway) or to Daelon's Mansion (left
archway). Note that this is the only way to leave Iscar without
passing by the Devil Fish or using a Spell of Travel.
Drakesblood's Palace: Tapestry Room
Use the Orb on the tapestry to get a preview of Kingdom: Shadoan.
The door to the left of the tapestry returns to the Harp Room
or to the Wizards' Chambers if your character's pouch has
been stolen. The other door always leads back to the Harp Room.
Drakesblood's Palace: Throne Room
Your character can leave alive by only two methods. Give the
Pentacle Coins to Drakesblood for access to the Burial Ground
Of The Argent Kings. The other option is to complete the quest
by using the Runes of Iscar, and then the Blood Sword to slay
Drakesblood.
Drakesblood's Palace: Wizards
If your character's items were stolen in the palace by the
wizards, they can be found by returning to the tapestry room and
exiting through the door on the left. Pull the rope when the wizards
are sleeping.
Burial Ground Of The Argent Kings
Use the Blood Sword to harvest the Silver Wheat. The only
way to reach this location is to bribe Drakesblood in his palace
with the Pentacle Coins.
Unknown
Click on the Eye Icon and look at the Map Screen. Look at
the various locations available as destinations. If your character
is in the forested or marshy areas near Glendoe, then he is in
Wiegard. If your character is in the southern desert
areas, he is in Illes. If your character is in the
eastern areas near the Black Keep and Drakesblood's
Palace, then he is in Iscar.
Copyright © 1996 Al
Amaloo. All rights reserved.
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